Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 4 ... 8   Go Down

Author Topic: DGen for B.A.T. v1.2 + patch v4.0 - World At War module  (Read 6215 times)

0 Members and 1 Guest are viewing this topic.

SAS~vampire_pilot

  • SAS Team
  • member
  • Offline Offline
  • Posts: 4337
  • The man of a million fixes
DGen for B.A.T. v1.2 + patch v4.0 - World At War module
« on: July 12, 2019, 06:12:04 AM »

DGen for B.A.T. v1.2  - for all your dynamic campaigning needs, compatible with B.A.T. - World At War module

Over the many years of IL-2's existence there have been a lot of addons and sub-versions of dynamic campaigns. Additions to the existing stock ones, modified ones, completely new ones.

A problem always was (and is) compatibility to your mod pack. BAT has some different content than for example DBW or CUP had or any individual install.
Up until now there was no dynamic campaign set (aka DGEN folder) fully compatible with BAT. Users could always encounter unexpected mission failures, like for example "plane crash on spawn" or the dreaded "beeeep" mission creation failure, which are all caused by some sort of incompatibility, be it loadouts, maps, aircraft...

DGen is complex, relying on a very large number of database files, which reside in the DGEN folder and from which the missions and campaigns are created dynamically with an element of randomness. Most DGen campaigns were compatible already but it was very possible to encounter an incompatibility here and there and it could kill all your progress and having these errors is just a bummer.

The nucleus for this project was the collective DGen set of VP Modpack, thanks to vpmedia for the good selection!
With the invaluable help of Whistler, we finally tackled the task of making a compatible DGEN folder and creating a B.A.T compatible dynamic campaign set for you, the player! We have done our best to comb through hundreds of files, filtering out and adapting possible conflicting entries and this is the result

Download B.A.T. DGen 1.2: BAT_DGen_v1.2.zip

* new 01.09.2019 new*
Patch v4.0:   http://www.mediafire.com/file/lhyv543p8ilebu4/BAT_DGen_patch4.0.zip/file

Quote
changelog:
01.09.2019: Patch 4.0: Rufe Iwo Jima segment fix, Berlin Mai44 fix (Venator77)
09.08.2019: Patch v3.0 fix in Boelcke RV campaign - no missions created
01.08.2019: Patch v2.0 fix in Prokhorovka 43 campaign segments - "beeeep" issue
25.07.2019: v1.2, includinng Hs123 fake skins to enable Murmansk campaigns
20.07.2019: v1.1 posted

765 dynamic campaigns compatible with B.A.T. WAW


Installation:
this is a remove/replace process, do not simply overwrite.

1. Make sure to have no open DGen campaigns, no other active DGen mods or active DCG.
2. Remove/delete/backup your existing DGen folder and DGen.exe from you BAT main game directory. (It's your choice what to do or where to store it, but you need to move it out of the way to have a clean fileset in the end)
3. Put the DGen folder from this .zip download into your BAT main game directory
4. Put the Dgen.exe from the zip into your BAT main game directory
5. Put the three fake Hs123 skins into your CR_42 folder
6. play and enjoy :)



Some recommended extensive skinpacks for DGen missions:


useful links and info about DGen:

DGen Knowledge base articles on M4T

DGen debugging guide by VTrelut


[DGen] section in conf.ini explained
You can add and modify a section in your conf.ini file under the header [DGen] which can influence your campaign generation.
Each entry is optional and will operate on default if not present in conf.ini.
Code: [Select]

NoBadWeather=1
Can be set to zero or one, one meaning you never get bad weather

MissionDistance=50
Can be set to from 10 to 200 Kilometers, depends on the map and targets available. It is not guaranteed that there will be suitable targets in this distance

NoAirfieldHighlight=1
Set to one to zero. Zero meaning you'll have AAA/flak unit at some unused airbases

RandomFlights=0
Can be set to 0 to 5 Random flights are flights not related to your mission, both friendly and enemy are just incidental you may or may not see these flights, they might not get close enough. Default or not having the line in conf.ini is average (3). Can affect frame rates.

MaxFLAK=5
Can be set to 0 to 100, default or not having the line in conf.ini is 10. Can affect frame rates. Affects the amount of flak generated from your airfield to target, so can affect frame rates very much.

