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Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => Missions (Common) => Topic started by: Asura on December 05, 2011, 05:10:54 AM

Title: Project DGen_mod [4.13]
Post by: Asura on December 05, 2011, 05:10:54 AM
Link to the freshest version:
https://www.mediafire.com/download/forpbpai7w4d7me/DGen_MOD_2.0.3.0.zip (https://www.mediafire.com/download/forpbpai7w4d7me/DGen_MOD_2.0.3.0.zip)
__________________________________________________________________________

All greetings!

For those who already heard about project DGen_mod and for those who yet didn't hear - I have good news!  ;) The first stage of works on the new generator is finished.

DGen_mod successfully forms the company and creates the first mission. Still it is a lot of work - the following stage "analysis of flights" (debrifing) and formation of all chain of missions. In investments result of tests of the new generator in game.

(http://forum.aviaskins.com/attachment.php?attachmentid=18879&d=1323086238)
(http://forum.aviaskins.com/attachment.php?attachmentid=18880&d=1323086238)
(http://forum.aviaskins.com/attachment.php?attachmentid=18881&d=1323086238)
(http://forum.aviaskins.com/attachment.php?attachmentid=18882&d=1323086238)
(http://forum.aviaskins.com/attachment.php?attachmentid=18883&d=1323086238)
Title: Re: Project DGen_mod
Post by: jeanba on December 05, 2011, 05:47:44 AM
Good news
I look forward to seeing what's next
Custom maps ?
Title: Re: Project DGen_mod
Post by: santobr on December 05, 2011, 08:44:36 AM
Yeah! Great!!! ;D ;D ;D



santobr.
Title: Re: Project DGen_mod
Post by: Boelcke on December 05, 2011, 09:49:10 AM
Looking good Asura, looks like a dream will become true :)
Title: Re: Project DGen_mod
Post by: Juri_JS on December 05, 2011, 10:12:32 AM
I hope I can soon build the first campaign for the new DGen.  :)
Title: Re: Project DGen_mod
Post by: Asura on December 05, 2011, 11:39:47 AM
I look forward to seeing what's next
Custom maps ?

Already in this version all data for the generator is loaded from external files. It will allow to add without problems new planes and map without restrictions. Juri_JS prepares the data on the new company on which new map wasn't in DGen earlier.  ;)
Title: Re: Project DGen_mod
Post by: Juri_JS on December 05, 2011, 01:10:33 PM
To be a little bit more precise, I have created the necessary data for the Solomons maps. If everything is going according to plan, I will do a campaign for the maps.
Title: Re: Project DGen_mod
Post by: jeanba on December 05, 2011, 02:46:12 PM

Already in this version all data for the generator is loaded from external files. It will allow to add without problems new planes and map without restrictions. Juri_JS prepares the data on the new company on which new map wasn't in DGen earlier.  ;)
great !!!
Title: Re: Project DGen_mod
Post by: shyrsio on December 05, 2011, 03:14:06 PM
amazing! have been waiting a long time for this.
Title: Re: Project DGen_mod
Post by: kennel on December 05, 2011, 07:22:56 PM
This will blow the offline campaign world of IL2 wide open, brilliant stuff.
Title: Re: Project DGen_mod
Post by: sanka on December 06, 2011, 09:00:26 AM
This is one of the best news that have happened to IL2 in a long time! Thanks a lot! :)
Title: Re: Project DGen_mod
Post by: Flying H on December 06, 2011, 03:11:35 PM
OOOOOOOOOOOOOOOHHHHHHH man, love this community and this game!!
Title: Re: Project DGen_mod
Post by: vegetarian on December 07, 2011, 01:33:57 AM
I'm with Flying H. Fantastic news.
Title: Re: Project DGen_mod
Post by: Boelcke on December 07, 2011, 02:52:40 AM
This new dgen.exe project is a great new hope for campaign building. I hope that it will be possible sometimes to use at least some of the new maps with it. This will open many new possiblities to create new campaigns or/and older campaigns with newer and more suitible maps for ETO campaigns and it looks like for the PTO it will finaly be possible to use all the new "mod" planes.

Realy good news.
Title: Re: Project DGen_mod
Post by: asheshouse on December 07, 2011, 03:20:01 AM
Great news. This really is a vital element of the core game. Good luck with your project.
Title: Re: Project DGen_mod
Post by: vtrelut on December 11, 2011, 12:59:26 PM
I join my colleagues here: great news, very promising indeed!
Title: Re: Project DGen_mod
Post by: Asura on December 14, 2011, 12:13:56 AM
Debrifing it is ready! The first alpha version coming soon... ;)
Title: Re: Project DGen_mod
Post by: Asura on December 14, 2011, 02:21:37 AM
Yes :)
Title: Re: Project DGen_mod
Post by: santobr on December 14, 2011, 04:05:25 AM
OMG! A dream is coming true!!! :'( :P
We will love to test it.

Thank you Asura! :D



santobr.
Title: Re: Project DGen_mod
Post by: jeanba on December 14, 2011, 06:02:50 AM
I look forward to testing it :)
Title: Re: Project DGen_mod
Post by: Jim_diGris on December 14, 2011, 03:17:55 PM
this would have to be the most wanted mod ever for offline players. can't wait to breathe some new fire into the beast's belly
Title: Re: Project DGen_mod
Post by: wheelsup_cavu on December 19, 2011, 02:29:56 AM
I have been hoping for a long time that something would be done to update DGen. :)


Wheels
Title: Re: Project DGen_mod
Post by: Asura on December 29, 2011, 03:10:40 AM
New Year and Christmas is time miracles, here and I had in the mystical image a first, almost working version of the generator.  :) It not the test version and at all a beta, but five missions successively it in a condition to create.

ATTENTION! The incomplete, fact-finding version!

http://ifolder.ru/27880075 (http://ifolder.ru/27880075)

There is no branch Pacific (the companies for this purpose theatre  won't be formed),
There are no maps of Kiev, Burma and Norway, there are no Italians.

I urgently recommend to start the given version on the SEPARATE copy of game!
Generator errors can lead to loss of all data about the dynamic companies
In a folder of the pilot!

Reports on errors yet aren't accepted - internal testing isn't finished yet.

All with coming New Year!  ;D
Title: Re: Project DGen_mod
Post by: Asura on December 29, 2011, 03:15:10 AM
As a bonus - pictures from the test of new company Juri_JS for a mod map of Solomons...  ;)

(http://forum.aviaskins.com/attachment.php?attachmentid=19216&d=1325153014)
(http://forum.aviaskins.com/attachment.php?attachmentid=19217&d=1325153014)
(http://forum.aviaskins.com/attachment.php?attachmentid=19218&d=1325153014)
(http://forum.aviaskins.com/attachment.php?attachmentid=19219&d=1325153014)
(http://forum.aviaskins.com/attachment.php?attachmentid=19220&d=1325153014)
(http://forum.aviaskins.com/attachment.php?attachmentid=19221&d=1325153038)
(http://forum.aviaskins.com/attachment.php?attachmentid=19222&d=1325153038)
(http://forum.aviaskins.com/attachment.php?attachmentid=19223&d=1325153038)
Title: Re: Project DGen_mod
Post by: kennel on December 29, 2011, 04:18:30 AM
how are we meant to download the file, I keep getting error messages & have to go to sponsor pages ect ect & google translator is not really effective with all of the pages, I only speak & read english
Title: Re: Project DGen_mod
Post by: Asura on December 29, 2011, 05:00:25 AM
https://www.mediafire.com/?i0obcib4iubvd5v (https://www.mediafire.com/?i0obcib4iubvd5v)
Title: Re: Project DGen_mod
Post by: kennel on December 29, 2011, 05:09:01 AM
thank you Asura
Title: Re: Project DGen_mod
Post by: Vampire_pilot on December 30, 2011, 12:50:26 AM
whohooo.... it is getting there!

thanks to all involved :)
Title: Re: Project DGen_mod
Post by: jeanba on December 30, 2011, 02:10:57 AM
Great news, thank's
Title: Re: Project DGen_mod
Post by: hguderian on December 30, 2011, 02:16:01 AM
Amazing work!! Finally!

P.s. Download links not working
Title: Re: Project DGen_mod
Post by: Asura on December 30, 2011, 03:17:16 AM
Has corrected some errors... :)
https://www.mediafire.com/?eyzp4nzoza09qob (https://www.mediafire.com/?eyzp4nzoza09qob)
Title: Re: Project DGen_mod
Post by: hguderian on December 30, 2011, 04:03:14 AM
Thank You :D :D
Title: Re: Project DGen_mod
Post by: AntEater on December 30, 2011, 05:39:56 AM
:)
Thanks a lot!
Just in time when I was coming back to Il-2!

