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Author Topic: Project DGen_mod  (Read 376770 times)

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Asura

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Re: Project DGen_mod
« Reply #1032 on: November 23, 2014, 02:35:08 AM »

I was wondering if the RandomFlights parameters is working again in the upcoming version? It really adds to the immersion

Symbiosis from old versions for Pacific and Europe is now used. I plan to process completely algorithm of RandomFlights in one of the following versions.
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greybeard

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Re: Project DGen_mod
« Reply #1033 on: November 25, 2014, 05:40:12 AM »

Flight times over big Pacific maps may require use of Skip Time function. Unfortunately, this may cause player's plane crash onto the heights since DGen_mod setting of the flight altitude does not respect *Planes.dat prescriptions and AI is unable to avoid heights (at least not in Skip Time mode). Here follows an example, where, on the contrary of Minimum Altitude set in Planes.dat file:

Axis    Japan       aTank             KI_43_IIIKO       320 2200  500 2x250                                   1

DGen_mod set only 1233 m as cruising flight altitude:

[IJA_F_S_64z00]
  Planes 2
  Skill0 3
  skin0 Macwan_KI43IIIa_Sen64_Chu1_44unmkd.bmp
  Skill1 3
  skin1 Macwan_KI43IIIa_Sen64_Chu1_44unmkd.bmp
  pilot0 JA_07.bmp
  Class air.KI_43_IIIKO
  Fuel 100
  weapons 2x250
[IJA_F_S_64z00_Way]
  TAKEOFF 328304.37 435823.64 0.00 0.00 &0
  NORMFLY 326282.99 439275.31 300.00 180.00 &0
  NORMFLY 316689.05 440341.39 1000.00 320.00 &0
  NORMFLY 76840.57 466993.47 1233.00 320.00 &0
  NORMFLY 71871.15 467545.67 1233.00 320.00 &0
  GATTACK 66901.74 468097.88 500.00 320.00 7_Chief 1 &0
  GATTACK 67100.00 467900.00 500.00 320.00 7_Chief 1 &0
  GATTACK 68300.00 467900.00 500.00 320.00 7_Chief 1 &0
  GATTACK 68700.00 468300.00 500.00 320.00 7_Chief 1 &0
  GATTACK 68700.00 477100.00 500.00 320.00 7_Chief 1 &0
  GATTACK 68300.00 477500.00 500.00 320.00 7_Chief 1 &0
  GATTACK 68177.23 477622.22 500.00 320.00 7_Chief 1 &0
  NORMFLY 77830.66 480232.08 1233.00 320.00 &0
  NORMFLY 326276.36 430717.99 1233.00 320.00 &0
  NORMFLY 331276.26 430748.90 800.00 320.00 &0
  LANDING 329254.88 434200.57 0.00 0.00 &0


Please, would be possible to have DGen_mod strictly respecting prescribed minimum altitude in Planes.dat?

Regards,
GB
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Treetop64

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Re: Project DGen_mod
« Reply #1034 on: November 26, 2014, 05:34:44 PM »

Thanks for your work Asura.

I was wondering if the RandomFlights parameters is working again in the upcoming version? It really adds to the immersion

I can confirm that RandomFlights is working in the current version.  However, it only works for European or Eastern Front campaigns.  The random flights function does not work for Pacific campaigns, even when enabled.  That's how it's been since Pacific Fighters was first released years ago...
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greybeard

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Re: Project DGen_mod
« Reply #1035 on: November 27, 2014, 02:47:20 AM »

I can confirm that RandomFlights is working in the current version.

Of which version you're speaking of? I can't find any hint about, neither in current 2.0.1.2 nor in next 2.0.2.0 User Manuals. Obviously, I mean the RandomFlights=0-5 option in the INI file, like in Starshoy's DGen.

