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Author Topic: Project DGen_mod  (Read 376998 times)

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Semor

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Re: Project DGen_mod
« Reply #348 on: August 30, 2012, 01:48:58 PM »

Maybe a few suggestions for futher game mechanics.(if it´s possible)

-A better/ralistic plane resupply rate that can be for example set by the author of a campaign or set by the player in the [DGen] section of the confic.ini. With the the result that the enemy losses have greater impact on the count of planes that you encounter over the subcampaign and you never see the 10 bomers,10-15 fighters thing again and again in each mission.

-A "random"chance of interception in the missions,depending losses/resupplies for each squadron.This can be also set by the campaign builder/player.
At the moment,you have a nearly 100% chance of fighting in each mission,not very historical accurate.I know,the balance between fun and history,but I like this feature from DCG, that you´ll never know where the enemy is,from witch direction he comes and how many of them.If you´re were lucky,you will fly your route and come back saftly without contact but if not....you never know and must stay on high allert all over the time.  8)

cheers to all of you.

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Asura

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Re: Project DGen_mod
« Reply #349 on: August 30, 2012, 11:37:07 PM »

Asura, you're probably aware of this problem, but just in case you aren't - sometimes fighters sent out to intercept enemy bombers or reconnaissance machines arrive too late, see the empty sky and turn back. I know it happened in real life, but still it's a bit annoying. Perhaps they could chase the fleeing enemy a little?

So happens, when the airfield of interceptors is too far from the purpose which is attacked by bombers. If it is possible to put fighters in an expectation circle, with bombers this method doesn't approach. I will turn on this attention when I will rule procedures of formation of routes.
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Asura

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Re: Project DGen_mod
« Reply #350 on: August 31, 2012, 12:11:50 AM »

I had a possibility to carry out the next two weeks on the bank of the warm sea and I will use it. :) That you didn't miss - https://www.mediafire.com/?yskdgw89a8jo734 the test, transitional version to future 2.0 here lies from 1.0.1.0. It is not finished version and it is intended for founders of campaigns and enthusiasts. The program completely wasn't tested yet and in it precisely there are mistakes but which can what be tried. To be exact:

1. Division into Pacific/not Pacific completely is absent - all files of campaigns are processed by one incorporated algorithm. As a base branch Pacific branch is chosen.
2. More than one departure in day available to all campaigns.
3. Absolutely new algorithm of selection is more whole, now it depends only on radius of flight of each plane which has been set in FM.
4. Data from FM are stored in the new AllPlaneDB.dat file which while is filled with test values. It will contain the correct values in version 2.0 from FM.

That isn't completed yet:
1. The system of briefings doesn't work - it too should be united.
2. Procedures of creation of routes for the incorporated version aren't adjusted.
3. The program practically wasn't tested.

I will prepare changes in the instruction on new possibilities while the basic - for formation of mission by the main file is now the ops file. Algorithm of work such:

1. Calculation of all is more whole on map available in flight radius.
2. Reading ops file and creation of the list available to mission: line of the ops file + quantity of the suitable purposes not equally to zero.
3. A choice in a random way such as mission.

Key points don't participate any more in a choice of the purposes. They are used only as the purpose "Town"

Besides I changed the list of available parameters in the ops file - added a number of possibilities. I will describe in the instruction in more detail.

After rest I will continue work on version 2.0, remained not much. ;)
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jeanba

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Re: Project DGen_mod
« Reply #351 on: August 31, 2012, 12:43:48 AM »

Great, I will test !
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Juri_JS

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Re: Project DGen_mod
« Reply #352 on: August 31, 2012, 12:55:23 AM »

Should we already send bug reports or is it better to wait for the release of 2.0?
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Asura

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Re: Project DGen_mod
« Reply #353 on: August 31, 2012, 02:14:20 AM »

Should we already send bug reports or is it better to wait for the release of 2.0?

I am sorry, forgot to write. Bug reports to do while the sense isn't present - the version very crude and mistakes in it much. Generally from that association for 100 % isn't complete.
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greybeard

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Re: Project DGen_mod
« Reply #354 on: August 31, 2012, 07:54:41 AM »

Thanks Asura for your commitment and test version 1.5.

About interceptors missing their target (which happens often in Pacific environment, especially with high-flying B-29), I guess it is due to climb speed not taken in account. I mean, maybe DGen computes time to target with cruising speed in level flight, not considering portions of flight made climbing at slower speed. This doesn't affect much short flights at low and medium altitudes, but has an impact on long flights at high altitudes.

Just an idea, cheers,
GB
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Lagarto

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Re: Project DGen_mod
« Reply #355 on: September 05, 2012, 04:18:28 AM »

Here’s something that might need fixing. When I get injured during a mission, I’m usually transferred to the next sub-campaign, but if it’s the last sub-campaign, when I click the after-mission ‘apply’ button, the game freezes. Shouldn’t it display the campaign debriefing message, and finish the campaign?  Has anyone noticed the same problem?
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Kikka

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Re: Project DGen_mod
« Reply #356 on: September 05, 2012, 07:46:10 AM »

Something like that happened to me when I was playing Boelcke's JG 27 westfront campaign.  I was wounded in Ardennes 1940, hit apply and instead of going to France 1940, I either got a blank map or froze.  I guess getting wounded doesn't work in some of these new campaigns?
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Sharkzz

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Re: Project DGen_mod
« Reply #357 on: September 07, 2012, 04:56:59 AM »

 :D
wish I could understand rusky
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IJNfan_PL

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Re: Project DGen_mod
« Reply #358 on: September 09, 2012, 02:14:47 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.
Unfortunately this solution didn't work. Again I heard a 'beep', and a new mission wasn't created. Instead appeared entries about pilot transfers, promotions. :(
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Asura

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Re: Project DGen_mod
« Reply #359 on: September 14, 2012, 11:36:55 AM »

Unfortunately this solution didn't work. Again I heard a 'beep', and a new mission wasn't created. Instead appeared entries about pilot transfers, promotions. :(

Send me all files for debugging and still campaign files from the Dgen folder. I will look in what a problem.
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