Please keep us posted with further updates and new versions
Title: Re: Project DGen_mod
Post by: wheelsup_cavu on December 30, 2011, 11:03:52 PM
This is looking really good. :) :)


Wheels
Title: Re: Project DGen_mod
Post by: CWMV on December 31, 2011, 01:14:40 AM
 :o :o :o :o :o :o :o :o :o
 ???
 :o :o :o :o :o :o :o :o
YIPEEEEEEEE!
Title: Re: Project DGen_mod
Post by: badderger on January 09, 2012, 09:19:59 PM
My goodness, what happened? This thread just died with the end of the year! All this enthusiasm, excitement, to not a post for ten days...what gives? Forgive my curiosity...please.
Title: Re: Project DGen_mod
Post by: AntEater on January 10, 2012, 03:14:26 AM
Same in Aviaskins.ru
Asura wrote something about "February" which google translate couldn't properly translate :D
But after umpteen years of no dgen update we can be a little patient I guess.
The only thing this Dgen project would need is a bilingual coordinator, someone who speaks russian and english or russian and german.
Asura seems to speak only russian (at least he wrote me using autotranslate), but there are surely enough russians and russian speakers around?
My russian isn't nowhere near sufficient... :(
Title: Re: Project DGen_mod
Post by: Asura on January 10, 2012, 03:31:47 AM
Happens nothing, simply in Russia there was vacation.  ;D Testing a version alpha has been held, some errors are rectified. Now I have begun work on addition in the new generator of branch Pacific. Presumably, if to a course of works will prevent nothing in February there should be a beta the version of the new generator which will need all-round testing. I will keep you informed events  ;)
Title: Re: Project DGen_mod
Post by: shyrsio on January 10, 2012, 06:00:06 AM
Great news Asura!
Thank you!
Title: Re: Project DGen_mod
Post by: Juri_JS on January 10, 2012, 06:11:06 AM
The only thing this Dgen project would need is a bilingual coordinator, someone who speaks russian and english or russian and german.
Asura seems to speak only russian (at least he wrote me using autotranslate), but there are surely enough russians and russian speakers around?
My russian isn't nowhere near sufficient... :(

Don't worry AntEater, Boelcke and I are in contact with Asura and are testing the new DGen. Even with Googletranslator the communication works well. ;)
Title: Re: Project DGen_mod
Post by: AntEater on January 10, 2012, 06:23:47 AM
Good to know.
Well I used to know a thing or two about Dgen but sofar I have mostly been able to produce crashes with the new one :D
But since it is a alpha version this is natural
But the possibilities are mind boggling.
To be able to use basically everything modded in a Dgen campaign is simply great.
Title: Re: Project DGen_mod
Post by: Asura on January 11, 2012, 05:53:06 AM
Has added Italians and has rectified some errors.

https://www.mediafire.com/?nnrkw4vdmygqnsc (https://www.mediafire.com/?nnrkw4vdmygqnsc)

Title: Re: Project DGen_mod
Post by: Screwball on January 13, 2012, 09:06:36 AM
...Boelcke and I are in contact with Asura and are testing the new DGen...

Excited!
Title: Re: Project DGen_mod
Post by: jeanba on January 13, 2012, 09:30:04 AM

Don't worry AntEater, Boelcke and I are in contact with Asura and are testing the new DGen. Even with Googletranslator the communication works well. ;)
Great : the dream DGEN team !
Title: Re: Project DGen_mod
Post by: AntEater on January 14, 2012, 02:29:34 PM
Hallo, it does not seem to work with stock 4.11.
Dgen.exe is always terminated after finishing a mission.
My theory is a conflict with the allplanes and allclasses inis as they have all those modded planes in them, but not sure.
Title: Re: Project DGen_mod
Post by: Juri_JS on January 14, 2012, 03:05:20 PM
Hallo, it does not seem to work with stock 4.11.
Dgen.exe is always terminated after finishing a mission.
My theory is a conflict with the allplanes and allclasses inis as they have all those modded planes in them, but not sure.

Same problem for me. I have send a detailed bug report to Asura.
Title: Re: Project DGen_mod
Post by: AntEater on January 14, 2012, 03:06:07 PM
I was just getting started doing a Hs 129 campaign :(
Title: Re: Project DGen_mod
Post by: AntEater on January 15, 2012, 03:30:30 AM
Btw, I don't know to what exten Asura can edit Dgen, but a 4.11 could make use of the new patrol waypoints.
Sofar, DGen always uses a triangle of Waypoints to make planes circle somewhere (CAP, escort assembly etc) this could be replaced by the new circle waypoints which are much more flexible.
Title: Re: Project DGen_mod
Post by: Boelcke on January 15, 2012, 04:59:17 AM
@ Anteater: First step in developement is to create a dgen.exe which works like the old one, without bugs. After that, improvement can start.
Title: Re: Project DGen_mod
Post by: AntEater on January 15, 2012, 05:09:09 AM
Problem is I'm far too impatient for beta testing :D

How many missions have you had with the new generator before it crashed?
The old one only managed around five but maybe the new version is more stable.
Title: Re: Project DGen_mod
Post by: Boelcke on January 15, 2012, 07:23:22 AM
the new version is a big improvement, many fixes and a lot faster than the former ones, looks like Asura is on a good way
Title: Re: Project DGen_mod
Post by: Asura on February 01, 2012, 06:48:09 AM
Initialization of the company on PTO and the first mission - it is ready. It is necessary to catch appreciable errors and I will undertake for debrifing.

(http://forum.aviaskins.com/attachment.php?attachmentid=19733&d=1328103662)
(http://forum.aviaskins.com/attachment.php?attachmentid=19734&d=1328103662)
(http://forum.aviaskins.com/attachment.php?attachmentid=19735&d=1328103662)
(http://forum.aviaskins.com/attachment.php?attachmentid=19736&d=1328103662)
(http://forum.aviaskins.com/attachment.php?attachmentid=19737&d=1328103662)
(http://forum.aviaskins.com/attachment.php?attachmentid=19738&d=1328103720)
(http://forum.aviaskins.com/attachment.php?attachmentid=19739&d=1328103720)
(http://forum.aviaskins.com/attachment.php?attachmentid=19740&d=1328103720)
(http://forum.aviaskins.com/attachment.php?attachmentid=19741&d=1328103720)
Title: Re: Project DGen_mod
Post by: Asura on February 15, 2012, 06:46:37 AM
All greetings! I have almost collected the Beta version of the new generator. For carrying out of the closed testing I need 3-5 volunteers capable for two-three weeks to banish some companies. Naturally they should be banished with the admission of missions, but also it is necessary to do fighting departures. Interested persons write in personal message. First five will receive the reference to the new generator. :)

After the closed testing and revealing of appreciable errors I will lay out the generator for all.
Title: Re: Project DGen_mod
Post by: Juri_JS on February 22, 2012, 06:03:27 AM
Here is a link to a WIP thread of my first campaign project for the new DGen:
http://www.axis-and-allies-paintworks.com/forum/viewtopic.php?f=9&t=2283
Title: Re: Project DGen_mod
Post by: Asura on March 15, 2012, 07:59:08 AM
Next week I hope it will turn out to lay out completely the efficient version of the new generator - RC1. The basic files are ready on 100 %, it is necessary to put things in order only in the complete set.
Title: Re: Project DGen_mod
Post by: jeanba on March 15, 2012, 10:29:07 AM
Great, thank's asura and team !
Title: Re: Project DGen_mod
Post by: santobr on March 15, 2012, 11:29:27 AM
Thank you so much, sir. This is the most awaited update to entire IL-2 1946 community. 8)



santo.
Title: Re: Project DGen_mod
Post by: vegetarian on March 16, 2012, 01:38:00 AM
I agree with santobr. Fantastic work Asura and co.
Title: Re: Project DGen_mod
Post by: Asura on March 27, 2012, 07:07:43 AM
DGen_MOD 1.0.0.5 RC1

This program is based upon original ideas and algorithms by Vadim "Starshoy" Kolosov.

DGen_mod is fully compatible with Il-2/PF version 4.071m and above.

https://www.mediafire.com/?k0i0hs4452qqtl0 (https://www.mediafire.com/?k0i0hs4452qqtl0)

It not the final version and mistakes are still possible.
Title: Re: Project DGen_mod
Post by: herbertx on March 27, 2012, 08:20:23 AM
Ok stupid question...I know it says DGEN_mod.  but can it be used with unmodded il2 1946 version 4.11?
Title: Re: Project DGen_mod
Post by: Cloyd on March 27, 2012, 02:55:00 PM
Gettting a "beep" error when I try to start a USN career. Seems strange that the error is something about a Singapore/UK problem. Is this user install error?
Code: [Select]
= DGen_mod 1.0.0.5 (27/03/2012) =
seed: 504341531
ParamStr: un 0       
DGen_mod initialization. Side: un, Rank: 0
RandomFlights=3
MaxFLAK=10
MaxBomberSkill=0
Distance=Any
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: Un1
Load DGen\mod\AllPlanes.dat:
CoralSea
Load DGen\mod\CoralSeaTowns.dat:
EnemyNation from stock: Japan
ReadDB sorties:4
Load DGen\mod\AllWing.dat:
TestWing(f,s): USN_VF_3B 0 00
Blue skill set: 5 45 5
Red skill set: 1 20 30
Inherits operations from DGen\opsCoralSea.dat
Loading 25 operation from DGen\opsCoralSea.dat
Loading 23 red moving group
Loading 0 red stationary units
Loading 0 red buildings
Loading 22 blue moving group
Loading 45 all moving group
Loading 0 blue stationary units
Loading 0 all stationary units
Loading 0 blue buildings
Loading 0 all buildings
ShipList count 37 objects
ZoneList count 0 objects
ClusterList count 0 objects
FleetList count 14 objects
CarrierList count 4 objects
Dangerous areas - Red:0 Blue:0
Loading 91 sea topo objects and 0 land topo objects
DGen\MOD\Message\PF_MessageEn.dat
Can't parse message line: <SingaporeDb>(nJA) <The operation was a hard one, but we finally succeeded at driving the British presence out of the Malayan peninsula. Losses were consequent, but the objective was worth our sacrifices. The Singapore fortress is history, and our forces can now head towards Burma and Dutch East Indies to finish off our job in Southern Asia.> <SingaporeBr>(aUK) <Several hours ago, Japan declared war upon the United States, striking the anchored Pacific Fleet at Pearl Harbour. It is both a good and a bad news: what is good is that now, we can count on the United States' help in our struggle against the Axis forces; what is worse is the fact that there are great chances that Malaya may get assaulted by Japanese amphibious forces in the forthcoming days. We must get ready for any eventuality. This evening, the Royal Navy will sail out from Singapore and look for enemy troopships. The RAF is to provide cover to our boats and to Singapore city, which will certainly have to face air raids in a very near future. The success or the defeat in Malaya relies much on the RAF crews' shoulders: do not disappoint us and destroy the aggressor, or Singapore may have to fight for its survival.>
Title: Re: Project DGen_mod
Post by: Asura on March 27, 2012, 11:44:54 PM
Ok stupid question...I know it says DGEN_mod.  but can it be used with unmodded il2 1946 version 4.11?