This does not mean that current DGen_mod does not have random flights: at least in Pacific mission I see always generated random flights for both friend and foe. here follows an excerpt from latest DGen_mod.log generated during a campaign I'm playing:

Code: [Select]
Before Random Flights
Enemy recon
Plane MainType selected: KI_46_RECCE
GetWing1(Axis,wAll): ja01 4 10
CheckWeapons: LocalPlanes-True, Result-True (KI_46_RECCE, Japan, default, Reconplane, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (KI_46_RECCE, Japan, none, Reconplane, Any, Any)
CheckWeapons: LocalPlanes-True, Result-True (KI_46_RECCE, Japan, default, Reconplane, Any, Any)
GetWeapons before: CruiseSpeed-340.00, minAlt-5000.00, attAlt-5000.00
GetWeapons after: CruiseSpeed-320.00, minAlt-7000.00, attAlt-8500.00
Enemy recon
Plane MainType selected: KI_46_RECCE
GetWing1(Axis,wAll): ja01 5 11
CheckWeapons: LocalPlanes-True, Result-True (KI_46_RECCE, Japan, default, Reconplane, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (KI_46_RECCE, Japan, none, Reconplane, Any, Any)
CheckWeapons: LocalPlanes-True, Result-True (KI_46_RECCE, Japan, default, Reconplane, Any, Any)
GetWeapons before: CruiseSpeed-340.00, minAlt-5000.00, attAlt-5000.00
GetWeapons after: CruiseSpeed-320.00, minAlt-7000.00, attAlt-8500.00
Staff plane
Plane MainType not found: Allies - Staff,Any,Any
Plane FirstType selected: C_47
TestWing(f,s): 31Squadrontc 4 10
CheckWeapons: LocalPlanes-True, Result-False (C_47, England, default, Staff, Any, Any)
GetWeapons before: CruiseSpeed-258.00, minAlt-3000.00, attAlt-3000.00
GetWeapons after: CruiseSpeed-258.00, minAlt-3000.00, attAlt-3000.00
After Random Flights
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verde13

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Re: Project DGen_mod
« Reply #1036 on: November 27, 2014, 07:11:00 AM »

Thanks for your work Asura.

I was wondering if the RandomFlights parameters is working again in the upcoming version? It really adds to the immersion

I can confirm that RandomFlights is working in the current version.  However, it only works for European or Eastern Front campaigns.  The random flights function does not work for Pacific campaigns, even when enabled.  That's how it's been since Pacific Fighters was first released years ago...


Really? I played Boelcke's west front campaigns and I never saw other flights even though I had set it at 5.
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Treetop64

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Re: Project DGen_mod
« Reply #1037 on: November 30, 2014, 11:24:37 PM »

Quote
Of which version you're speaking of? I can't find any hint about, neither in current 2.0.1.2 nor in next 2.0.2.0 User Manuals. Obviously, I mean the RandomFlights=0-5 option in the INI file, like in Starshoy's DGen.

The current version, which is 2.0.1.2.

I still use IL-2 almost daily, both in building experimental missions and campaigns, as well as flying campaigns.  Using both Starshoy's DGen and Asura's DGen Mod, Eastern Front missions spawn random flights on most missions with RandomFlights set to 5.    Just because it's not in the manual doesn't mean it doesn't happen.  Sometimes it's just a single recon, while other times there are up to two or three additional strike flights.  Simple task to confirm in comparing the ops.dat line called for in the log file, and looking further down to see the additional random flights to be generated, if any.  Alternatively, simply looking up the generated mission in the full mission builder gives immediate confirmation of the extra flights generated.

However, with RandomFlights set to 5, I have never seen random flights generated on any Pacific generated missions in Campaigns, and this has been the case for me since Pacific Fighters was first released.  When checking the log file and mission builder, I've only ever seen the exact composition called for from the ops.dat mission line.  Aircraft density settings don't count as it only alters the ops.dat mission line composition, and it's function is not to create random flights.

I can't speak for Western European scenarios, as I very rarely fly those.  Use latest DT stock v4.12.

