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Author Topic: Project DGen_mod  (Read 376836 times)

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Asura

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Re: Project DGen_mod
« Reply #1008 on: October 05, 2014, 11:31:19 PM »

I've been struggling with Boelcke's MTO campaign.  At times my plane and those in front and behind explode as soon as mission loads, or else I am in a pink plane that has already crashed somewhere (the plane was a Bf-109 but now it has crashed, turned pink and has a Russian star on the fuselage!) I've re-downloaded and re-installed your Dgen Mod and associated plane files along with the campaign.  Sometimes i get through 2 missions, sometimes 5.  Boelcke says he has never has any issues with the MTO, so I am appealing to you for help.  Is it the campaign or the Mod?  Below is the latest error log:

Pink planes and explosions sure sign of the wrong arms. In your version of game there are no arms which for some plane are registered in AllWeapons.dat. As soon as this weapon appears in mission - everything is painted in pink color. :)

Quote
= DGen_mod 2.0.1.2 (20/06/2014) =
Zapolar43Summer
Error - can't open DGen\mod\Zapolar43SummerTowns.dat

The generator couldn't find the Zapolar43SummerTowns.dat file. It is necessary to provetit it. It isn't related to pink planes.

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greybeard

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Re: Project DGen_mod
« Reply #1009 on: October 06, 2014, 03:21:25 AM »

Asura

I'm glad that you're reappeared! ;D

Perhaps you missed my question?
https://www.sas1946.com/main/index.php/topic,20104.msg480056.html#msg480056
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Marjak

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Re: Project DGen_mod
« Reply #1010 on: October 06, 2014, 07:38:59 AM »

Hello Asura,

Above is my latest dilemma!  :(

I've been struggling with Boelcke's MTO campaign.  At times my plane and those in front and behind explode as soon as mission loads, or else I am in a pink plane that has already crashed somewhere (the plane was a Bf-109 but now it has crashed, turned pink and has a Russian star on the fuselage!) I've re-downloaded and re-installed your Dgen Mod and associated plane files along with the campaign.  Sometimes i get through 2 missions, sometimes 5.  Boelcke says he has never has any issues with the MTO, so I am appealing to you for help.  Is it the campaign or the Mod?  Below is the latest error log:

= DGen_mod 2.0.1.2 (20/06/2014) =
seed: 35303921
ParamStr: de 1       
DGen_mod initialization. Side: de, Rank: 1
MaxFLAK=40
MaxBomberSkill=0
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: DeBOE101
Unable to delete directory: missions\campaign\de\DGen_BOE101_Zapolar44Summerjurgens1
EnemyNation from settings: USSR
Load DGen\mod\AllPlaneDB.dat:
Load DGen\mod\AllPlaneDB_m.dat:
Load DGen\Zapolar44SummerPlanes.dat:
Zapolar43Summer
Error - can't open DGen\mod\Zapolar43SummerTowns.dat

Hello Iyteyr,

this errorlog is related to Boelckes Murmansk campaign!!! Have a look at the entries, it`s Zapolar43 and the Career ID is DeBOE101;

his MTO campaign is campaignsdeBoe03-07 and 104-107;

So I guess you have mixed up a lot in your dgen folder.

Another possibility is that you`ve missed to install his HSFX 7 plane data files for Asuras dgen.exe mod v1.2 which can be found here:
http://www.axis-and-allies-paintworks.com/download.php?view.856

Things like the ones you described can happen when loadouts are different.

Cheers

Marjak
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Asura

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Re: Project DGen_mod
« Reply #1011 on: October 07, 2014, 01:14:22 AM »

May I ask how to use following options, available for "Settings" file?

I apologize - I passed. I already completely made in the instruction the section according to the settings file. Soon the translation of the text into English will begin. The new instruction will be in release of DGen_MOD 2.0.2.0 which now is in process of preparation. Also the section according to the ops files - all codes and available missions is added to instructions. Wait, please the new version. Briefly to answer your question unfortunately it won't turn out.
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greybeard

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Re: Project DGen_mod
« Reply #1012 on: October 07, 2014, 04:40:33 AM »

Wait, please the new version.

Thank you. Gladly I shall wait new version.
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Treetop64

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Re: Project DGen_mod
« Reply #1013 on: October 08, 2014, 03:46:06 PM »

Also the section according to the ops files - all codes and available missions is added to instructions.

Arguably one of the single biggest items I've personally been waiting for.  This is badly needed.

