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Author Topic: Project DGen_mod  (Read 377064 times)

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Asura

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Re: Project DGen_mod
« Reply #360 on: September 14, 2012, 11:38:29 AM »

Hi, everybody! I returned. :) Couple of days to deal with affairs and I will continue version 2.0 preparation ;)
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Lagarto

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Re: Project DGen_mod
« Reply #361 on: September 15, 2012, 01:45:14 AM »

Glad to see you back. How was the vacation? :)
Is the new, merged DGen going to work more like the one we have now for Europe, or the one we have for the Pacific? I always like the one for Europe more (it is better developed), and the one for Pacific never really worked as it should.
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Juri_JS

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Re: Project DGen_mod
« Reply #362 on: September 16, 2012, 01:33:25 AM »

I was quite unhappy when I saw that the 1.5.0.0 test version is using the Pacific waypoint system in European campaigns, I doubt that it is a good idea. In my opinion it would be the best way to add an option to the settings file that allows campaign builder to select which waypoint system is used on a map. On some maps the Pacific system might be useful, on other maps the European system will work much better.
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Asura

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Re: Project DGen_mod
« Reply #363 on: September 17, 2012, 03:08:07 AM »

Glad to see you back. How was the vacation? :)
Is the new, merged DGen going to work more like the one we have now for Europe, or the one we have for the Pacific? I always like the one for Europe more (it is better developed), and the one for Pacific never really worked as it should.

To have a rest always it is good! :) I will try to make a good hybrid of Europe and Pacific. I hope to take from branches all best. For example the system of messages will be from Pacific - it is universal and convenient, and here routes I will try to take from Europe, just as structure of briefings - it is more informative.
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Asura

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Re: Project DGen_mod
« Reply #364 on: September 17, 2012, 03:11:07 AM »

I was quite unhappy when I saw that the 1.5.0.0 test version is using the Pacific waypoint system in European campaigns, I doubt that it is a good idea. In my opinion it would be the best way to add an option to the settings file that allows campaign builder to select which waypoint system is used on a map. On some maps the Pacific system might be useful, on other maps the European system will work much better.

I didn't manage to unite this part yet. In 1.5 routes only from Pacific, but this makeshift, only are really used in order that it was possible to try 1.5. In 2.0 over a land routes from Europe, over water - from Pacific will be used.
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Lagarto

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Re: Project DGen_mod
« Reply #365 on: September 18, 2012, 11:56:03 AM »

Please don't forget to give us an option to manually set daylight hours :) I'm sick and tired of having to skip missions because it's too dark to fly.
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Asura

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Re: Project DGen_mod
« Reply #366 on: September 18, 2012, 11:24:23 PM »

Please don't forget to give us an option to manually set daylight hours :) I'm sick and tired of having to skip missions because it's too dark to fly.

I will make surely. :)
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Lagarto

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Re: Project DGen_mod
« Reply #367 on: September 19, 2012, 05:08:35 AM »

And of course I'm looking forward to the 'Antiship' type of missions for AI in the ETO/MTO, currently unused, so that we can finally have He 111s, Ju 88s, Do 217s, SM 79s, Beaufighters, IL-2s, IL-4s, and the forthcoming Beauforts do their torpedo work :)
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Asura

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Re: Project DGen_mod
« Reply #368 on: September 19, 2012, 11:46:08 PM »

And of course I'm looking forward to the 'Antiship' type of missions for AI in the ETO/MTO, currently unused, so that we can finally have He 111s, Ju 88s, Do 217s, SM 79s, Beaufighters, IL-2s, IL-4s, and the forthcoming Beauforts do their torpedo work :)

Partially it already works - the ops codes of files are already incorporated. It is possible to try. ;)
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RealDarko

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Re: Project DGen_mod
« Reply #369 on: September 20, 2012, 08:40:58 AM »

Is there a version I can try on DBW?
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Asura

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Re: Project DGen_mod
« Reply #370 on: September 20, 2012, 11:40:53 PM »

Is there a version I can try on DBW?

I use DBW + DGen_MOD. Everything works. :) the New generator isn't adhered to the game and mods version. The main thing that in the AllClasses.dat file there were planes which are in your version.
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santobr

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Re: Project DGen_mod
« Reply #371 on: September 21, 2012, 04:49:01 AM »

I was trying to enable the TBD and disable the F4F3 as an attack plane in the Coral Sea campaign.
For the TBD I wrote everything needed in AllClasses.dat and AllPlanes.dat and I included the TBD1 in the [Planes] section of CoralSea.DB
For the F4F3 I created the classesUN1.dat and I registered the F4F3 as a FIGHTER_N trying to override the AllClasses.dat.

Well, it looks like nothing changed, there isn't a TBD squadron in the attack carriers mission and instead of TBD there is a attacking squadron of F4F3 with bombs.

I don't know what to do anymore, maybe I forgot something, but I can't put the TBD instead of F4F3 in the attack carrier mission. :-[

Every help is welcome. :)

Thank you. ;)



santobr.
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