Yes. The adapted AllClasses.dat and AllPlanes.dat lists for version 4.11 now prepare, but lists from RC1 have all necessary data.
Title: Re: Project DGen_mod
Post by: Asura on March 28, 2012, 01:28:26 AM
v1.0.0.6 RC2 (03/2012)
+ some bugs fixed in message files
+ a bug fixed in the 'Scramble' mission 

https://www.mediafire.com/?1ivb8zt8m845sot (https://www.mediafire.com/?1ivb8zt8m845sot)
Title: Re: Project DGen_mod
Post by: Asura on March 28, 2012, 01:31:11 AM
Gettting a "beep" error when I try to start a USN career. Seems strange that the error is something about a Singapore/UK problem. Is this user install error?

Unfortunately at me possibility wasn't high-grade to test the program in various languages. In version 1.0.0.6 your problem is corrected. Thanks for bag report!
Title: Re: Project DGen_mod
Post by: Cloyd on March 28, 2012, 04:13:19 AM
In version 1.0.0.6 your problem is corrected. Thanks for bag report!

That fixed it! Thanks for your work on DGen.

Cloyd
Title: Re: Project DGen_mod
Post by: wheelsup_cavu on March 28, 2012, 11:55:26 PM
I am curious why these three DAT files have no data in them?
They are located in the Mods folder.


Wheels
Title: Re: Project DGen_mod
Post by: Asura on March 29, 2012, 12:04:04 AM
I am curious why these three DAT files have no data in them?
  • AfricaBR
  • ArdennesBR
  • Solomons0842BR
They are located in the Mods folder.


Wheels

In the *BR.dat files there are coordinates of bridges on the map. It is necessary for formation of missions of type "Bridge attack" or "Protection of the bridge". In this case I took out data from the Starshoy code in the external file and in a code of data by bridges it was not simple. On correct they should be added, then in campaigns there will be additional missions. I will prosecute this subjects later.
Title: Re: Project DGen_mod
Post by: kennel on March 29, 2012, 02:58:25 AM
Some basic questions

installation proceedure: new dgen exe will replace old dgen exe, what of the other files? do I insert them into the dgen folder where all the campaigns are kept?

By using these new files I should be able to get the Hs 129 operational in a luftwaffe ground attack campaign, using the old dgen the Hs 129 was recognised as a red plane if set up as player flyable.
Title: Re: Project DGen_mod
Post by: Juri_JS on March 29, 2012, 04:39:03 AM
Some basic questions

installation proceedure: new dgen exe will replace old dgen exe, what of the other files? do I insert them into the dgen folder where all the campaigns are kept?

If you extract all the files in the Il-2 main directory, then a 'MOD' folder will be created in your DGen folder.

Quote
By using these new files I should be able to get the Hs 129 operational in a luftwaffe ground attack campaign, using the old dgen the Hs 129 was recognised as a red plane if set up as player flyable.

Yes, it should work.
Title: Re: Project DGen_mod
Post by: hello on March 29, 2012, 08:11:05 AM
I am using DBW 1.71 with the new DGEN_mod. Everything works, but I am getting briefings in Russian. How can I fix this? Thanks for some great offline stuff.
Title: Re: Project DGen_mod
Post by: Juri_JS on March 29, 2012, 09:14:33 AM
I am using DBW 1.71 with the new DGEN_mod. Everything works, but I am getting briefings in Russian. How can I fix this? Thanks for some great offline stuff.

That has nothing to do with the DGen_mod but is caused by the fact that the modded game is based on the Russian version of the game. It will always select the Russian language version of the briefings, that's why you have to replace them.

The DGen_mod is not using the briefings in the DGen folder, its briefing files are in this folder "DGen\MOD\Message". If you are using mods you have to delete the *Ru.dat files in this folder and copy and then rename the *En.dat files to  *Ru.dat.


EDIT: Corrected wrong information. See Asura's post below.
Title: Re: Project DGen_mod
Post by: Asura on March 30, 2012, 12:02:30 AM
So it will not turn out! A format of messages at the new and old generator the different! At simple replacement there will be many mistakes!

It is necessary to remove the *Ru.dat files in the DGen\MOD\Message catalog and to copy the *En.dat files having changed in ????????En to Ru. Then everything will correctly work.
Title: Re: Project DGen_mod
Post by: Juri_JS on March 30, 2012, 01:01:29 AM
So it will not turn out! A format of messages at the new and old generator the different! At simple replacement there will be many mistakes!

It is necessary to remove the *Ru.dat files in the DGen\MOD\Message catalog and to copy the *En.dat files having changed in ????????En to Ru. Then everything will correctly work.

Right, I have tested the mission briefings by Vtrelut in the DGen\MOD\Message folder and it didn't worked. So a manual renaming is necessary.

I have corrected my first answer to avoid misunderstandings.
Title: Re: Project DGen_mod
Post by: hello on March 30, 2012, 01:05:33 AM
That is easy enough. Thank you both. :)
Title: Re: Project DGen_mod
Post by: kennel on March 30, 2012, 01:16:16 AM
A question, the new messages in the mod folder of the new dgen are meant to replace the origional messages in the dgen folder?

To do this they must be ru based because all modded games run the Russian version, however if using stock 4.11 just overwrite origional message files?
Title: Re: Project DGen_mod
Post by: Asura on March 30, 2012, 05:23:24 AM
A question, the new messages in the mod folder of the new dgen are meant to replace the origional messages in the dgen folder?

To do this they must be ru based because all modded games run the Russian version, however if using stock 4.11 just overwrite origional message files?

Anything it is not necessary to copy. The new generator will take the necessary messages from the DGen\MOD\Message catalog. For the correct operation of the new generator with the official version of game it is simple to establish it enough (to unpack archive).
Title: Re: Project DGen_mod
Post by: kennel on March 30, 2012, 07:08:45 AM
thankyou and so far all is good, I am using 4.11 stock & BOE- The last Days & Ostfront with enjoys patch
Title: Re: Project DGen_mod
Post by: kennel on May 04, 2012, 01:26:36 PM
Any news on the new dgen, Ive had multiple failures of campaigns so have reverted to old dgen exe & the latest DCG on another install
Title: Re: Project DGen_mod
Post by: santobr on May 09, 2012, 07:47:00 PM
Dgen Access Violation after the first mission of US Pacific Fighter.



santobr.
Title: Re: Project DGen_mod
Post by: Asura on May 11, 2012, 08:03:13 AM
I prepare RC3 version 1.0.0.7 for release. Many mistakes and the program are corrected work quite stably. I hope next week to lay out updating. Quite probably that RC3 becomes the first high-grade version.
Title: Re: Project DGen_mod
Post by: santobr on May 11, 2012, 08:42:32 AM
Thank you very much, sir. 8)



santobr.
Title: Re: Project DGen_mod
Post by: Asura on May 12, 2012, 03:37:28 AM
I understood the main idea. Unfortunately I simply won't have time for such work, all free time leaves on completion of the generator and on tests. But I am ready to consult on all questions concerning to creation of campaigns or creation of a selection of campaigns. Actually anything difficult in this case isn't present. The desire and time is just necessary. :)
Title: Re: Project DGen_mod
Post by: Asura on May 18, 2012, 12:13:09 AM
As well as promised - the new version which most likely becomes release.

https://www.mediafire.com/?9m9fpnp499889tk (https://www.mediafire.com/?9m9fpnp499889tk)

By default the AllClasses.dat and AllPlanes.dat files for version 4.11.1. In the For UP3+DBW171 catalog files for version 4.10.1 + UP3 + DBW 1.71 lie. To copy files from the For UP3+DBW171 catalog in catalog \DGen\MOD enough. If you use dregy a set of spendthrifts the AllClasses.dat and AllPlanes.dat files it is necessary to edit manually.