I still have all the old notes and forum conversations from many years ago of Starshoy, Ian Boys, Nimits, and others detailing DGen codes, variables, and other functions, but it's from a very old version of DGen.  Been waiting a long time for something comprehensive for Asura's DGen.  Can't wait.  :)
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Treetop64

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Re: Project DGen_mod
« Reply #1014 on: November 05, 2014, 04:52:06 AM »

Asura.

Quick question.  In the ops[episode name].dat files, is there a limit to the number of variations to any single mission type?  For example, can you create more than ten variations to "oRuAttackArmor" or any other mission type?  If there is a limit, what is it?  Also, what are all the available mission types than can be put into the ops[episode name].dat for either side.

Thanks again for your work on the DGen.exe.  You newer version is working really well (though I had to drastically increase the AI's cruising speed in many aircraft, as they were crawling along way too slowly) I can't tell you how much I appreciate the added flexibility in building campaings.  The default DGen is just too finicky and restrictive.

Spasibo bol'shoye !   8)
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Asura

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Re: Project DGen_mod
« Reply #1015 on: November 05, 2014, 07:43:52 AM »

In the generator there are no restrictions on lines of the ops files. There is no restriction on total of lines and on quantity of lines for each type of missions. In this question it is necessary to use the principle of a rationality and sufficiency. The detailed full instruction on the ops files is now translated. If that helps here in Russian https://www.mediafire.com/view/lw222wd8k5fmtli/DGen_UserManual_Ru.pdf The pictogram of "NEW" noted missions which will be available in new release 2.0.2.0, the program is ready, I wait for the translation of the instruction.
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1016 on: November 05, 2014, 11:02:33 AM »

FANTASTIC MATE!!!

Thanks to give us such great tools that 'll bring life into Il2 for long long long time!!!
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Treetop64

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Re: Project DGen_mod
« Reply #1017 on: November 05, 2014, 08:24:41 PM »

In the generator there are no restrictions on lines of the ops files. There is no restriction on total of lines and on quantity of lines for each type of missions. In this question it is necessary to use the principle of a rationality and sufficiency. The detailed full instruction on the ops files is now translated. If that helps here in Russian https://www.mediafire.com/view/lw222wd8k5fmtli/DGen_UserManual_Ru.pdf The pictogram of "NEW" noted missions which will be available in new release 2.0.2.0, the program is ready, I wait for the translation of the instruction.

Absolutely, a good point.  One that I am acutely aware of.  Important to have room for options, but overdoing it can be just as harmful as not doing enough.  I'm currently building a Winter War campaign from scratch using the DGen Mod, (and will later move on to the whole Baltic/Leningrad theater of operations during the German-Soviet war), and it will be lengthy.  Just wanted some variability in missions, at least for the Soviet side.  The Finnish side - from a historical standpoint -  will be limited however, lol.

Thanks for the link.  Will take a look.

Thanks.
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greybeard

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Re: Project DGen_mod
« Reply #1018 on: November 18, 2014, 09:19:40 AM »

I think there's a serious issue with use of drop tanks by DGen_mod.

Here follows an example regarding Hurricane Mk.IIB (SAS pack including drop tanks). Asura's DGen_mod v2.0.1.2. DropTanksON option enabled. DGen_mod assign a mission where player's flight must go to 203 NM distance from home base and then idling, waiting for enemy transports. After fight, player's flight is supposed should also RTB.



Well. DGen_mod DOES NOT give drop tanks, according to following logic, shown in this excerpt from DGen_mod.log

