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Author Topic: Project DGen_mod  (Read 377068 times)

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Lagarto

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Re: Project DGen_mod
« Reply #288 on: August 18, 2012, 04:05:55 PM »

Semor, I'm not an expert, but to me the date format is wrong. If my files are the same as yours, change all the dates in the [Schedule] section of the DB file (it's BurmaC, isn't it?) starting with 0 to 'full' dates, namely:

19400913
19400920
19400928
...and so on, instead of:

00913
00920
00928
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Boelcke

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Re: Project DGen_mod
« Reply #289 on: August 19, 2012, 02:59:47 AM »

i think both can be used
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greybeard

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Re: Project DGen_mod
« Reply #290 on: August 19, 2012, 03:14:32 AM »

Hi guys!

I think latest DGen_mod, although using full date format, is compatible with old one. I myself played "Asia for the Asians Revisited" with it and had no glitches until penultimate subcampaign. I can suggest to Semor to download and install (if him didn't yet) my latest version, where I addressed some errors but that mentioned (also detailed in its own "Readme" file). Waiting for next DGen_mod version, which will fix those problems, I would propose to play with stock DGen, just avoiding to choose as player's plane the two non-stock ones (i.e.: Ki-44 and Ki-43-III).

I hope Asura would add his comments, by far more useful than mine, since I'm getting some similar complaints (early subcampaigns not playable) that I can't reproduce on my system (and absolutely I'm unable to guess the cause).

GB
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Lagarto

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Re: Project DGen_mod
« Reply #291 on: August 19, 2012, 04:19:06 AM »

Yes, both can be used - unless they start with 0.

"The old YMMDD format can still be used, provided it falls into the 1 January 1941 - 31 December 1945 period".
I'm quoting Asura's manual, page 7.

Semor, do as I told you, I had a similar problem with my 1940 western campaign and changing date format fixed it.
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Semor

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Re: Project DGen_mod
« Reply #292 on: August 19, 2012, 04:44:09 AM »

Ok,thanks Lagarto and Greybeard

I´m on it...

I redownloading the whole campaign atm and install it again,if I had no luck with this,then changing the data format,one of these two things will work.  :D

cheers.

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Boelcke

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Re: Project DGen_mod
« Reply #293 on: August 19, 2012, 06:57:39 AM »

Semor, I'm not an expert, but to me the date format is wrong. If my files are the same as yours, change all the dates in the [Schedule] section of the DB file (it's BurmaC, isn't it?) starting with 0 to 'full' dates, namely:

19400913
19400920
19400928
...and so on, instead of:

00913
00920
00928


thx, you´re absolutely right, now i´ve got my Westfront40 campaign working :)

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Lagarto

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Re: Project DGen_mod
« Reply #294 on: August 19, 2012, 08:32:07 AM »

Glad to have helped :)

I have encountered a different kind of problem in my current (Bf 109E7/Z) DGen campaign. After takeoff the AI aircraft fly to the first waypoint at a nearly stalling speed of 180 kph (I've checked via FMB), and only then they speed up to over 300 kph. On a mountainous map like Bessarabia it's suicidal because they often crash into the surrounding hills moments after takeoff. How to make them fly faster to the first waypoint?
The problem is not aircraft-specific, because I've noticed that the opposition (I-16s and MiG-3s) also barely crawl to the first waypoint.
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Juri_JS

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Re: Project DGen_mod
« Reply #295 on: August 19, 2012, 09:48:26 AM »

I think 180 kph is the standard speed for the first waypoint and it is not affected by the speed settings in the planes file.
You could try to exchange the start and landing points on the airfield. In my Solomon campaigns I had to do this too, to avoid crashing into hills when starting from some airfields.
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Asura

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Re: Project DGen_mod
« Reply #296 on: August 20, 2012, 01:30:48 AM »

At the end of the log message appears: "Error in Select_PF_Target". ???

Unfortunately, the primary plan on association of two branches led to change of balance in the generator. It sometimes leads to that the generator doesn't find unequivocal communication "mission type - the purpose" and deduces similar mistakes. I now work over radical change of these procedures and mistakes won't arise. While I would recommend not to use in ini the file the MissionDistance parameter = it strongly limits the available purposes.

Quote
How can I fix this? Can I somehow continue this campaign? Will DGen continue working, if I will generate mission and wrote it in campaign.ini?

Close game. Find in the file Dgen_modERROR.log the line ParamStr: copy its contents in a clipboard. Then in a command line start the generator manually. An example -

ParamStr: users/1/ missions/campaign/ru/DGen_F_Crimea4214/ 1 282654864639 0 4

C:\..\IL-2 Sturmovik 1946\dgen.exe users/1/ missions/campaign/ru/DGen_F_Crimea4214/ 1 282654864639 0 4

Thus you repeat generator start with the last parameters and he will repeat generation of unsuccessful mission. If generation passes without mistakes - start game and load campaign.
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Asura

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Re: Project DGen_mod
« Reply #297 on: August 20, 2012, 01:35:04 AM »

After the first mission then I hit mission end and like to go on to the next one,DGen crashes to desktop and gave me the following error message:

Such situation arose in volume a case if campaign began with the version generator till 1.0.1.0, and proceeded in version 1.0.1.0. In the file! Read First.pdf is described campaign translation process under the new generator.

And as correctly wrote colleagues - 1940 can be only in a full format in section [Schedule].
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Asura

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Re: Project DGen_mod
« Reply #298 on: August 20, 2012, 01:44:04 AM »

Speed of 180 km/h and height of 300 meters is registered in algorithms of routes for all planes. So it was primary and I didn't begin to change these values. Whether there is in it a need? AI will run all the same into mountains... :)
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Lagarto

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Re: Project DGen_mod
« Reply #299 on: August 20, 2012, 04:19:49 AM »

Speed of 180 km/h and height of 300 meters is registered in algorithms of routes for all planes. So it was primary and I didn't begin to change these values. Whether there is in it a need? AI will run all the same into mountains... :)

I thought that giving the poor bastards a little more power on takeoff would help them survive a bit longer :) Apparently they can 'see' the obstacles ahead but they don't have enough flying speed to clear them.
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