Don't forget to remove the previous version of the generator. Successful flights! :)

Small fix, simply replace the file from archive.

https://www.mediafire.com/?7ni7z3uf24kdd69 (https://www.mediafire.com/?7ni7z3uf24kdd69)
Title: Re: Project DGen_mod
Post by: Boelcke on May 18, 2012, 12:22:16 AM
Many thx Asura :)

Title: Re: Project DGen_mod
Post by: Boelcke on May 18, 2012, 12:25:57 AM
got your PM

Sorry I was a bit complicated.

What I would like to have is one package where I get all the dgen campaigns ever created for this sim and it should be compatible with DBW.

Can you or somebody do such pack? (I dont have the skills to do it)

the stock dgen campaigns should work whatever your Il2 version is, but for the modded dgen campaigns it´s simply impossible to create such a pack - and more important to keep it up to date from mod pack to mod pack



Title: Re: Project DGen_mod
Post by: BT~Tarik on May 18, 2012, 12:42:45 AM
Great work Asura & the Team :)

Just wanted to quickly test it. Started a new Dgen campaign (Boelcke's Kuban campaign). First it says "this campaign has already existed blabla...". Guess thats stock game. So i simply changed my starting rank - Major to Oberstleutnant. Now when I click "Generate" the button simply jumps "up" again, with no other reaction than the click noise (no Beep).

Same for other campaigns (stock).
So just wondering, are the existing campaigns actually usable for the DGen mod or do we have to wait for new ones  :-\ ?

