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Author Topic: Asura Please come in. Your help needed  (Read 6445 times)

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pandacat

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Asura Please come in. Your help needed
« on: October 18, 2013, 08:26:46 AM »

Hi Asura,

I was told by someone over 242 squadron forum that you can teach anyone willing to do work the way to add new planes to dgen.  I am willing to give it a try.  Could you lay out the steps and files needed to accomplish the task?  Instead of adding a massive amount of work at the beginning, let's take simple steps to start with.  Let's take one plane at a time. For example, I am currently using HSFX 7 with 4.12.1m.  I want to make P-51D-30NA, which is an HSFX plane but not a stock plane, flyable in dgen.  What would be the steps?  What files should I start out with? What loadout files should I be using?  Please enlighten me on this subject.

Thank you
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SAS~Malone

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Re: Asura Please come in. Your help needed
« Reply #1 on: October 20, 2013, 04:25:12 AM »

hi pandacat - maybe it's better to contact him via PM, this section is not the best place for this discussion, it is for campaign downloads. ;)
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Tony4mori

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Re: Asura Please come in. Your help needed
« Reply #2 on: October 20, 2013, 05:28:34 PM »

with asura dgen you can add other aircraft to the dynamic campaigns. I modified the file "planesIt1" in dgen folder and i added new plane
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Asura

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Re: Asura Please come in. Your help needed
« Reply #3 on: October 21, 2013, 12:18:59 AM »

Hi, everybody! Not simply to make files for the generator under any assembly of spendthrifts, and it is very simple. It is necessary to have a lot of free time only. :) It is possible to download a template at the link for filling of data. Further I on steps will tell as to do.

https://www.mediafire.com/download/0cgfci0jtbgg4yc/DGen_HSFX_planes.xls

After template filling I simply allocate the necessary fragment of the table and I keep it in the csv format.

There are only three files from which generator takes data on planes.

1. AllClasses.dat - the file contains only operated planes with the indication of a class and several additional parameters.
Ver - simply a code of the version in which there was a plane, it is possible not to fill
Name – the internal name of an airplane (could be obtained from a file, created in the FMB or from the air.ini file, created for a MOD).
Fighter – this airplane is a fighter. This value is used by scoring procedures, which are different for fighters and other airplanes.
Class – used to select missions.
  Available values:
   GROUND – a bomber or an attack airplane mission: attack of all ground targets (vehicle and tank columns, trains, ships,  artillery, stores, airfields, bridges etc.).
   TANK – an attack airplane mission: attack of tanks and tank columns.
   JABO – a fighter-attack airplane mission: reconnaissance, scramble, attack of all ground targets (vehicle and tank columns, trains, ships, artillery, stores, airfields, bridges etc.).
   LIGHT – a fighter airplane mission: intercept, escort, reconnaissance, scramble, attack of some ground targets (vehicle and tank columns, trains, artillery, stores, airfields).
   FIGHTER - a fighter airplane mission: intercept, escort, reconnaissance, scramble.
   ALL – an all-purpose airplane mission: intercept, escort, reconnaissance, scramble, attack of all ground targets (vehicle and tank columns, trains, ships, artillery, stores, airfields, bridges etc.).
   ROCKET – a rocket interceptor mission: intercept.
   BOMBER - linear bomber which attacks only fixed targets
   TORPEDO - only a torpedo bomber without possibility of attack of other purposes
   GROUND_N, JABO_N, LIGHT_N, FIGHTER_N, ALL_N – naval (carrier–based) versions of the above mentioned classes.
Defensive_arms – the defensive arms are present. This value is used by the MaxBomberSkill parameter.
  Available values:
   1 – there are gunners
   0 – no gunners
isNaval – a naval (carrier–based) airplane.
  Available values:
   1 – yes
   0 – no
isHydro – a hydroplane.
  Available values:
   1 – yes
   0 – no


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Asura

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Re: Asura Please come in. Your help needed
« Reply #4 on: October 21, 2013, 12:47:02 AM »

For sheet AllClasses filling I take data from air.ini, I sort alphabetically and I add the necessary information. In a template there is completely filled leaf for 4.12 and while incomplete for DBW. Examples of filling it is possible to look there.

2. AllPlaneDB.dat - it is a database on all planes which will be available to the generator.
Ver - simply a code of the version in which there was a plane, it is possible not to fill
BNameRU - the plane name in Russian for briefings, it is possible not to fill in
BNameEN - the plane name in English for briefings, it is possible not to fill in. This two field I use at once to receive information for the MessageXx.dat files
Name – the internal name of an airplane (could be obtained from a file, created in the FMB or from the air.ini file, created for a MOD).
Def. Faction - the party to which the plane by default belongs
MultiNation - the sign that the plane can change a nationality (0 - No, 1 - Yes) can look at examples with Hurricane on sheet 4.12
Def. Nation1, Def. Nation2, Def. Nation3 - list of possible nationalities
  Available values:
   USSR
   France
   USA
   England
   Finland
   Hungary
   Slovakia
   Romania
   Poland
   Germany
   Italy
   Japan
   Australia
   NewZealand
   Holland
Flyable - it’s a player-controlled or AI airplane. Determines takeoff points – AI planes always start in the air.
  Available values:
   1 – an airplane can be controlled by the player
   0 – an airplane controlled by AI only.
Type 1, Type 2, Type 3, Type 4 - the main roles of the plane on which it will be selected in mission. look at examples on page 4.12 and DBW, all possible options there are.
fmRange - range of flight of the plane, I try to take it from FM of each concrete model
fmCruiseSpeed - speed from FM
fmFuelMass (kg) - the mass of fuel from FM (this parameter is necessary for calculation of additional range if suspended fuel tanks are used)
DT1FuelMass (l) - volume in liters of fuel tanks in a configuration 1
DT2FuelMass, DT3FuelMass - too in a configuration 2 and 3

