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Author Topic: Project DGen_mod  (Read 376173 times)

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Asura

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Re: Project DGen_mod
« Reply #576 on: February 19, 2013, 10:54:26 PM »

"hB" at first reflected only for bombers in Il-2:Battle over Europe with air start. Therefore all parameters of a system of bombers are registered in a generator code. For a large number of other bombers addition of a new code will be the best decision.

From airfields it is simply to make take-off  in pairs, in three-plane flights, and four-plane flights, as well as a large number of planes. I will gradually develop the generator.
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Ian Boys

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Re: Project DGen_mod
« Reply #577 on: February 20, 2013, 01:13:38 AM »

Isn't taxi to take off coming in 4.12?

Also, all these discussions show how complex the task of updating Dgen is. BIG THANK YOU to Asura for doing it!
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Asura

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Re: Project DGen_mod
« Reply #578 on: February 20, 2013, 10:52:54 PM »

As speak in Russia - Na zdorovie! (On health or please) :)

In general the generator does the only thing - creates the text.mis file to similarly full editor in game. It means that everything that it is possible to make in the full editor it is possible to realize in the generator. I with pleasure will add everything in the generator that will be useful for players as itself regularly I pass dynamic campaigns. :) And if you tell me as well as that in the full editor it is necessary to make to have a new opportunity and as it will be written down in.mis the file - I will add this opportunity much quicker.  ;)
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Asura

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Re: Project DGen_mod
« Reply #579 on: February 21, 2013, 04:03:29 AM »

Small updating https://www.mediafire.com/?3f1z2serlah7612

v2.0.0.5 (21/02/2013)
+ fix bugs in briefing system
+ fix bugs in calculation of the ships
+ fix bugs in use of files *Planes.dat

Simply replace DGen.exe
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Ian Boys

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Re: Project DGen_mod
« Reply #580 on: February 21, 2013, 11:23:38 AM »

Can I use the to replace version 1010 or do I need other files too?
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Juri_JS

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Re: Project DGen_mod
« Reply #581 on: February 21, 2013, 11:44:41 AM »

First install the files from 2.0.0.4:
https://www.mediafire.com/?am4z967x81p87r9

Then install the 2.0.0.5 DGen.exe file:
https://www.mediafire.com/?3f1z2serlah7612

But remember 2.0.0.x is still in a beta stage. If you find any bugs report them!
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Ian Boys

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Re: Project DGen_mod
« Reply #582 on: February 21, 2013, 01:35:44 PM »

Thank you.

Have noticed there is no AllPlanes.DAT file in either download. Don't we need it anymore?
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Ian Boys

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Re: Project DGen_mod
« Reply #583 on: February 21, 2013, 02:56:47 PM »

I have a Hs-123 campaign but I notice I am always airstarting (and I do have Takeoffs on in options). For all sorties incl recon etc. What do i need to change here please?

Edit: I found out which number to change in the new file by comparing.
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Asura

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Re: Project DGen_mod
« Reply #584 on: February 21, 2013, 11:01:52 PM »

Have noticed there is no AllPlanes.DAT file in either download. Don't we need it anymore?

I divided files with data about planes and arms and as appropriate changed algorithms. Now for planes the AllPlaneDB.dat file and is responsible for AllWeapons.dat arms.

Local files *Planes.dat for campaigns continue to be used by  - if such file exists - from it all necessary data will be loaded. It can be used for control of a database of planes under concrete campaign.
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greybeard

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  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Project DGen_mod
« Reply #585 on: February 22, 2013, 03:29:23 AM »

I would add a special request for DGen_MOD about Rufe floatplane.

Thanks to Nimits help and performing some test, I got the idea that Starshoy set DGen to deal with A6M2N just for stock dedicated dynamic campaign "Rufe fighter", where player flys this floatplane from Tulagi to Iwo. It may get only two kinds of missions: Scramble and CAP. Related "ops" files are set accordingly, with only player's flight on Japanese side. So, in these kind of missions, adding a flight to player's one, it can be of A6M2N ... forced to take-off from runway! DGen processes this kinds of mission according to plane type and only if player's one is A6M2N, it places him (and his flight) on water. As a consequence, it looks impossible to have an AI-only flight of Rufe's. It's a pity!

Please, Asura, let me know what do you think about.

Thanks,
GB
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Lagarto

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Re: Project DGen_mod
« Reply #586 on: February 22, 2013, 05:54:24 AM »

Generally, there is little use for all hydroplanes in DGen. They would be great for rescue type missions in fighter campaigns - escorted hydroplane flies out to sea, lands as if to pick up a downed airman, then takes off and flies back to base. Meanwhile friendly fighters protect it, while enemy interceptors try to shoot it down.
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Boelcke

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Re: Project DGen_mod
« Reply #587 on: February 22, 2013, 06:05:52 AM »

I don´t think that the Rufe float planes are the most worse problems in dgen campaigns, atm it´s much more important to get a full workable dgen.exe which at first has the features from the old/stock dgen.exe in addition with the use of new planes and maps. After that there is enough room for improvements, with the previous mentioned base. 

btw, there are a lot of problems with the old dgen.exe like

- no night campaigns possible
- only one mission for each day possible
- problems with bomber/fighter formations/groups like mentioned before
- air/ground start in relation to the number of formations in a mission
- limitations to the number of groups and planes for each group
... and so on

if this can be solved and after this is done i would also be glad to have Rufe floatplanes in the campaigns, but as long as the previous problems are existing it´s of little interest for a campaign builder

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