DBW 1.71 btw. And followed install instructions, moved the Allplanes.dat and Allclasses.dat in the DGen/MOD folder.
And the readme says the error log is called Dgen_modERROR.log. I only get DGenERROR.log and DGenERROR2.log. Is that correct ?
and they say :
DGenERROR.log
Code: [Select]
= DGen 4.0.8.6 (17/04/08) =
seed: 508446133
DGen initialization. Side: de, Rank: 3
MaxBomberSkill=0
Distance=50 km
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=High
GroundIntensity=High
SlowFire=1.0
PromotionRate=1.000000
Career ID: DeQ
Error - can't open DGen\Murmansk42.DB
DGenERROR2.log (its a bit longer  :-\) :
Code: [Select]
= DGen 4.0.8.6 (17/04/08) =
seed: 1275638411
===== eventlog.lst =====
[05.04.2012 6:18:43] Mission: campaign/de/DGen_¤_F_Kuban4203/20706.mis is Playing
08:30:00 Mission BEGIN
08:30:00 II_JG5_2000(0) seat occupied by Player at 205556.03 179368.78
08:30:00 II_JG5_2000 loaded weapons 'default' fuel 100%
08:30:54 II_JG5_2000 in flight at 206799.92 178660.12
08:43:35 g01020 landed at 205631.27 179191.31
08:49:01 II_JG5_2010 damaged on the ground at 153520.0 134312.5
08:49:01 II_JG5_2010(0) was killed by 237IAP000 at 153520.0 134312.5
08:49:38 II_JG5_2010 shot down by 237IAP000 at 153801.06 136773.31
08:50:01 Target 0 Complete
[05.04.2012 6:49:43] Mission: COMPLETE
08:50:01 II_StG77a001 damaged by 237IAP002 at 153693.39 132086.62
08:50:02 II_StG77a001(1) was killed by 237IAP002 at 153686.94 132070.39
08:50:06 II_StG77a001(0) bailed out at 153562.19 131778.22
08:50:26 II_StG77a001 shot down by 237IAP002 at 153162.55 130425.76
08:50:59 II_JG5_2011 damaged on the ground at 160679.98 134678.83
08:50:59 II_JG5_2011 damaged by 237IAP000 at 160679.98 134678.83
08:50:59 237IAP000 damaged on the ground at 160681.97 134676.11
08:50:59 237IAP000 damaged by II_JG5_2011 at 160681.97 134676.11
08:50:59 237IAP002 damaged on the ground at 160711.55 134684.72
08:50:59 237IAP002 damaged by 237IAP000 at 160711.55 134684.72
08:50:59 237IAP000(0) was killed at 160690.14 134691.67
08:50:59 237IAP000 shot down by II_JG5_2011 at 160690.14 134691.67
08:50:59 II_JG5_2011(0) was killed at 160687.73 134691.31
08:50:59 II_JG5_2011 shot down by 237IAP000 at 160687.73 134691.31
08:50:59 237IAP002(0) was wounded at 160711.55 134684.72
08:50:59 237IAP002(0) was killed by 237IAP000 at 160711.55 134684.72
08:50:59 237IAP002 crashed at 160711.55 134684.72
08:51:12 II_JG5_2003 damaged on the ground at 159834.89 132335.2
08:51:12 II_JG5_2003 damaged by landscape at 159836.02 132334.86
08:51:12 II_JG5_2003(0) was killed at 159836.02 132334.86
08:51:12 II_JG5_2003 shot down by 163IAP000 at 159836.02 132334.86
08:51:47 II_JG5_2002 damaged on the ground at 160126.55 133173.9
08:51:47 II_JG5_2002 damaged by landscape at 160126.55 133173.9
08:51:47 II_JG5_2002(0) was killed at 160135.62 133156.94
08:51:47 II_JG5_2002 shot down by 732_RedStatic at 160135.62 133156.94
08:51:52 163IAP002 damaged on the ground at 157663.42 131706.62
08:51:52 163IAP002 damaged by II_JG5_2001 at 157663.42 131706.62
08:51:56 163IAP002(0) bailed out at 157177.67 131527.3
08:52:17 163IAP002 shot down by II_JG5_2001 at 155262.86 131146.75
08:54:19 g01020(1) was killed by 728IAP000 at 205631.27 179191.31
08:54:19 g01020 damaged on the ground at 205631.27 179191.31
08:54:19 g01020(0) was killed by 728IAP000 at 205631.27 179191.31
08:54:19 g01020 damaged by 728IAP000 at 205631.27 179191.31
08:54:50 g01020 removed at 205631.27 179191.31
08:54:52 II_JG5_2001 damaged on the ground at 157813.52 130522.164
08:54:52 II_JG5_2001 damaged by landscape at 157815.89 130520.25
08:54:52 II_JG5_2001(0) was killed at 157815.89 130520.25
08:54:52 II_JG5_2001 shot down by 163IAP000 at 157815.89 130520.25
08:55:12 II_StG77a001(0) successfully bailed out at 152682.06 130488.7
08:55:12 II_StG77a001(0) was captured at 152682.06 130488.7
08:57:01 237IAP012 damaged on the ground at 159526.27 130231.44
08:57:14 728IAP001 damaged by landscape at 207382.6 178573.62
08:57:14 728IAP001(0) was killed at 207382.6 178573.62
08:57:14 728IAP001 shot down by 1771_BlueStatic at 207382.6 178573.62
08:57:42 163IAP002(0) successfully bailed out at 155343.47 130407.49
08:59:54 g01012 damaged by landscape at 165442.38 144723.4
08:59:54 g01012(0) was killed at 165443.05 144726.88
08:59:54 g01012(1) was killed at 165443.05 144726.88
08:59:54 g01012 shot down by 163IAP010 at 165443.05 144726.88
08:59:56 g01010 damaged by landscape at 165127.25 146976.86
08:59:56 g01010(0) was killed at 165127.25 146976.86
08:59:56 g01010(1) was killed at 165127.25 146976.86
08:59:56 g01010 shot down by 163IAP011 at 165127.25 146976.86
09:00:55 237IAP012(0) bailed out at 146432.42 124451.266
09:01:06 237IAP012(0) successfully bailed out at 146413.47 124389.88
09:01:21 237IAP012 removed at 146432.42 124451.266
09:02:38 II_StG77a000 damaged by 163IAP000 at 174425.31 157141.3
09:02:42 II_StG77a000(0) was wounded at 174684.05 157358.67
09:02:42 II_StG77a000(0) bailed out at 174684.05 157358.67
09:02:44 II_StG77a000(1) bailed out at 174767.53 157424.81
09:03:03 II_StG77a002 damaged by 163IAP001 at 175886.28 158346.11
09:03:07 II_StG77a002(0) was wounded at 176128.27 158550.23
09:03:08 II_StG77a002(0) bailed out at 176211.17 158616.62
09:03:10 II_StG77a002(1) bailed out at 176296.64 158682.39
09:03:13 II_StG77a000 shot down by 163IAP000 at 177013.25 157971.3
09:03:30 g01000 damaged by 163IAP001 at 177579.38 159898.56
09:03:33 g01000(0) was wounded at 177766.38 160081.16
09:03:36 g01000(0) bailed out at 177826.88 160164.3
09:03:37 g01000(1) bailed out at 177877.47 160254.2
09:03:37 II_StG77a002 shot down by 163IAP001 at 178592.0 159092.38
09:03:40 g01002 damaged by 163IAP000 at 178075.53 160255.19
09:03:43 g01002(0) was wounded at 178280.94 160424.52
09:03:44 g01002(0) bailed out at 178366.81 160487.84
09:03:46 g01002(1) bailed out at 178456.75 160547.34
09:03:59 g01000 shot down by 163IAP001 at 178100.77 161067.36
09:04:13 g01002 shot down by 163IAP000 at 179935.4 159785.9
09:04:21 g01001(1) was killed by 163IAP001 at 180611.84 162489.81
09:04:23 g01001 damaged by 163IAP001 at 180638.47 162512.95
09:04:27 g01001(0) was wounded at 180884.69 162714.73
09:04:27 g01001(0) bailed out at 180884.69 162714.73
09:05:02 g01001 shot down by 163IAP001 at 181011.5 162194.97
09:05:22 g01011 damaged by 163IAP001 at 181599.81 162766.38
09:05:27 g01011(0) bailed out at 181861.23 162982.05
09:05:28 g01011(1) bailed out at 181942.06 163046.56
09:05:46 g01011 shot down by 163IAP001 at 182725.77 164025.48
09:06:14 Target 1 Complete
09:06:15 II_JG5_2000 landed at 206004.7 179120.38
09:06:15 II_JG5_2000 damaged on the ground at 206004.7 179120.38
09:06:34 Mission END
============ eof ==============
MaxBomberSkill=0
Distance=75 km
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=High
GroundIntensity=High
SlowFire=1.0
PromotionRate=1.000000
Career ID: De¤
DEBRIEF: missions/campaign/de/dgen_¤_f_kuban4203/ 2140142847 200 3 dgen/debrifing.txt
===== missions/campaign/de/dgen_¤_f_kuban4203/status.dat =====
20707
F_Kuban42
20706.mis oDeBombBridge 150532.00 123700.00
BF_109G2
II_JG5_2
23 0
0
0
van Edig,Milan,Mainz,1920
2 II_StG77a000 JU_87B2 None,None
2 II_StG77a001 JU_87B2 None,None
2 II_StG77a002 JU_87B2 None,None
2 g01000 JU_87B2 None,None
2 g01001 JU_87B2 None,None
2 g01002 JU_87B2 None,None
2 g01010 JU_87B2 None,None
2 g01011 JU_87B2 None,None
2 g01012 JU_87B2 None,None
2 II_JG5_2000 BF_109G2 van Edig,Milan
2 II_JG5_2001 BF_109G2 Tillmann,Leopold
2 II_JG5_2002 BF_109G2 Hartmann,Fritz
2 II_JG5_2003 BF_109G2 Huber,Erhardt
2 II_JG5_2010 BF_109G2 Schulenburg,Fritz
2 II_JG5_2011 BF_109G2 Hofbauer,Rolf
1 237IAP000 P_40M None,None
1 237IAP001 P_40M None,None
1 237IAP002 P_40M None,None
1 237IAP010 P_40M None,None
1 237IAP011 P_40M None,None
1 237IAP012 P_40M None,None
1 163IAP000 P_40M None,None
1 163IAP001 P_40M None,None
1 163IAP002 P_40M None,None
1 163IAP010 P_40M None,None
1 163IAP011 P_40M None,None
1 163IAP012 P_40M None,None
1 728IAP000 YAK_1 None,None
1 728IAP001 YAK_1 None,None
2 g01020 FI_156 None,None
============ eof ==============
===== missions/campaign/de/dgen_¤_f_kuban4203/conf.dat =====
van Edig,Milan,Mainz,1920
II_JG5_2
dir=missions\campaign\de\DGen_¤_F_Kuban4203
Language=Russian
instant=false
F_Kuban42 BF_109G2
F_Kuban43 BF_109G2
F_Kursk43 BF_109G6
F_Kubanlate43 BF_109G6Late
F_Crimea44 BF_109G6Late
============ eof ==============
Campaign found in confXX.ini: F_Kuban42 BF_109G2
Next campaign:
F_Kuban43
===== missions/campaign/de/dgen_¤_f_kuban4203/Squadron.dat =====
FIRST NAME: Milan
LAST NAME: van Edig
DATE OF BIRTH: 1920
PLACE OF BIRTH: Mainz
PHOTO: Dgen\Photo.bmp
RANK: 3
SORTIES: 0
KILLS: 0
GROUND: 0
NMEDALS: 0
MEDALS:
EVENT: 6 July 1942 joined the squadron
----------------------------------
FIRST NAME: Fritz
LAST NAME: Schulenburg
DATE OF BIRTH: 1912
PLACE OF BIRTH: Königsberg
PHOTO: DGen\De\04
RANK: 4
SORTIES: 52
KILLS: 27
GROUND: 0
NMEDALS: 3
MEDALS: 0 1 2
----------------------------------
FIRST NAME: Fritz
LAST NAME: Hartmann
DATE OF BIRTH: 1917
PLACE OF BIRTH: Berlin
PHOTO: DGen\De\14
RANK: 3
SORTIES: 62
KILLS: 10
GROUND: 0
NMEDALS: 2
MEDALS: 0 1
----------------------------------
FIRST NAME: Josef
LAST NAME: Mayer
DATE OF BIRTH: 1916
PLACE OF BIRTH: Schweinfurt
PHOTO: DGen\De\24
RANK: 2
SORTIES: 35
KILLS: 7
GROUND: 2
NMEDALS: 2
MEDALS: 0 1
----------------------------------
FIRST NAME: Erich
LAST NAME: Ritter
DATE OF BIRTH: 1914
PLACE OF BIRTH: Rheinhessen
PHOTO: DGen\De\05
RANK: 2
SORTIES: 45
KILLS: 13
GROUND: 1
NMEDALS: 2
MEDALS: 0 1
----------------------------------
FIRST NAME: Alfred
LAST NAME: Michl
DATE OF BIRTH: 1915
PLACE OF BIRTH: Graz
PHOTO: DGen\De\12
RANK: 2
SORTIES: 32
KILLS: 1
GROUND: 1
NMEDALS: 0
MEDALS:
----------------------------------
FIRST NAME: Erhardt
LAST NAME: Scheffler
DATE OF BIRTH: 1916
PLACE OF BIRTH: Erfurt
PHOTO: DGen\De\20
RANK: 2
SORTIES: 40
KILLS: 12
GROUND: 2
NMEDALS: 2
MEDALS: 0 1
----------------------------------
FIRST NAME: Joachim
LAST NAME: Kreß
DATE OF BIRTH: 1917
PLACE OF BIRTH: Masuren
PHOTO: DGen\De\27
RANK: 1
SORTIES: 16
KILLS: 1
GROUND: 1
NMEDALS: 0
MEDALS:
----------------------------------
FIRST NAME: Xaver
LAST NAME: Deutschmann
DATE OF BIRTH: 1918
PLACE OF BIRTH: Frankfurt
PHOTO: DGen\De\06
RANK: 1
SORTIES: 9
KILLS: 1
GROUND: 1
NMEDALS: 0
MEDALS:
----------------------------------
FIRST NAME: Rüdiger
LAST NAME: Linke
DATE OF BIRTH: 1916
PLACE OF BIRTH: Danzig
PHOTO: DGen\De\13
RANK: 1
SORTIES: 21
KILLS: 0
GROUND: 0
NMEDALS: 0
MEDALS:
----------------------------------
FIRST NAME: Johannes
LAST NAME: Biever
DATE OF BIRTH: 1915
PLACE OF BIRTH: Berlin
PHOTO: DGen\De\16
RANK: 1
SORTIES: 17
KILLS: 2
GROUND: 0
NMEDALS: 1
MEDALS: 0
----------------------------------
FIRST NAME: Rolf
LAST NAME: Hofbauer
DATE OF BIRTH: 1919
PLACE OF BIRTH: Wolfach
PHOTO: DGen\De\22
RANK: 0
SORTIES: 6
KILLS: 1
GROUND: 0
NMEDALS: 0
MEDALS:
----------------------------------
FIRST NAME: Karl
LAST NAME: Weisner
DATE OF BIRTH: 1916
PLACE OF BIRTH: Sachsen
PHOTO: DGen\De\15
RANK: 0
SORTIES: 5
KILLS: 3
GROUND: 0
NMEDALS: 1
MEDALS: 0
----------------------------------
FIRST NAME: Klaus
LAST NAME: Hadamer
DATE OF BIRTH: 1919
PLACE OF BIRTH: Wolfach
PHOTO: DGen\De\25
RANK: 0
SORTIES: 5
KILLS: 0
GROUND: 0
NMEDALS: 0
MEDALS:
----------------------------------
FIRST NAME: Erhardt
LAST NAME: Huber
DATE OF BIRTH: 1918
PLACE OF BIRTH: Oberbayern
PHOTO: DGen\De\18
RANK: 0
SORTIES: 8
KILLS: 1
GROUND: 0
NMEDALS: 0
MEDALS:
----------------------------------
FIRST NAME: Leopold
LAST NAME: Tillmann
DATE OF BIRTH: 1917
PLACE OF BIRTH: Hanau
PHOTO: DGen\De\23
RANK: 0
SORTIES: 9
KILLS: 2
GROUND: 0
NMEDALS: 1
MEDALS: 0
----------------------------------
============ eof ==============
Archive file does not exist yet.
missions/campaign/de/dgen_¤_f_kuban4203/Archive.dat
Kuban:F_Kuban
Inherits F_Kuban
ReadDB sorties:1

PlayerWing found:II_JG5_2
TestWing(f,s): ZG1_I 0 00
TestWing(f,s): II_JG3 0 00
TestWing(f,s): I_JG5_2 0 00
TestWing(f,s): II_JG5_2 0 00
TestWing(f,s): III_JG5_2 0 00
TestWing(f,s): Stab_JG52 0 00
TestWing(f,s): II_StG77a 0 00
TestWing(f,s): I_KG51a 0 00
TestWing(f,s): Stab_KG55a 0 00
Blue skill set: 30 40 20
Red skill set: 3 15 55
TestWing(f,s): 16GvIAP 0 00
Inherits operations from DGen\ops_F_Kuban42.dat
Groups Y, U or Z not specified - line ignored

