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Author Topic: Project DGen_mod  (Read 376820 times)

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Juri_JS

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Re: Project DGen_mod
« Reply #540 on: February 13, 2013, 11:06:10 PM »

Quote
I run around like a mad. :) On the one hand I corrected the main mistakes and I can lay out 2.0.0.4, but I yet didn't make part of a code which is responsible for emergence of suspended tanks. How it is better to you to make - 2.0.0.4 now but while without tanks or later but with tanks?
I need working drop tanks to test my Solomons and Hungarian campaigns, so I would prefer to have them in 2.0.0.4. But if adding the drop tank feature will take too much time, it might be better to wait till 2.0.0.5 and release 2.0.0.4 without it.
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Juri_JS

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Re: Project DGen_mod
« Reply #541 on: February 14, 2013, 02:47:29 AM »

Well and once again to place points over i examples DGen_mod.ini :)

[DGen_mod]
LogLevel=0
LogListOutput=0
MissionDistance=40
RandomFlights=5
MaxFLAK=10
AirIntensity=Medium
GroundIntensity=High
MaxBomberSkill=0
CampaignMissions=Normal
CampaignAI=Normal
;CampaignLength=VeryLong
CampaignLength=Long
CampaignDifficulty=Normal
SlowFire=50
PromotionRate=1.9
UseParkedPlanes
;Language=English
;NoLocalPlanes

What does NoLocalPlanes do?
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Ian Boys

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Re: Project DGen_mod
« Reply #542 on: February 14, 2013, 04:01:54 AM »

Quote
I run around like a mad. :) On the one hand I corrected the main mistakes and I can lay out 2.0.0.4, but I yet didn't make part of a code which is responsible for emergence of suspended tanks. How it is better to you to make - 2.0.0.4 now but while without tanks or later but with tanks?
I need working drop tanks to test my Solomons and Hungarian campaigns, so I would prefer to have them in 2.0.0.4. But if adding the drop tank feature will take too much time, it might be better to wait till 2.0.0.5 and release 2.0.0.4 without it.

I would agree with this ...
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greybeard

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Re: Project DGen_mod
« Reply #543 on: February 14, 2013, 04:16:46 AM »

I wonder if the same is true of other things like HistoricalRanks?

Yes, it is. The same also for UseParachutes.

Regards,
GB
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Asura

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Re: Project DGen_mod
« Reply #544 on: February 14, 2013, 05:07:45 AM »

What does NoLocalPlanes do?

It is the parameter which includes or disconnects use of data from PG_Balaton1Planes.dat files. Possibly further I will move away him. Those parameters which now can be used are in detail described in the instruction. ;)
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Lagarto

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Re: Project DGen_mod
« Reply #545 on: February 17, 2013, 12:13:02 PM »

Asura, some time ago you said that the new DGen will be able to generate only a few, selected mission types, even one mission type. Is this feature being implemented?
Recently I tried to recreate Battle of Britain scenarios, and the RAF fighters, instead of defending London against Luftwaffe bombers, keep flying offensive missions to the other side of the Channel. When I removed all their offensive missions from the ops file, the game froze (I hate it).
I think DGen is best at generating tactical, close air-support campaigns - Red side bombs artillery, Blue side attacks a bridge, and so on - but it's no good at generating strategic campaigns, when only one side is offensive, and the other side is only defensive.
I was thinking of making a DGen campaign about the defence of Malta, but it's going to be the same problem :(

Another feature worth implementing, if possible:

oDeBombTown 10622:50509   VVS 3F 3F   LW 9B 4Y 9B 4F

This line should create a mission, when bombers come in two waves, each escorted by 4 fighters. Unfortunately, only the first group of bombers is escorted (by player and his flight). The other four fighters just fly ahead and leave the other 9 bombers unprotected.
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Asura

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Re: Project DGen_mod
« Reply #546 on: February 17, 2013, 11:13:57 PM »

Asura, some time ago you said that the new DGen will be able to generate only a few, selected mission types, even one mission type. Is this feature being implemented?

It works, but it is necessary to observe the following compliance - for the chosen type of mission in the template have to be the type corresponding to chosen mission has to have the answering purpose and the plane of the player. For example:

Mission type -oBlueAttackBattery or oBlueReconBattery or oRedDefendBattery or oRedPatrolBattery - The blue fly to red artillery, red it protect.

