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Author Topic: Project DGen_mod  (Read 377011 times)

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Asura

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Re: Project DGen_mod
« Reply #900 on: March 27, 2014, 11:42:33 PM »

I'm making a campaign in the western front map for the battle of the bulge and I would like to include the B-26 for the USAAF.
Can you tell me what files I have to modify. I got a 4.12.2m HSFX7.0.2.

AllClasses.dat
B_26B;false;GROUND;1;0;0

AllPlaneDB.dat
B_26B;Allies;1;USA;England;None;1;Bomber;Attack;Reconplane;None;1800;350;2618;0;0;0

AllWeapons.dat
B_26B;5000;5000;0;0;0;0;0;0;1;1;1;0;0;0;0;0;0;0;default;All
B_26B;5000;5000;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;none;All
B_26B;1000;1000;1;0;1;0;1;1;0;0;0;0;0;0;0;0;0;0;100xParaF;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;20x100lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;*30x100lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;10x250lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;*16x250lbs;All
B_26B;1000;1000;1;0;1;0;1;1;0;0;0;0;0;0;0;0;0;0;10x260lbsFragBombs;All
B_26B;1000;1000;1;0;1;0;1;1;0;0;0;0;0;0;0;0;0;0;*16x260lbsFragBombs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;10x300lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;*16x300lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;6x500lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;*8x500lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;4x1000lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;2x2000lbs;All
B_26B;700;60;0;0;0;0;1;0;0;0;0;0;0;0;1;0;0;0;1xTorpMk13;All
B_26B;700;60;0;0;0;0;1;0;0;0;0;0;0;0;1;0;0;0;1xTorpMk13Late;All
B_26B;3000;3000;0;0;0;0;0;0;0;0;0;1;0;0;0;0;0;0;4xSupplyBoxes;All
B_26B;1000;1000;1;0;1;0;1;1;0;0;0;0;0;0;0;0;0;0;12xM26IncendiaryClusters;All

Add these lines in the specified files and B-26 will work in DGen

Quote
Other question is if you can set the airfield from what the player can be based in order to do more accurately campaigns.
I have tried to put all the others airfields under the [AC OFF] but doesn't work, you appears in the air...

Shutdown of airfields a bad way, use "ParkedPlanes"
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Darth_Dooboss

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Re: Project DGen_mod
« Reply #901 on: March 28, 2014, 10:17:59 AM »

Thank you very much Asura for this fast answer!!!

I have tested the parkedplanes and now it works perfect...I didn't know this funtionality.
I put in order to be historically accurate:
[MapWeather]
WF_1944Bulge 5 5 0 0 70 10 10
but the most of the missions are with almost clear
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flugkapitan

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Re: Project DGen_mod
« Reply #902 on: March 28, 2014, 10:18:31 AM »

Hi Asura,

I was just wondering if you had any suggestions for the problem I'm having that I posted...?

Thanks,
Scott
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Asura

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Re: Project DGen_mod
« Reply #903 on: March 30, 2014, 11:36:14 PM »

Thank you very much Asura for this fast answer!!!

I have tested the parkedplanes and now it works perfect...I didn't know this funtionality.
I put in order to be historically accurate:
[MapWeather]
WF_1944Bulge 5 5 0 0 70 10 10
but the most of the missions are with almost clear

"5 5 0 0 70 10 10" - it is percent of probability of emergence of a certain weather, the sum has to be equal 100.
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Asura

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Re: Project DGen_mod
« Reply #904 on: March 30, 2014, 11:37:13 PM »

Hi Asura,

I was just wondering if you had any suggestions for the problem I'm having that I posted...?

Thanks,
Scott

I didn't manage to understand yet
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flugkapitan

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Re: Project DGen_mod
« Reply #905 on: March 31, 2014, 02:21:09 AM »

OK, thanks.
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verde13

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Re: Project DGen_mod
« Reply #906 on: April 02, 2014, 04:52:45 AM »

Any plans about making the RandomFlights and MissionDistance parameters work again? Both of them are very useful, especially the former one which really helps with the immersion.
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Tony4mori

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Re: Project DGen_mod
« Reply #907 on: April 02, 2014, 09:36:57 AM »

especially the "missiondistance"  "missionlenght" , it is very frustrating having to play one mission per day. If you want to start in Poland 1939, before arriving in Berlin 1945 you will have to play 6.000 missions.
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Treetop64

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Re: Project DGen_mod
« Reply #908 on: April 02, 2014, 12:21:39 PM »

Any plans about making the RandomFlights and MissionDistance parameters work again? Both of them are very useful, especially the former one which really helps with the immersion.

I second this.

Random Flights in particular was great for immersion.  A great shame this no longer works.

Also, you might want to reconsider how AI awards are issued.  For example, in a German campaign, all of the junior and middle-level AI squadmates are being awarded a flood medals at the very start of a campaign, including Knights Crosses and the further decorated Knights Crosses beyond, for doing absolutely nothing.  The default DGen handling of awards was good enough, was fairly accurate, and was user-configurable in the config.ini.  There was no need to accelerate it to the point where it is now, as it's now completely unrealistic.

I mostly like what you've done for the new DGen, but now some of the changes are actually hurting the game instead of enhancing it.
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Treetop64

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Re: Project DGen_mod
« Reply #909 on: April 02, 2014, 12:27:51 PM »

especially the "missiondistance" , it is very frustrating having to play one mission per day. If you want to start in Poland 1939, before arriving in Berlin 1945 you will have to play 6.000 missions.

What you're talking about is a function of the mission schedule in a campaign's .DB files, and is not affected by Mission Distance.  Mission Distance only sets a preference of the distance flown to an objective on the map.
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greybeard

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Re: Project DGen_mod
« Reply #910 on: April 04, 2014, 05:32:48 AM »

Any plans about making the RandomFlights and MissionDistance parameters work again?

I would only point out that RandomFlights is not at all missing: it is harmonized with AirIntensity. That's to say that random flights are still generated, just tied in quantity to general aerial activity. Perusing DGen_mod.log, for instance, often you may notice that a "vulcher" flight may be generated close to player's starting base, simulating an unpredicted enemy attack (of course, I'm not speaking of scramble missions). I think this is an improvement in respect of previous one, as well as the original DGen RandomFlights option, since it is not a "customary" staff flight, soon landing after mission start, and of no significance in mission deployment.
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verde13

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Re: Project DGen_mod
« Reply #911 on: April 04, 2014, 08:35:08 AM »

Any plans about making the RandomFlights and MissionDistance parameters work again?

I would only point out that RandomFlights is not at all missing: it is harmonized with AirIntensity. That's to say that random flights are still generated, just tied in quantity to general aerial activity. Perusing DGen_mod.log, for instance, often you may notice that a "vulcher" flight may be generated close to player's starting base, simulating an unpredicted enemy attack (of course, I'm not speaking of scramble missions). I think this is an improvement in respect of previous one, as well as the original DGen RandomFlights option, since it is not a "customary" staff flight, soon landing after mission start, and of no significance in mission deployment.

Now that you mention it I've noticed that there's usually one friendly and one enemy flight unrelated to the player. I don't think that that is an improvement however as the sky still feels empty. I remember that with the old DGen I would often see 5 or more random flights and I would often get reinforcements when i requested help, the AI would also engage more forces etc.

It used to feel more immersive than now when there are at most 2 flights from each side airborne over a large air space.
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