MissionDistance set, testing DGen\F_KubanRed0.mis
Can't open!
MissionDistance set, testing DGen\F_KubanBlue0.mis
Can't open!
Dangerous areas
Red:24 Blue:2
===== missions/campaign/de/dgen_¤_f_kuban4203/Damage.dat =====
does not exist
-------------
===== missions/campaign/de/dgen_¤_f_kuban4203/Summary.dat =====
does not exist
-------------
[05.04.2012 6:18:43] Mission: campaign/de/DGen_¤_F_Kuban4203/20706.mis is Playing
Mission found, reset
it is our Mission
Kuban:F_Kuban
Inherits F_Kuban
ReadDB sorties:1

PlayerWing found:II_JG5_2
TestWing(f,s): ZG1_I 0 00
TestWing(f,s): II_JG3 0 00
TestWing(f,s): I_JG5_2 0 00
TestWing(f,s): II_JG5_2 0 00
TestWing(f,s): III_JG5_2 0 00
TestWing(f,s): Stab_JG52 0 00
TestWing(f,s): II_StG77a 0 00
TestWing(f,s): I_KG51a 0 00
TestWing(f,s): Stab_KG55a 0 00
Blue skill set: 30 40 20
Red skill set: 3 15 55
TestWing(f,s): 16GvIAP 0 00
Inherits operations from DGen\ops_F_Kuban42.dat
Groups Y, U or Z not specified - line ignored

MissionDistance set, testing DGen\F_KubanRed0.mis
Can't open!
MissionDistance set, testing DGen\F_KubanBlue0.mis
Can't open!
Dangerous areas
Red:24 Blue:2

What I think is that this is still the error log from the old Dgen...right ?

 
all the best and thanks again for your work !
Title: Re: Project DGen_mod
Post by: Asura on May 18, 2012, 12:57:35 AM

Just wanted to quickly test it. Started a new Dgen campaign (Boelcke's Kuban campaign). First it says "this campaign has already existed blabla...". Guess thats stock game. So i simply changed my starting rank - Major to Oberstleutnant. Now when I click "Generate" the button simply jumps "up" again, with no other reaction than the click noise (no Beep).

Same for other campaigns (stock).

Let's understand... Absence Dgen_modERROR.log speaks about that that errors of the new generator weren't. DGen_mod.log, Dgen_mod2.log or Dgen_mod3.log you have files?

Title: Re: Project DGen_mod
Post by: Boelcke on May 18, 2012, 01:14:50 AM
@ Milantarik:

check for the Dgen_modERROR.log file, it´s the error file for the mod dgen.exe
Title: Re: Project DGen_mod
Post by: Asura on May 18, 2012, 01:28:43 AM
Started Boelcke's Kuban campaign at itself without problems, the game 4.11.1 version

@ Milantarik:

You corrected the planesDe¤.dat file? Very probably on a situation when names of planes in files of campaign differ from names in game (air.ini)
Title: Re: Project DGen_mod
Post by: Juri_JS on May 18, 2012, 01:35:52 AM
I tested the Kuban campaign too and had no problems at missions start, but I noticed a strange setting of waypoints in some missions types. I will send a detailed bug report.
Title: Re: Project DGen_mod
Post by: Asura on May 18, 2012, 04:23:06 AM
Please, establish this updating.

https://www.mediafire.com/?7ni7z3uf24kdd69 (https://www.mediafire.com/?7ni7z3uf24kdd69)
Title: Re: Project DGen_mod
Post by: Juri_JS on May 18, 2012, 04:36:49 AM
Please, establish this updating.

https://www.mediafire.com/?7ni7z3uf24kdd69 (https://www.mediafire.com/?7ni7z3uf24kdd69)

Thank you, so far no waypoint problems for me with the new DGen.exe file.
Title: Re: Project DGen_mod
Post by: BT~Tarik on May 18, 2012, 05:52:48 AM
No, I dont have any DGen_Mod.log, nor DGen_modERROR.log. Will try with the patch.
Title: Re: Project DGen_mod
Post by: santobr on May 18, 2012, 06:43:30 AM
A new version! Thank you! 8)



santobr.
Title: Re: Project DGen_mod
Post by: BT~Tarik on May 18, 2012, 07:01:35 AM
Okay, used the new DGen.exe, and reinstalled the whole mod. The missions generate now !

Briefings are still in Russian, but i guess thats normal ?
Thanks ! :)
Title: Re: Project DGen_mod
Post by: Asura on May 18, 2012, 07:03:48 AM
No, I dont have any DGen_Mod.log, nor DGen_modERROR.log. Will try with the patch.

I can assume that the generator isn't started at all. Look for a problem in discrepancies of names of planes between game and campaign files.
Title: Re: Project DGen_mod
Post by: Asura on May 18, 2012, 07:07:25 AM
Okay, used the new DGen.exe, and reinstalled the whole mod. The missions generate now !

Briefings are still in Russian, but i guess thats normal ?
Thanks ! :)

In catalog \DGen\MOD\Message rename all *En.dat files into *Ru.dat.
Title: Re: Project DGen_mod
Post by: BT~Tarik on May 18, 2012, 07:08:20 AM
Its OK Asura, got it working :)

And reading the thread, found the solution for the briefing language too. Gonna rename the dat files now.

Thanks !
Title: Re: Project DGen_mod
Post by: flightorfight on May 18, 2012, 07:26:04 PM
A couple questions:
Will this work with any version of the game? Just maybe with fewer features?

I have UP 2.01 and some stock versions like 4.08, 4.09, 4.10, 4.101 4.11 and 4.1101. At least I think that's about right?

Will it work with the old IL2 Stab program?

And my final question is there a Readme or some place on the net I can go to get full descriptions of changes and any newer commands and such?? I just need a lot more information.
Title: Re: Project DGen_mod
Post by: greybeard on May 19, 2012, 01:58:54 AM
Please, what are allowed DGen option? I mean, from following list, that include all current options I know for stock DGen, which can be included in DGen_mod.ini and with what syntax? Thank you!

RandomFlights   
UseParkedPlanes   
CampaignMissions   
CampaignAI   
AirIntensity   
NoAirfieldHighlight   
MissionDistance   
MaxBomberSkill   
MaxFLAK   
GroundIntensity   
NoBadWeather   
HistoricalRanks   
SlowFire   
CampaignLength   

OperationVictory   
OperationDefeat   
WarVictory   
WarDefeat   
Title: Re: Project DGen_mod
Post by: Boelcke on May 19, 2012, 03:15:04 AM
the new dgen.exe has work with all versions of IL2 and with all features of the official dgen.exe, if you encounter problems, please post it here
Title: Re: Project DGen_mod
Post by: flightorfight on May 19, 2012, 05:13:09 AM
the new dgen.exe has work with all versions of IL2 and with all features of the official dgen.exe, if you encounter problems, please post it here
So then I assume it should work with the old IL2 Stab program then?
Title: Re: Project DGen_mod
Post by: a.irons on May 19, 2012, 06:29:59 AM
Hi all, I have just started for the third time the Boelke (an exceptional campaign maker) the campaign "Western Front". With this new Dgen release, that I have installed, as for the instructions, I should re-start the campaign. Before it, considering the opportunity to include new maps and planes in Dgen, I would like to ask to Boelke if he think to modify his campaigns accounting for this new possibility (my dream, I am Italian, is "Italian Falcons").
Thanks immensely for your work giving so much pleasure to we all.
Title: Re: Project DGen_mod
Post by: Asura on May 21, 2012, 12:26:19 AM
I will answer here all questions. :)

1. The generator doesn't depend on the version of game and from the version of the established additions. It can be used with any combination of MODs and versions. For correct operation of the generator it is important to have the correct lists of planes in the AllClasses.dat and AllPlanes.dat files. Each user can adjust these lists itself as to it will take in head.

2. The current list of options in the file DGen_mod.ini and syntax completely correspond to the old generator. It is possible to copy simply lines from conf.ini (section [DGen]) and you receive the same settings which you had earlier.