AirIntensity=Low
Settings are low, medium and high. Default or not having the line in conf.ini is medium. Sets the number of flights, enemy and friendly, that are related to your mission. On low setting, there will be no random flights and it will override the "RandomFlights=" setting in that case, ( see above ). Can dramatically affect frame rates.

GroundIntensity=Low
Settings are low, medium or high. On low, you'll only have ground objects around target or active airfields. Default is medium (or not having the line in conf.ini ) and there will also be extra objects around your flight route, besides target area and active airfields. High gives you extra targets of opportunity to and from your home field. Can dramatically affect frame rates.

Maxbomberskill=1
Settings are 0, 1, 2 and 3, ( for rookie, average, veteran and ace ) and default or not having this line in conf.ini, the AI bomber gunners will be kind of random or depend on other settings like CampaignAI=. This limits the entire bomber skill ( not just the gunners ) to a lower level if preferred, so you can attack bombers more easily if you limit it to a low setting. It affects only enemy AI for bombers, not friendly. Unfortunately, this does nothing for transport aircraft, such as LI-2, C-47 or JU-52, so be careful around those and don't assume they will be limited like the bombers if you set this to a low setting!!! Sometimes FW-200 Condor can also sometimes be assigned as a transport plane in some maps, so watch it!!!!

CampaignMissions=Hard
Settings are easy, normal or hard. Default or not having the line in conf.ini is normal. This changes the scripts ( ops files, I.E. - ops41-E.dat, where "E", means easy ) files in the Dgen folder used to generate missions. Affects the number of enemy planes encoutered as opposed to the number of friendly planes in your group/s. For example, set on easy, you might have a mission generated which gives you four fighters on your side with four bombers, and two enemy fighters will later show up to intercept your bombers. The very same mission on hard might give you only two fighters on your side, maybe the same number of bombers to escort, but you'll run into four enemy fighters to deal with!! This balances out so it does not affect frame rate much, if at all.

CampaignAI=Hard
Settings are easy, normal or hard. Default or not having the line in conf.ini is normal. Increases enemy and friendly AI by a factor of one. Low increases friendly AI level higher while lowering enemy AI level. High does the opposite. Normal gives you a more even match of AI strength."

CampaignLength=Short
VeryShort, Short, Medium, Long, VeryLong (VeryLong is default)

CampaignDifficulty
CampaignDifficulty=Easy
CampaignDifficulty=Hard
Easy settings will add one level to all friendly groups and decrease enemy experience

OperationVictory=100
In Pacific Fighters dynamic campaigns the player's actions influence the outcome of individual operations as well as the whole war. The system works by assigning a static number of points to each target destroyed, and calculating a total number of points for each side. If your side destroys enemy targets, points are added to your side's tally. If your side's targets are destroyed by the enemy, the points are subtracted from your side's tally..Each side is assigned a predetermined number of points which in each operation means a historical outcome (victory or defeat). If the operation's tally does not match the historical outcome, an alternative briefing is triggered which may mean a defeat for the side that historically won, or vice versa.For example, if you want mission outcome to always be historical, you can set the parameters to unachievable high values, such as:

OperationDefeat=-100
OperationVictory=3000
WarVictory=1000
OperationDefeat=-3000
WarDefeat=-1000
WarVictory=30000
WarDefeat=-30000

Default value for an operation outcome is 100 points (added if it's a victory, subtracted if it's a defeat). War outcome's value is 1,000 points By reducing the numbers you can make your contributions matter much more in the overall war effort.

The following point values are used
Carrier = 100 points
Other ship = 20 points
Plane = 5 points
Tank = 3 points
All other targets = 1 point
The tallies are recalculated after each mission, and they're checked at the end of each operation.

