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Author Topic: Project DGen_mod  (Read 376697 times)

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Barkhorn1x

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Re: Project DGen_mod
« Reply #1080 on: March 08, 2015, 11:09:34 AM »

Anyone know what controls/how to change squadron assignments to carriers?  Are these happening inside the DGen.exe?  I can't find a data file anywhere on this stuff to date.
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Motörhead

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Re: Project DGen_mod
« Reply #1081 on: March 08, 2015, 03:53:38 PM »

This is impossible in DGen current version.
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Barkhorn1x

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Re: Project DGen_mod
« Reply #1082 on: March 08, 2015, 06:28:31 PM »

This is impossible in DGen current version.

That's what I suspected - but didn't really want to hear.  :\'(

Thanks.
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Asura

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Re: Project DGen_mod
« Reply #1083 on: March 09, 2015, 05:41:48 AM »

This is impossible in DGen current version.

That's what I suspected - but didn't really want to hear.  :\'(

Thanks.

It is planned to realization.
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Asura

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Re: Project DGen_mod
« Reply #1084 on: March 09, 2015, 05:45:17 AM »

I have an interesting offer for authors of campaigns who want to realize yet not available battlefields in the generator. It belongs to WWI, Spain, Korea, Vietnam, etc. If it interested someone - write to PM - we will discuss.
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Barkhorn1x

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Re: Project DGen_mod
« Reply #1085 on: March 09, 2015, 07:26:11 AM »

This is impossible in DGen current version.

That's what I suspected - but didn't really want to hear.  :\'(

Thanks.

It is planned to realization.

Now that is good to hear!
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blujay291

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Re: Project DGen_mod
« Reply #1086 on: March 09, 2015, 08:46:40 AM »

Hi guys love the work done. Quick question, I've installed the SAS p-47 pack and was wondering if it was possible to add some of these aircraft to the campaign. I'm using dgen mod 2.0 and boelckles west front campaign for hsfx 7
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Barkhorn1x

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Re: Project DGen_mod
« Reply #1087 on: March 09, 2015, 03:41:19 PM »

My "pink" plane, exploding plane issue never went away.  I've narrowed it down to some sort of ordinance issue - BUT - and here's the strange part - the AllWeapons file is correct and the Mission file appears to match as well.

Example:

Code: [Select]
[IJN_AG_1023z10]
  Planes 3
  Skill0 2
  Skill1 2
  Skill2 2
  Class air.A6M5
  Fuel 100
  weapons 2xType3

...and when I replace the bombs w/ "default" no blow-ups or Pink planes.  So????

I have the mission file in case someone wants to take a look.
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Barkhorn1x

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Re: Project DGen_mod
« Reply #1088 on: March 11, 2015, 10:06:34 AM »

After reviewing the following files in detail I have ruled out the first two:
    AllClasses
    AllPlanesDB
    AllWeapons

Reviewing the AllWeapons file for the A6M5 2xType3 entry I see that the "Type of  Targets" parameter is set to "Int - Intercept". OOOKKK...so what exactly is the "Type3"?  Is it a bomb, rockets, gun pack, what?

Along a similar vein; is there a list of weapon types and what they mean somewhere?

Thanks.
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Asura

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Re: Project DGen_mod
« Reply #1089 on: March 12, 2015, 01:00:01 AM »

The list of the weapon in AllWeapons has to correspond for 100% to structure and names (to within a letter) to veriant who are in game. The correct writing in game can be looked in the missions kept in the full editor.
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greybeard

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Re: Project DGen_mod
« Reply #1090 on: March 12, 2015, 02:18:33 AM »

...so what exactly is the "Type3"?  Is it a bomb, rockets, gun pack, what?

Along a similar vein; is there a list of weapon types and what they mean somewhere?

Type 3 is a rocket-propelled, air-to-air bomb.
List of Japanese World War II navy bombs

"The Japanese produced a number of bombs with rocket motors installed, intended for air-to-air use against bomber formations, or as armor-piercing weapons. Only two saw service, the Type 3 No.25 Mk 4 armor-piercing rocket bomb, and the Type 3 No.6 Mk.27 air-to-air rocket bomb."

"Type 3 No.6 Mk 27    145 lb    A anti-aircraft rocket that replaced the Type 99 No.3 Mk.3 in air-to-air bombing. It consisted of a large rocket motor with a 5.5 pound incendiary shrapnel warhead triggered by a clockwork time fuze with an adjustable delay of up to 10 seconds. The rocket had a maximum velocity of around 270 m/s, and the warhead contained 140 iron pellets with white phosphorus embedded in them, these were scattered in a 60 degree cone when the warhead was triggered. The bomb was designed in January 1944 and adopted in February 1945."

Weapon types are listed in your \Files\i18n\weapons_ru.properties, and about A6M5c, it says:

Code: [Select]
#####################################################################
# A6M5c
#####################################################################
A6M5c.default                           Default
A6M5c.2x150dt                           2xDroptanks
A6M5c.1xwdt4s                           1xDroptank
A6M5c.4xtype3                           4xType3Mk.27Bomb-Rockets
A6M5c.1x250                             1x250 kg Bomb
A6M5c.none                              Empty

So "4xtype3" is the correct syntax.

EDIT: I find in AllWeapons for DBW a "2xType3" weapon set starting with A6M2-21 and also for A6M5.

Apart that it does not match historical date of introduction (see above), I guess it causes those explosions you complain. Try removing from your [episode_name]Planes.dat all lines with that loadout option (2xType3).
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Barkhorn1x

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Re: Project DGen_mod
« Reply #1091 on: March 12, 2015, 11:21:51 AM »

Great information Greybeard.  But I do have a few questions:

1. Does that "weapons_ru.properties" file cover ALL a/c in the game?
2. So the entries in the Asura weapons file should basically match the file above, correct?

Thanks.
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