3. High-grade documentation is now in a stage of preparation and will be added in program release. While it isn't present is ready to answer all interesting questions. :)
Title: Re: Project DGen_mod
Post by: Boelcke on May 21, 2012, 01:09:02 AM
Hi all, I have just started for the third time the Boelke (an exceptional campaign maker) the campaign "Western Front". With this new Dgen release, that I have installed, as for the instructions, I should re-start the campaign. Before it, considering the opportunity to include new maps and planes in Dgen, I would like to ask to Boelke if he think to modify his campaigns accounting for this new possibility (my dream, I am Italian, is "Italian Falcons").
Thanks immensely for your work giving so much pleasure to we all.

i would like to convert some of my campaigns to new maps, but i doubt that i can do this on my own, it´s to much time consuming - i have to earn money like everyone here around, so my time is very sparse atm

please consinder that only my Westfront campaign was more than three months of realy hard work - and that means every free minute, even when i had worked ten or more hours a day, i worked some more hours at the evening and on every weekend on this campaign, that is something i won´t do again

only to make a new map usable for the the new dgen is work for weeks, then you have to populate the map with objects and targets and after that all you can start with campaign building - if someone volunteers to do the first two steps for canons BoB map and the Westfront map ... well that would be a point to join in for me
Title: Re: Project DGen_mod
Post by: jv on May 22, 2012, 04:02:31 AM
Hi Asura. I ve been playing around creating a new dgen campaign on the Bessarabia map for USSR. Missions are generated fine, but from the dgen log, I see that the EnemyNation parameter could not be set for this map. In every mission, all the enemy planes immediately related to the mission target are Blenheims and Sarvanto-Fokkers. Other planes flying around are the normal German planes that I expect. I guess that this parameter is hard coded into the executable, but still is there a simple way to fix it with the current dgen mod version?
Title: Re: Project DGen_mod
Post by: Asura on May 22, 2012, 04:44:26 AM
Hi Asura. I ve been playing around creating a new dgen campaign on the Bessarabia map for USSR. Missions are generated fine, but from the dgen log, I see that the EnemyNation parameter could not be set for this map. In every mission, all the enemy planes immediately related to the mission target are Blenheims and Sarvanto-Fokkers. Other planes flying around are the normal German planes that I expect. I guess that this parameter is hard coded into the executable, but still is there a simple way to fix it with the current dgen mod version?

New maps and new campaigns it is very good! :)

For new maps which wasn't in the generator I earlier made the file of settings - settingsNnX.dat. I give as an example files from Juri_JS campaign.

campaignsINB.dat
planesINB.dat
settingsINB.dat

Contents of the settings file:

Pacific=True                            - what branch possesses campaign (while I should keep this division)
UseParkedPlanes=True               - are used or not in campaign ParkedPlanes
UseSearchligh=False                 - to establish automatically or not fires round airfields
[EnemyNation]
SolomonsAug1942e USA            - the nation of the enemy for each sub campaign
SolomonsAug1942 USA
SolomonsOct1942 USA
SolomonsDec1942 USA
SolomonsApr1943 USA
SolomonsJul1943 USA
SolomonsAug1943 USA
SolomonsOct1943 USA
Title: Re: Project DGen_mod
Post by: Asura on May 22, 2012, 04:50:07 AM
Available Nations values USSR, Germany, Finland, Hungary, USA, France, Italy, Romania, Poland, England, Slovakia, NewZealand, Australia, Holland, Japan
Title: Re: Project DGen_mod
Post by: jv on May 22, 2012, 04:46:55 PM
For new maps which wasn't in the generator I earlier made the file of settings - settingsNnX.dat.

Thanks. It helped a lot!
Title: Re: Project DGen_mod
Post by: santobr on May 22, 2012, 06:06:23 PM
Sorry to say, but I'm getting access violation error yet. :(
2nd mission USN fighter.


Thank you for your efforts. :)



santobr.
Title: Re: Project DGen_mod
Post by: Juri_JS on May 23, 2012, 01:01:26 AM
Sorry to say, but I'm getting access violation error yet. :(
2nd mission USN fighter.

Same problem for me. There must be something wrong in the Coral Sea sub-campaign. The error happens in all campaigns that use the Coral Sea map.
Title: Re: Project DGen_mod
Post by: Asura on May 23, 2012, 01:57:10 AM
Send please the log files. At me it is impossible to repeat a mistake.
Title: Re: Project DGen_mod
Post by: Juri_JS on May 23, 2012, 02:02:47 AM
Send please the log files. At me it is impossible to repeat a mistake.

http://www.axis-and-allies-paintworks.com/Skins/Juri_JS/CoralSeaError.zip
Title: Re: Project DGen_mod
Post by: Asura on May 23, 2012, 02:32:16 AM
The program takes off when reading files of templates. At me the mistake isn't reproduced. Send me campaign files, matter in them is possible.
Title: Re: Project DGen_mod
Post by: Juri_JS on May 23, 2012, 02:43:48 AM
The program takes off when reading files of templates. At me the mistake isn't reproduced. Send me campaign files, matter in them is possible.

http://www.axis-and-allies-paintworks.com/Skins/Juri_JS/CoralSeaFiles.zip

I think the Coral Sea files that I and many others are using are not the stock DGen files, but the ones that came with Nimitz TruePacific DGen campaigns, that reworked most of the Pacific campaign files. These files were also included in the Enjoyr Patch. Maybe that is the reason why you can't reproduce the problem with your Coral Sea files.
Title: Re: Project DGen_mod
Post by: Asura on May 23, 2012, 02:48:24 AM
I am sure that the mistake disappears in this place - points should be two.

File CoralSeaRed.mis:

[UN_NN01]
  Planes 1
  Skill 1
  Class air.PBN1
  Fuel 100
  weapons default
[UN_NN01_Way]
  TAKEOFF -130979.20 -971990.45 0 0 &0
[UN_NN03]
  Planes 1
  Skill 1
  Class air.PBN1
  Fuel 100
  weapons default
[UN_NN03_Way]
  TAKEOFF -985748.45 -389829.79 0 0 &0
  LANDING -984929.14 -388134.20 0 0 &0
Title: Re: Project DGen_mod
Post by: Juri_JS on May 23, 2012, 04:04:03 AM
I am sure that the mistake disappears in this place - points should be two.

File CoralSeaRed.mis:

[UN_NN01]
  Planes 1
  Skill 1
  Class air.PBN1
  Fuel 100
  weapons default
[UN_NN01_Way]
  TAKEOFF -130979.20 -971990.45 0 0 &0
[UN_NN03]
  Planes 1
  Skill 1
  Class air.PBN1
  Fuel 100
  weapons default
[UN_NN03_Way]
  TAKEOFF -985748.45 -389829.79 0 0 &0
  LANDING -984929.14 -388134.20 0 0 &0


Yes, that caused the error. I have corrected the files. The fixed Coral Sea files can be downloaded here:
http://www.axis-and-allies-paintworks.com/Skins/Juri_JS/CoralSeaFix.zip

Given the fact that so many people are using the Enjoyr patch that has the faulty Coral Sea files, it might be a good idea to add the corrected files to the next DGen release.
Title: Re: Project DGen_mod
Post by: Asura on May 23, 2012, 04:26:12 AM
Given the fact that so many people are using the Enjoyr patch that has the faulty Coral Sea files, it might be a good idea to add the corrected files to the next DGen release.

I and will make.
Title: Re: Project DGen_mod
Post by: santobr on May 23, 2012, 09:52:09 PM
It's the same error for me, even with the Juri's files:
Exception EAccessViolation in module DGen.exe at 000BCD87.
Access violation at address 004BCD87 in module DGen.exe. Read of address 00000085.

Maybe I'm doing something wrong. :-\



santobr.
Title: Re: Project DGen_mod
Post by: Asura on May 24, 2012, 02:20:39 AM
Change in the file DGen_mod.ini the LogLevel=0 parameter and send me files DGen_mod.log and DGen_mod_proc.log right after mistake emergence. Let's understand.
Title: Re: Project DGen_mod
Post by: Asura on May 24, 2012, 05:43:40 AM
Version 1.0.0.8 (22.05.2012) - correction of several mistakes.

https://www.mediafire.com/?tetmnebwic8suum (https://www.mediafire.com/?tetmnebwic8suum)

For those who else has no version 1.0.0.7 - download full archive. Version 1.0.0.8 is established atop 1.0.0.7

https://www.mediafire.com/?9m9fpnp499889tk (https://www.mediafire.com/?9m9fpnp499889tk)
Title: Re: Project DGen_mod
Post by: Juri_JS on May 24, 2012, 06:39:19 AM
The first campaigns for Asura's new DGen are now available.

You can download my Solomon Islands DGen campaigns here:
http://www.axis-and-allies-paintworks.com/download.php?view.532