EDIT:  I forgot to mention:  If Aircraft Density is set high, that lowers the chance that random flights will be generated, even if it's set to 5.  Likewise, if the ops.dat mission lines generate highly populated missions (i.e. 12B 12B 6F), then the chance of random flights being generated is significantly reduced, if not eliminated altogether.  Random FLights seems to work best when ops.dat mission lines are of a relatively small aircraft composition, and Aircraft Density is set to Normal or Low, all of which leaves more room for random flights to be generated.  As I understand it, currently Starshoy's and Asura's DGens allow only up to a maximum of 32 aircraft generated per side.  The more that "budget" is filled, the less chance of random flights, even if there is still room to generate them.  It would be interesting if Asura is working on doubling that number :), but I'm sure that depends on how well the "moving parts" inside the .exe will even allow that to ever happen...
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greybeard

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Re: Project DGen_mod
« Reply #1038 on: December 01, 2014, 02:41:23 AM »

Just because it's not in the manual doesn't mean it doesn't happen.
Good point!
Quote
However, with RandomFlights set to 5, I have never seen random flights generated on any Pacific generated missions in Campaigns
I don't know why this happens to you. If you give a glance to log file excerpt I posted earlier, you can see how they are actually generated: since Starshoy's DGen, on the contrary of European campaigns, random flights in PTO are generated by default (no matter what RandomFlights is set). Asura's DGen just inherited this feature.
Quote
I forgot to mention:  If Aircraft Density is set high, that lowers the chance that random flights will be generated
Interesting. I had figured that, now you're giving me confirmation.
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Asura

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Re: Project DGen_mod
« Reply #1039 on: December 01, 2014, 05:50:46 AM »

Flight times over big Pacific maps may require use of Skip Time function. Unfortunately, this may cause player's plane crash onto the heights since DGen_mod setting of the flight altitude does not respect *Planes.dat prescriptions and AI is unable to avoid heights (at least not in Skip Time mode). Here follows an example, where, on the contrary of Minimum Altitude set in Planes.dat file:

Please, would be possible to have DGen_mod strictly respecting prescribed minimum altitude in Planes.dat?

Height was always used from the local Planes.dat files. I corrected an element of chance - earlier it could reduce height, will work only for increase now.
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Asura

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Re: Project DGen_mod
« Reply #1040 on: December 01, 2014, 05:57:57 AM »

There is no sense to argue about Random planes - I all the same will remake it and I will describe in the instruction. :) It will be really interesting and necessary groups of planes (for example group of cover at take off and landing, or the group meeting bombers from flight, also there will be groups the attacking purposes - for mass character).
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hello

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Re: Project DGen_mod
« Reply #1041 on: December 01, 2014, 06:21:24 AM »

Hi there Asura, i just want to let you know that I really love and admire what you are doing to/for DGen. II can't wait for the new version to come out: how is the manual translation coming along?  ;)

On a separate note: please, please make regular backups!
Since you are more or less, if not completely, doing this just by yourself, I just would like to be assured that a hard disk crash cannot wipe out the progress you have made so far.
It happened before.
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Asura

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Re: Project DGen_mod
« Reply #1042 on: December 01, 2014, 11:44:56 PM »

Hi there Asura, i just want to let you know that I really love and admire what you are doing to/for DGen. II can't wait for the new version to come out: how is the manual translation coming along?  ;)

Work on the translation is a little tightened, I think if it isn't ready next week I will lay out new version 8-9 of December. I will lay out the instruction with the translation separately on readiness.

Quote
On a separate note: please, please make regular backups!

There are no reasons for concern - initial codes of the generator are stored in four copies. :)
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Asura

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Re: Project DGen_mod
« Reply #1043 on: December 01, 2014, 11:47:36 PM »

I assume to expand considerably in the following versions the instruction on the generator. It will be a lot of information in Russian. Maybe there is someone who will be able to help with the translations?
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