Drop tank type set - 1, main range - 370, current range - 705 km
FighterTargetCheck - AlAx
Axis: AF:5 Amp:0 Tnk:0 Art:3 Bdg:1 Carr:0 Car:1 Con:0 Dep:0 HQ:0 Prt:0 Ship:2 Rail:0 Sea:0 Land:0 Trn:2 Trp:0
Zone:0 Constr:0 Clust:3 Soft:6
CheckWeapons: LocalPlanes-True, Result-True (HurricaneMkIIb, England, 2xDrop44, Fighter, Interceptor, Reconplane)
SelectTarget: oRedTranIntercept, 553290.27 139380.06
Variant selected:
oRedTranIntercept 19400101:19450509 RED 3Y  BLUE 3T 2F
SetTaskForceN
Plane MainType not found: Axis - Transport,Any,Any
CheckPlaneDist - Plane L2D: no drop tanks required
CheckPlaneDist - Plane L2D: no drop tanks required
Plane FirstType selected: L2D
GetWing1(Axis,wAll): ja01 4 10
CheckWeapons: LocalPlanes-True, Result-True (L2D, Japan, 5xCargoA, Transport, Any, Any)
CheckWeapons: LocalPlanes-True, Result-True (L2D, Japan, 5xCargoA, Transport, Any, Any)
GetWeapons before: CruiseSpeed-258.00, minAlt-3000.00, attAlt-3000.00
GetWeapons after: CruiseSpeed-220.00, minAlt-3000.00, attAlt-3000.00
targetline
makeline
SetTaskForceN
Plane MainType not found: Axis - Fighter,Any,Any
CheckPlaneDist - Plane KI_27_OTSU: no drop tanks required
CheckPlaneDist - Plane KI_43_IB: no drop tanks required
CheckPlaneDist - Plane KI_43_II: no drop tanks required
CheckPlaneDist - Plane KI_45_KAIKO: no drop tanks required
CheckPlaneDist - Plane KI_27_OTSU: no drop tanks required
Plane FirstType selected: KI_27_OTSU
TestWing(f,s): IJA_F_S_77z 4 10
CheckWeapons: LocalPlanes-True, Result-True (KI_27_OTSU, Japan, default, Fighter, Transfer, AFighter)
CheckWeapons: LocalPlanes-True, Result-True (KI_27_OTSU, Japan, default, Fighter, Transfer, AFighter)
GetWeapons before: CruiseSpeed-340.00, minAlt-3000.00, attAlt-3000.00
GetWeapons after: CruiseSpeed-270.00, minAlt-3000.00, attAlt-3000.00
CheckWeapons: LocalPlanes-True, Result-True (KI_27_OTSU, Japan, default, Fighter, Transfer, AFighter)
CheckWeapons: LocalPlanes-True, Result-True (KI_27_OTSU, Japan, default, Fighter, Transfer, AFighter)
GetWeapons before: CruiseSpeed-270.00, minAlt-3000.00, attAlt-3000.00
GetWeapons after: CruiseSpeed-270.00, minAlt-3000.00, attAlt-3000.00
SetTaskForceN

CheckDT - DT not need, DT is switched OFF
CheckWeapons: LocalPlanes-True, Result-True (HurricaneMkIIb, England, default, Fighter, Interceptor, Any)
CheckWeapons: LocalPlanes-True, Result-True (HurricaneMkIIb, England, default, Fighter, Interceptor, Any)
GetWeapons before: CruiseSpeed-286.00, minAlt-3500.00, attAlt-3500.00
GetWeapons after: CruiseSpeed-300.00, minAlt-3500.00, attAlt-3500.00
TestWing(f,s): 135Squadronfe 0 00
Preparing to write


So drop tanks are there, their range is calculated, but (Lord knows why) they are not applied, since not need (???)

On the contrary, I see drop tanks are always given by DGen_mod for escort missions, even if at very short distance.

This odd logic makes really frustrating the attempt to have a "short-legged" plane like Hurricane on big Pacific maps. In addition, in case of fighter-bombers variant, DGen_mod looks unable to manage pylons who carries either drop tank or bomb, giving precedence to drop tank and sending, as a consequence, fighter-bombers to bomb with... drop tanks! :(

I heartily hope that next version 2.0.2.0 will fix these inaccuracies of DGen_mod, otherwise the unique tool to play dynamic campaigns on new maps, with new planes.

Cheers,
GB
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Asura

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Re: Project DGen_mod
« Reply #1019 on: November 19, 2014, 12:42:18 AM »

It is necessary to understand that calculation of ranges of flight and the decision on use of suspended tanks very complex algorithmic challenge.

In a case with Hurricane before line "CheckDT - DT not need, DT is switched OFF" there has to be a line "CheckDT - distantion to target - X km, Plane range - X km" by which it is possible to determine what flying range counted the generator. In general the generator at the established DropTanksON works so:
1. Checks possibility of installation of suspended tanks - if it perhaps increases the radius of search of the purposes and tanks are established as obligatory.
2. Search of the purpose is carried out and mission is defined.
3. The distance to the chosen purpose is checked - if it is suitable for flight without tanks - tanks are removed. If escort mission - tanks remain isn't dependent on distance to the purpose.

If the plane has loading options with tanks and bombs - they will get out. But if the purpose is suitable for attack only guns/machine guns perhaps installation only of suspended tanks. The choice between "only a tank" and "a tank with bombs" is carried out in a random way if both options are suitable for a performance of the mission. On attack of the ship "only tank" shouldn't get out.

Task of the author of campaigns to pick up the correct balance of missions and opportunities of the plane. The generator unfortunately has no reason. :)
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