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Author Topic: Project DGen_mod  (Read 377058 times)

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Semor

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Re: Project DGen_mod
« Reply #168 on: June 28, 2012, 03:34:37 AM »

Many thanks Asura.

Will try it ASAP.  ;)
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jeanba

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Re: Project DGen_mod
« Reply #169 on: June 28, 2012, 03:37:49 AM »

Thnak you
dowloading asap !
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santobr

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Re: Project DGen_mod
« Reply #170 on: June 28, 2012, 04:44:56 AM »

Thank you very much, sir! 8)



santobr.
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SLAWEK1971WAWA

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Re: Project DGen_mod
« Reply #171 on: June 28, 2012, 06:10:55 AM »

Asura and the rest of the DGen MOD team!
It is a big milestone for our hobby!  :)

Cheers men!
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Lagarto

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Re: Project DGen_mod
« Reply #172 on: June 29, 2012, 02:38:24 AM »


Thank you Asura for the new DGen, so far everything works as it should.


It is possible to do it already now.

You meant I can add a unit to the AllWing file, it didn't occur to me. Anyway, it works! :) Now I can add, for example, IV./JG 51 to 'squadronsDe5' file and fly with IV./JG 51 in Drang Nach Osten campaign.
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whitejade

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Re: Project DGen_mod
« Reply #173 on: July 02, 2012, 01:14:00 PM »

Hello people :) While I'm not new to il-2, I am new to modding and have been wondering wether I installed the DGen mod correctly, since all of the missions I've been given in pilot careers seem identical to the default ones. How can I tell?
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Lagarto

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Re: Project DGen_mod
« Reply #174 on: July 02, 2012, 05:48:04 PM »

Adding a new map was easier than I thought, and I'm already enjoying various campaigns of my own making on the MTO map :)
I have one big request - every airstrip has a set of lights and searchlights automatically loaded on both ends. The lights are shining brightly for no reason in midday and spoil immersion. Is it possible to remove them?

Another thing - I have added quite a few historic units to the AllWing file, and most of them work without problems, but some are rejected by the system (for example II./SKG 210 or II./JG 26). The worst case is Italian squadrons, for example 96squadriglia and 97squadriglia - they are recognized as 'red' units, not 'blue', which results in a fiery explosion on the runway the moment the mission is loaded. Could this be fixed somehow?
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Asura

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Re: Project DGen_mod
« Reply #175 on: July 03, 2012, 12:34:26 AM »

I have one big request - every airstrip has a set of lights and searchlights automatically loaded on both ends. The lights are shining brightly for no reason in midday and spoil immersion. Is it possible to remove them?

For campaign it is possible to create the file settings[Nn][X].dat, for example settingsJaE.dat. In this file there are three obligatory parameters:

Pacific=True               - On what branch works campaigns
UseParkedPlanes=True  - The binding of airfields is used
UseSearchligh=False     - That that is necessary for you - fires aren't formed automatically. Only if they are added in templates of the land purposes of campaign.

Quote
Another thing - I have added quite a few historic units to the AllWing file, and most of them work without problems, but some are rejected by the system (for example II./SKG 210 or II./JG 26).


What mistake stands out in log the file? It is necessary to check coincidence of the name to FMB.

Quote
The worst case is Italian squadrons, for example 96squadriglia and 97squadriglia - they are recognized as 'red' units, not 'blue', which results in a fiery explosion on the runway the moment the mission is loaded. Could this be fixed somehow?

Red or Blue side of squadrons is defined by game, the generator doesn't participate in it, it simply inserts the name. Explosions probably arise from for mistakes in fighting loading of one of mission planes. Try to remove gradually in problem mission links of planes from the *.mis file. When explosions will disappear - means you removed problem lines - it is necessary to check that in them not so.
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Boelcke

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Re: Project DGen_mod
« Reply #176 on: July 03, 2012, 12:42:01 AM »

Adding a new map was easier than I thought, and I'm already enjoying various campaigns of my own making on the MTO map :)

if you have added a new map, how about sharing it, means sending the files to Asura to incorporate it into the next version of his dgen.exe?
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Lagarto

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Re: Project DGen_mod
« Reply #177 on: July 03, 2012, 01:43:44 AM »


Thank you Asura for the info. I'll try it out and report back :)

if you have added a new map, how about sharing it, means sending the files to Asura to incorporate it into the next version of his dgen.exe?

I'm still experimenting with it. Unfortunately, the MTO map is nameless (no names on the map itself) and semi-historic/realistic (some key locations are not there, some are pure fantasy, like this little island with an airstrip in the middle of the sea), so I keep researching and adding new locations to match the frontline movement. The great thing about Asura's DGen is that one can exclude towns and airfields from the map. For example, I intentionally left out Crete and Greek coast to prevent, for example, fighters stationed in Tobruk from flying missions over Greece.
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Juri_JS

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Re: Project DGen_mod
« Reply #178 on: July 03, 2012, 02:22:22 AM »

A small hint:
When adding a new map don't forget to include enough sea locations for anti-ship missions.
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Lagarto

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Re: Project DGen_mod
« Reply #179 on: July 03, 2012, 03:49:12 AM »

A small hint:
When adding a new map don't forget to include enough sea locations for anti-ship missions.

Ah, never thought of that, thank you. Like in, for example: '4973;316645;-1;Solomon_Sea1' ? Do the sea locations always have '-1' value?

By the way, does ‘Hr’ parameter (hydrorecon) work for European scenarios (MTO map)?
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