On tanks the explanation is necessary. Now the generator counts fighting radius not on old restriction of the MissionDistance parameter, and on the fighting radius of each plane from FM. It not ideal option, but it allows to receive more various options of the purposes. As radius depends on fuel, and options of installation of suspended tanks there can be some I consider three different volumes. Subsequently at arms selection the generator considers what weapon with what configuration will be used (LR1, LR2 or LR3 - look about the AllWeapons.dat file)

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Asura

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Re: Asura Please come in. Your help needed
« Reply #5 on: October 21, 2013, 01:05:00 AM »

3. AllWeapons.dat - database on arms of planes (it is the most labor-consuming stage of work)
Ver - simply a code of the version in which there was a plane, it is possible not to fill
Name – the internal name of an airplane (could be obtained from a file, created in the FMB or from the air.ini file, created for a MOD).
minAlt - normal height of flight with these arms
attAlt - attack height with these arms
Mov - this weapon it is possible to attack the mobile purposes (motorcades, trains) (0 - No, 1 - Yes)
Arm - tanks
Gro - the land static purposes like HQ, Port, the Warehouse
Bri - bridges
Shi - ships
Poi - blows to the area like bombing of the cities
Go - the weapon is used in missions like "weeds to a point", "maintenance"
Rec - the weapon is used in missions like "investigation"
Stuf - the weapon is used in missions like "stuff" - casual planes near airfield
Tran - transportation of freights
Para - emission of parachutists
Int - the weapon is used in interception missions
Torp - torpedo
LR1 - this weapon goes to configurations of 1 suspended tanks
LR2, LR3 - too for configurations 2 and 3, it is possible to look at examples on sheet 4.12 especially for F4U
Weapons - the internal name of arms, this value will be substituted in the mis file
Nation - arms nationality that FAB didn't get to fight for Britain :)
Weapons name - full name of arms, is simple for convenience, it is possible not to fill

I take data on the weapon from the weapons.properties file, but it is necessary to remember that there can be excess lines therefore structure of arms I check on the fast editor in game.
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Asura

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Re: Asura Please come in. Your help needed
« Reply #6 on: October 21, 2013, 01:08:52 AM »

If someone fills a template for the HSFX planes and I will send me with pleasure I will make the dat files and I will include them in one of versions. If there are questions - set, everything I will tell :) And please tell about this subject at a forum www.242sqn.com, I there am unregistered.
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pandacat

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Re: Asura Please come in. Your help needed
« Reply #7 on: October 26, 2013, 07:56:06 AM »

Hey Asura,

I couldn't find those 3 files any where in my game folder?  Allweapons.dat, allplaneDB.dat and allclasses.dat.  Do you mean you want me to fill in the spreadsheets and you will create those 3 files? 

Thanks
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santobr

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Re: Asura Please come in. Your help needed
« Reply #8 on: October 26, 2013, 11:27:56 AM »

\il 2 sturmovik 1946\DGen\MOD

 :)


santobr.
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Asura

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Re: Asura Please come in. Your help needed
« Reply #9 on: November 06, 2013, 07:01:39 AM »

Hey Asura,

I couldn't find those 3 files any where in my game folder?  Allweapons.dat, allplaneDB.dat and allclasses.dat.  Do you mean you want me to fill in the spreadsheets and you will create those 3 files? 

Thanks

I am sorry - I forget to look through other branches. Write, please, in parallel to PM that I looked questions.

It is enough to fill in the table XLS and to send me. In total other I will make and three files for HSFX which I will include in the next version will turn out and I will add in an installer.
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pandacat

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Re: Asura Please come in. Your help needed
« Reply #10 on: November 08, 2013, 10:51:15 AM »

I am kinda new to SAS.  What is PM?  How can I access that?  Btw, Asura.  Are you a Russian?  Your english is sometimes hard to understand.  ;D  But as always, many thanks. 
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wheelsup_cavu

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Re: Asura Please come in. Your help needed
« Reply #11 on: November 11, 2013, 12:33:16 AM »

I am kinda new to SAS.  What is PM?  How can I access that?  Btw, Asura.  Are you a Russian?  Your english is sometimes hard to understand.  ;D  But as always, many thanks.

PM - Personal Message
Asura's user page: https://www.sas1946.com/main/index.php?action=profile;u=11230

Click on the link and go to Asura's user page and then click on the "Send personal message" link on the left side of the page under the "Actions" heading.

 
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