Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 26 27 28 [29] 30 31 32 ... 116   Go Down

Author Topic: Project DGen_mod  (Read 377489 times)

0 Members and 1 Guest are viewing this topic.

Semor

  • member
  • Offline Offline
  • Posts: 929
  • IL2 without Mods is possible,but senseless!
Re: Project DGen_mod
« Reply #336 on: August 24, 2012, 11:30:23 AM »


The point is that historical reenactment must happen in a realistic environment.


Yep.I must agree with you!

I mean,DCG has many advantages in timetable settings,tracking plane,pilot and ground losses etc.but lacks a historical enviroment in the campaign mechanics. For DGen it is vice versa in case of the moving frontlines and the campaign outcome,but the generator has no abillity for a historical correct plane re-supply rate and tracks the ground losses not correct as it should be.(collums,static planes,bridges etc.)
So,I think we need something,that fills the gap between this two "dynamic" generators.
As Asura noted in his post above,and if I understand this right,it is in general possible to add such mechanics to the DGen-Mod.

Btw..Boelke is right,aces only appear for the enemy.I shoot one down,last evening.  ;D

cheers.
Logged

Cycle

  • Modder
  • member
  • Offline Offline
  • Posts: 684
Re: Project DGen_mod
« Reply #337 on: August 24, 2012, 01:20:47 PM »

Hi,
Well, I think if you would make a dynamic campaign really 100% accurate, which incidentally does not allow the game engine, you would wonder how boring many missions would be!
A large part of the WWII pilots were many hours in the sky without to face a single opponent!
During the Battle of Saipan, the majority of Japanese pilots are launched from distant atolls, only to be shot down after many hours of flight time in a couple of minutes from the american supremacy!
Also many German pilots, in their shorter career at the end of the war, never had an opponent in front of him! And if so, it was usually also the last mission for them!
And a crucial thing, even the best campaign can not simulate (thankfully) the fear of death!
Logged
"Lenin sagte einmal, der ungebildete Mensch stehe außerhalb der Politik. Heute aber haben wir ein gebildetes Volk. Wie wir in den letzten Jahren handelten, bedeutete, es aus der Politik herauszuhalten. Das ist eine Mißachtung des Volkes. Das ist eine Art Elitedenken." Michail Gorbatschow

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Project DGen_mod
« Reply #338 on: August 24, 2012, 04:35:37 PM »

Well, I think if you would make a dynamic campaign really 100% accurate, which incidentally does not allow the game engine, you would wonder how boring many missions would be!

So true!

Time ago someone computed probability for a WWI average pilot to shot down an enemy. Well, all considered (probability to encounter enemies and, if so, that  a fighting would follow and a positive firing solution would happen) that was 1% (That is: one every 100 missions)!

Actually, we've all a special idea about how this "historical reenactment" should be: a selection of adventurous events, rigorously inspired to reality, I think.
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

Boelcke

  • member
  • Offline Offline
  • Posts: 1370
Re: Project DGen_mod
« Reply #339 on: August 25, 2012, 02:12:09 AM »

please guys, let's keep this thread clear for problems and support for Asuras dgen mod
Logged

Lagarto

  • Modder
  • member
  • Offline Offline
  • Posts: 328
Re: Project DGen_mod
« Reply #340 on: August 25, 2012, 05:00:09 AM »

Would it be possible to make the DGen.exe generate an error report, not a freeze-up, every time something goes wrong? For example last night, while I was working on a new campaign, the program froze. Finally, after a few frustrating hours, I discovered that by accident I had typed wrong date format ('440612' instead of '40612'). If the program generated an error report, I'd fix it at once.
Logged

Lagarto

  • Modder
  • member
  • Offline Offline
  • Posts: 328
Re: Project DGen_mod
« Reply #341 on: August 26, 2012, 08:17:54 AM »