For this purpose at the radius of flight of the player there has to be his artillery, and the plane of the player has to have the type FIGHTER, LIGHT or ALL. If one of conditions isn't carried out - missions won't be formed.


Quote
Another feature worth implementing, if possible:

oDeBombTown 10622:50509   VVS 3F 3F   LW 9B 4Y 9B 4F

This line should create a mission, when bombers come in two waves, each escorted by 4 fighters. Unfortunately, only the first group of bombers is escorted (by player and his flight). The other four fighters just fly ahead and leave the other 9 bombers unprotected.

If you want to receive bombers with cover use Bx or Br - these groups will be with cover. The code B is the independent group of the bombers which hasn't been connected with the following code F
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wheelsup_cavu

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Re: Project DGen_mod
« Reply #547 on: February 17, 2013, 11:32:40 PM »

".mis" files are created in the full editor is a set (template) for creation of missions is more whole. The there are more than different objects on map (in files ".mis") the fighting departures will be more various. In the course of creation of missions the generator chooses the necessary objects from files ".mis" and adds in mission. I will add information in documentation on objects and their features a little later. Something about it was in documentation to the old generator - this part didn't change.
Where can I find the old documentation, please?



santobr.
This is probably the documentation that is being mentioned.
DGen Studies @ SimHQ: http://simhq.net/forum/ubbthreads.php/topics/1708223/1.html

There are some other articles in the M4T Knowledge Base.
DGEN Articles: http://www.mission4today.com/index.php?name=Knowledge_Base&cat=24


Wheels
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Boelcke

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Re: Project DGen_mod
« Reply #548 on: February 18, 2013, 12:22:45 AM »

Asura, some time ago you said that the new DGen will be able to generate only a few, selected mission types, even one mission type. Is this feature being implemented?

It works, but it is necessary to observe the following compliance - for the chosen type of mission in the template have to be the type corresponding to chosen mission has to have the answering purpose and the plane of the player. For example:

Mission type -oBlueAttackBattery or oBlueReconBattery or oRedDefendBattery or oRedPatrolBattery - The blue fly to red artillery, red it protect.

For this purpose at the radius of flight of the player there has to be his artillery, and the plane of the player has to have the type FIGHTER, LIGHT or ALL. If one of conditions isn't carried out - missions won't be formed.


Quote
Another feature worth implementing, if possible:

oDeBombTown 10622:50509   VVS 3F 3F   LW 9B 4Y 9B 4F

This line should create a mission, when bombers come in two waves, each escorted by 4 fighters. Unfortunately, only the first group of bombers is escorted (by player and his flight). The other four fighters just fly ahead and leave the other 9 bombers unprotected.

If you want to receive bombers with cover use Bx or Br - these groups will be with cover. The code B is the independent group of the bombers which hasn't been connected with the following code F

but the Bx or Br does only create fighter cover with two or four fighters, that´s not very realisitc; the same problem exists for heavy bombers missions
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Ian Boys

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Re: Project DGen_mod
« Reply #549 on: February 18, 2013, 03:24:36 AM »

I have the same problem. If I am flying Stuemovik and I have 6Y 8F then only the first 4 fighters cover me and the other 4 fly ahead. Sometimes I don't mind too much as they tie up the enemy over the target but it's not really what I'm after. The neatest way would be to have the second flight of fighters to cover the first flight so the escort is stacked by altitude.
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Lagarto

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Re: Project DGen_mod
« Reply #550 on: February 18, 2013, 03:28:35 AM »


It works, but it is necessary to observe the following compliance - for the chosen type of mission in the template have to be the type corresponding to chosen mission has to have the answering purpose and the plane of the player.

OK, thanks for clarification :) Let's say I want only two type of missions, oRuPatrolAF and oRuPatrolTown. The only condition is that there has to be a town and a friendly airfield within the radius of flight of the player? How this radius is determined? 
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Asura

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Re: Project DGen_mod
« Reply #551 on: February 18, 2013, 04:02:41 AM »

https://www.mediafire.com/?am4z967x81p87r9

v2.0.0.4 (18/2013)
+ removed separation by theatres
+ a completely new target acquisition algorithm
+ a new briefing system
+ a new Language= parameter in the DGen_mod.ini, this parameter allows to choose the language of Dgen messages.
This setting doesn't depend on the in-game language setting.
Available languanges: Russian, English, German, French, Czech, Polish, Hungarian, Japanese.
+ some bugs fixed

In archive complete set of necessary files and automatic setup.
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