UseParachutes
Japanese have chutes from start of war





Error reporting

It is simply not possible to test all Dgen content. We have done our best to test and to solve all the possible logic errors that we found but should you encounter any mission creation bug with this pack, please don't hesitate to report it here in this thread

-provide the exact name of the campaign
-provide an error description
-provide a log


Quote
disclaimer:
Because we know these question will arise:
This is not "new" content! It is important you understand this before you ask. This was about making existing DGEN campaigns BAT compatible - which was a lot of work already.
This is not the so called "DGen mod" or anything new, this is old-school DGen, but made compatible for BAT, starting point was the DGen set for VP_modpack
DGen.exe is version 4.0.8.6
Logged

whistler

  • Modder
  • member
  • Online Online
  • Posts: 1702
Re: DGen for B.A.T. - World At War module
« Reply #1 on: July 12, 2019, 06:58:08 AM »

765 dynamic campaigns... Very good stuff Vampire and all! ]thumbsup[
Logged
NG-HUD v3.2 | NG-MAP v3.0 | NG-CAM v1.6: https://www.sas1946.com/main/index.php/board,93.0.html

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6263
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: DGen for B.A.T. - World At War module
« Reply #2 on: July 12, 2019, 07:16:21 AM »

Looks exactly like the dgen campaign set in vpmodpack...

SAS~vampire_pilot

  • SAS Team
  • member
  • Offline Offline
  • Posts: 4337
  • The man of a million fixes
Re: DGen for B.A.T. - World At War module
« Reply #3 on: July 12, 2019, 07:23:26 AM »

It was the bottom line starting point. What we did was adapt the planelists and the loadout databases to match the BAT content lists and some maps.
The VP DGen set does not work for BAT out of the box.
Logged

Stefano

  • Modder
  • member
  • Offline Offline
  • Posts: 377
Re: DGen for B.A.T. - World At War module
« Reply #4 on: July 12, 2019, 01:43:37 PM »


I have been waiting for it for a long time and a thank you that will never be able to compensate for what you have done to transform this Sim.
Praise to you ;)
Logged

larschance

  • member
  • Offline Offline
  • Posts: 114
Re: DGen for B.A.T. - World At War module
« Reply #5 on: July 12, 2019, 03:48:32 PM »

Thank you for doing this. Great work guys. Will it be included in the next BAT update?
Logged

Taxman

  • member
  • Offline Offline
  • Posts: 110
Re: DGen for B.A.T. - World At War module
« Reply #6 on: July 12, 2019, 05:35:05 PM »

Thank you vpmedia and the BAT team.  I am now flying missions over Normandy just before the invasion, it has been a long time, great ]salut[ ;D
Logged

TheOligopolist

  • member
  • Offline Offline
  • Posts: 80
Re: DGen for B.A.T. - World At War module
« Reply #7 on: July 13, 2019, 12:01:01 AM »

I love you guys.
Logged

SAS~vampire_pilot

  • SAS Team
  • member
  • Offline Offline
  • Posts: 4337
  • The man of a million fixes
Re: DGen for B.A.T. - World At War module
« Reply #8 on: July 13, 2019, 12:59:20 AM »

Will it be included in the next BAT update?

No, it's right here already and we do not want to "control" your DGen choices.
It's anyone's personal choice what DGen they want to play. Some prefer their VP Mod install for that, others run DCG or some enjoyr pack with stock game or whatever else there is out there... There are many options, this is just one more in case you prefer to play with BAT alone. But it's up to you.
Logged

texaco

  • member
  • Offline Offline
  • Posts: 31
Re: DGen for B.A.T. - World At War module
« Reply #9 on: July 13, 2019, 03:20:55 AM »

Thank you very much!
Logged

henkypenky

  • member
  • Offline Offline
  • Posts: 815
  • BAT, WAW & 3.7 Le Grand Cirque
Re: DGen for B.A.T. - World At War module
« Reply #10 on: July 13, 2019, 03:54:18 AM »

Hi, probably a stupid  :-[ question, but how can I check this: 'Make sure to have no open DGen campaigns, no other active DGen mods or active DCG.'
Logged

SAS~vampire_pilot

  • SAS Team
  • member
  • Offline Offline
  • Posts: 4337
  • The man of a million fixes
Re: DGen for B.A.T. - World At War module
« Reply #11 on: July 13, 2019, 05:08:19 AM »

you would know if you had :P
I mean, any running dynamic campaigns? You should know.
Same if you ever installed DCG and have it active. You would know.

The worst thing that can happen is, you lose a not finished campaign...
Logged
Pages: [1] 2 3 4 ... 8   Go Up
 

Page created in 0.014 seconds with 26 queries.