Two little discoveries that may come in handy for mission builders:
1) Vehicles carrying antiaircraft weapons won’t fire at enemy aircraft if they’re selected from the ‘stationary objects’ list. Only when the same vehicles are selected from 'artillery' list, they will open fire. Sounds obvious but I made this mistake several times when working on campaign templates.
2) Presently, bomber formations are limited to 9 or 12 machines, unless they are heavy bombers, then their formation can be made of up to 39 machines. Now, thanks to Asura, it’s possible to edit AllPlanes.dat file and turn any medium or dive bomber into a heavy one. So if you, for example, make the Ju 87 the ‘HBomber’ and drop a few ‘hB’ parameters into the ops file, you’ll get spectacular formations of up to 39 Stukas. I armed my 'hB' Stukas in 3x250 kg bombs, and when they all rolled into a dive and dropped their bombs onto some target, it was a sight to behold :)
Logged

jeanba

  • Modder
  • member
  • Offline Offline
  • Posts: 891
Re: Project DGen_mod
« Reply #342 on: August 26, 2012, 02:05:33 PM »

Two little discoveries that may come in handy for mission builders:
1) Vehicles carrying antiaircraft weapons won’t fire at enemy aircraft if they’re selected from the ‘stationary objects’ list. Only when the same vehicles are selected from 'artillery' list, they will open fire. Sounds obvious but I made this mistake several times when working on campaign templates.

This has always been the case
Logged

Asura

  • Modder
  • member
  • Offline Offline
  • Posts: 491
Re: Project DGen_mod
« Reply #343 on: August 26, 2012, 11:48:27 PM »

please guys, let's keep this thread clear for problems and support for Asuras dgen mod

I at all against that here except problems of the generator possibilities of its development were discussed. :) it is simpler to trace everything in one subject. Concerning historicity and game process. I consider there should be a reasonable balance. On the one hand the front line and emergence of certain types of planes should correspond to the modelled historical period. On the other side of mission shouldn't strain monotony. After all it is game and first of all we for it undertake to enjoy process. Personally I for example very much would like to play dynamic campaign based on '46. And the option of alternative history when the USSR and the USA meet on Elba not as friends is even better. ;) actually there is a lot of Options and not all while it will turn out to realize. :)

Over questions of replenishments and losses it will be well necessary to think. After all in reality of a part were taken away on replenishment, changed to out-of-date types of planes etc. Reasonably constructed mechanism I think should allow to receive in mission a bigger variety of squadrons.
Logged

Asura

  • Modder
  • member
  • Offline Offline
  • Posts: 491
Re: Project DGen_mod
« Reply #344 on: August 26, 2012, 11:51:50 PM »

Would it be possible to make the DGen.exe generate an error report, not a freeze-up, every time something goes wrong? For example last night, while I was working on a new campaign, the program froze. Finally, after a few frustrating hours, I discovered that by accident I had typed wrong date format ('440612' instead of '40612'). If the program generated an error report, I'd fix it at once.

If in DGen_mod.ini to establish the LogLevel=0 parameter in files DGen_mod.log and DGen_mod_proc.log full debugging information on operation of the generator will remain. In case of generator freezing in the file DGen_mod_proc.log it is possible to define what procedure of the program hanged. Now all errors of the generator which can be traced are fixed.
Logged

Juri_JS

  • member
  • Offline Offline
  • Posts: 253
Re: Project DGen_mod
« Reply #345 on: August 27, 2012, 12:03:01 AM »

Concerning players influence on frontline movement I have a request for the future. At the moment the players success is influencing the frontline, which can make it hard to create historical correct frontline movement. It would be nice if an option can be added to the settings file to disable it, maybe "PlayerInfluence=true/false".
Logged

Asura

  • Modder
  • member
  • Offline Offline
  • Posts: 491
Re: Project DGen_mod
« Reply #346 on: August 27, 2012, 03:25:53 AM »

Concerning players influence on frontline movement I have a request for the future. At the moment the players success is influencing the frontline, which can make it hard to create historical correct frontline movement. It would be nice if an option can be added to the settings file to disable it, maybe "PlayerInfluence=true/false".

It can be done. The main thing not to forget about it to remind me. :)
Logged

Lagarto

  • Modder
  • member
  • Offline Offline
  • Posts: 328
Re: Project DGen_mod
« Reply #347 on: August 30, 2012, 03:28:09 AM »

Asura, you're probably aware of this problem, but just in case you aren't - sometimes fighters sent out to intercept enemy bombers or reconnaissance machines arrive too late, see the empty sky and turn back. I know it happened in real life, but still it's a bit annoying. Perhaps they could chase the fleeing enemy a little?
Logged
Pages: 1 ... 26 27 28 [29] 30 31 32 ... 116   Go Up
 

Page created in 0.051 seconds with 28 queries.