The discussion thread is here:
https://www.sas1946.com/main/index.php/topic,25745.0.html
Title: Re: Project DGen_mod
Post by: santobr on May 24, 2012, 06:16:41 PM
This the DGen_mod.log:
Code: [Select]
= DGen_mod 1.0.0.8 (22/05/2012) =
seed: 15298643
ParamStr: users/santos/ missions/campaign/un/DGen_1_CoralSeasantos3/ 1 1073741055 300 3   
===== DGen_mod_eventlog.lst =====
[24.05.2012 23:19:50] Mission: campaign/un/DGen_1_CoralSeasantos3/20506-0.mis is Playing
07:30:00 Mission BEGIN
07:30:00 USN_VF_3B000(0) seat occupied by Player at -500077.12 -719971.44
07:30:00 USN_VF_3B000 loaded weapons '2x58dt' fuel 100%
07:31:35 USN_VF_3B000 in flight at -498272.94 -720245.4
07:52:40 IJN_C_Shokaku_FS100(0) was wounded at -462308.9 -652193.25
07:52:40 IJN_C_Shokaku_FS100 damaged on the ground at -462308.9 -652193.25
07:52:40 IJN_C_Shokaku_FS100 damaged by USN_VF_3B000 at -462308.9 -652193.25
07:52:40 IJN_C_Shokaku_FS100(0) was heavily wounded at -462303.6 -652187.9
07:52:40 IJN_C_Shokaku_FS100(0) was killed by USN_VF_3B000 at -462303.6 -652187.9
07:53:10 IJN_C_Shokaku_FS100 shot down by USN_VF_3B000 at -461622.97 -653005.0
07:53:17 IJN_C_Shokaku_FS101(0) was wounded at -463767.9 -653445.25
07:53:17 IJN_C_Shokaku_FS101 damaged on the ground at -463767.9 -653445.25
07:53:17 IJN_C_Shokaku_FS101 damaged by USN_VF_3B010 at -463767.9 -653445.25
07:53:19 IJN_C_Shokaku_FS101(0) was heavily wounded at -463617.94 -653511.7
07:53:24 IJN_C_Shokaku_FS101(0) was killed at -463009.47 -653520.75
07:53:32 USN_VT_8A100 damaged on the ground at -456956.28 -650804.7
07:53:32 USN_VT_8A100 damaged by IJN_C_Shokaku_FS110 at -456956.28 -650804.7
07:53:36 USN_VT_8A100(0) was wounded at -456862.62 -650507.8
07:53:37 USN_VT_8A100(0) bailed out at -456840.56 -650391.94
07:53:49 IJN_C_Shokaku_FS101 shot down by USN_VF_3B010 at -462949.03 -651843.56
07:53:57 USN_VT_8A100 shot down by IJN_C_Shokaku_FS110 at -457709.16 -649837.75
07:54:12 USN_VT_8A101 damaged on the ground at -454310.06 -651237.3
07:54:12 USN_VT_8A101(0) was killed by IJN_C_Shokaku_FS112 at -454310.06 -651237.3
07:54:38 USN_VT_8A101 shot down by IJN_C_Shokaku_FS112 at -454615.66 -652438.25
07:55:29 USN_VT_8A103 damaged on the ground at -459105.5 -646882.0
07:55:29 USN_VT_8A103 damaged by landscape at -459104.0 -646879.6
07:55:29 USN_VT_8A103(0) was killed at -459102.6 -646877.25
07:55:29 USN_VT_8A103 shot down by IJN_C_Shokaku_FS110 at -459102.6 -646877.25
07:55:49 USN_VT_8A100(0) successfully bailed out at -456481.88 -649466.2
07:55:55 IJN_C_Shokaku_FS102 damaged on the ground at -463219.28 -651457.94
07:55:55 IJN_C_Shokaku_FS102(0) was killed by USN_VT_8A110 at -463219.28 -651457.94
07:55:55 IJN_C_Shokaku_FS102 damaged by USN_VT_8A110 at -463229.22 -651464.5
07:56:11 IJN_C_Shokaku_FS102 shot down by USN_VT_8A110 at -464338.12 -652931.2
07:56:38 USN_VT_8A102 damaged by IJN_C_Shokaku_FS110 at -455224.47 -639057.6
07:56:38 USN_VT_8A102 damaged on the ground at -455224.47 -639057.6
07:56:43 USN_VT_8A102(0) bailed out at -455315.72 -638663.6
07:57:21 USN_VT_8A102 shot down by IJN_C_Shokaku_FS110 at -458022.03 -635540.9
07:58:57 USN_VT_8A102(0) successfully bailed out at -455868.9 -637637.25
07:59:43 IJN_C_Shokaku_FS111 damaged on the ground at -457531.53 -646712.4
07:59:43 IJN_C_Shokaku_FS111(0) was killed by USN_VF_3B000 at -457531.53 -646712.4
07:59:50 IJN_C_Shokaku_FS111 shot down by USN_VF_3B000 at -456674.88 -646643.75
08:00:25 IJN_C_Shokaku_FS110(0) was wounded at -455687.5 -647265.6
08:00:25 IJN_C_Shokaku_FS110 damaged on the ground at -455677.88 -647258.3
08:00:25 IJN_C_Shokaku_FS110 damaged by USN_VF_3B001 at -455677.88 -647258.3
08:00:25 IJN_C_Shokaku_FS110(0) was heavily wounded at -455677.88 -647258.3
08:00:29 IJN_C_Shokaku_FS110(0) was killed at -455554.28 -647118.75
08:00:42 IJN_C_Shokaku_FS110 shot down by USN_VF_3B001 at -455304.6 -646802.44
08:04:31 IJN_C_Shokaku_FS112 damaged on the ground at -457338.72 -632456.5
08:04:31 IJN_C_Shokaku_FS112(0) was killed by USN_VT_88A110 at -457338.72 -632456.5
08:12:54 IJN_C_Shokaku_FS112 shot down by USN_VT_88A110 at -456052.9 -629789.56
08:13:02 ja01100 removed at -426645.6 -573355.56
08:14:58 ja01101 removed at -427252.4 -572766.44
08:24:19 USN_VT_88A111 landed at -430513.28 -609917.56
08:24:19 USN_VT_88A111 damaged on the ground at -430513.28 -609917.56
08:24:23 USN_VT_88A111(0) bailed out at -430513.28 -609917.6
08:24:23 USN_VT_88A111(0) successfully bailed out at -430512.75 -609916.8
08:24:23 USN_VT_88A111(0) was captured at -430512.75 -609916.8
08:25:19 USN_VT_88A111 shot down by 16_Chief at -430513.28 -609917.6
08:34:51 USN_VT_88A100 damaged on the ground at -432042.12 -666797.5
08:38:10 USN_VT_88A100(0) bailed out at -434580.44 -677391.3
08:38:12 USN_VT_88A100(0) successfully bailed out at -434579.56 -677390.75
08:39:07 USN_VT_88A100 shot down by 16_Chief at -434580.44 -677391.3
08:48:26 USN_VT_8A110 removed at -436755.5 -731130.44
08:50:27 USN_VT_88A102 removed at -435164.4 -731370.0
08:52:47 USN_VT_88A101 removed at -433301.38 -731663.5
08:55:14 USN_VT_88A110 removed at -431363.62 -731962.0
08:57:25 USN_VT_8A112 removed at -429665.94 -732218.0
09:00:05 USN_VT_88A112 removed at -427643.53 -732529.44
09:02:34 USN_VT_88A103 removed at -425770.12 -732818.56
09:04:58 USN_VT_88A113 removed at -423989.75 -733092.2
09:07:03 USN_VF_3B011 damaged on the ground at -426680.1 -729194.5
09:07:03 USN_VF_3B011 damaged by landscape at -426678.44 -729196.25
09:07:03 USN_VF_3B011(0) was killed at -426678.44 -729196.25
09:07:03 USN_VF_3B011 shot down by 18_Chief at -426678.44 -729196.25
09:07:36 USN_VT_8A111 removed at -422090.34 -733391.6
09:08:03 USN_VF_3B012 damaged by landscape at -422667.66 -728330.94
09:08:03 USN_VF_3B012(0) was killed at -422667.66 -728330.94
09:08:03 USN_VF_3B012 shot down by 18_Chief at -422667.66 -728330.94
09:09:01 USN_VF_3B010 removed at -421586.72 -732034.06
09:10:08 USN_VT_8A113 removed at -420267.16 -733666.56
09:11:44 USN_VF_3B013 removed at -419665.72 -732322.94
09:15:47 USN_VF_3B000 turned landing lights on at -418641.1 -732136.44
09:16:31 Target 1 Complete
[24.05.2012 23:59:04] Mission: COMPLETE
09:16:31 USN_VF_3B000 landed at -416347.12 -732837.56
09:16:45 USN_VF_3B000 turned landing lights off at -416190.56 -732861.56
09:19:09 Mission END
============ eof ==============
RandomFlights=3
MaxFLAK=10
MaxBomberSkill=0
Distance=Any
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: Un1
NEXT MISSION: users/santos/ missions\campaign\un\DGen_1_CoralSeasantos3 1 0 300 3
===== missions\campaign\un\DGen_1_CoralSeasantos3\status.dat =====
20506 1
CoralSea
20506-0.mis oUsBombCarrier -428448.96 -571567.71 4 4 0
F4F3
USN_VF_3B
-2 0
0 0
0
Allies
Santos,Elton,SJCampos SP Brazil,1910
1 USN_VT_8A100 F4F3 None,None
1 USN_VT_8A101 F4F3 None,None
1 USN_VT_8A102 F4F3 None,None
1 USN_VT_8A103 F4F3 None,None
1 USN_VT_8A110 F4F3 None,None
1 USN_VT_8A111 F4F3 None,None
1 USN_VT_8A112 F4F3 None,None
1 USN_VT_8A113 F4F3 None,None
1 USN_VF_3B000 F4F3 Santos,Elton
1 USN_VF_3B001 F4F3 DeSapio,Joe
1 USN_VF_3B002 F4F3 Loris,John
1 USN_VF_3B003 F4F3 Maddox,Doug
1 USN_VF_3B010 F4F3 Marsik,Bruce
1 USN_VF_3B011 F4F3 Beusch,Greg
1 USN_VF_3B012 F4F3 Gable,Tom
1 USN_VF_3B013 F4F3 Weirdish,Richard
1 USN_VT_88A100 F4F3 None,None
1 USN_VT_88A101 F4F3 None,None
1 USN_VT_88A102 F4F3 None,None
1 USN_VT_88A103 F4F3 None,None
1 USN_VT_88A110 F4F3 None,None
1 USN_VT_88A111 F4F3 None,None
1 USN_VT_88A112 F4F3 None,None
1 USN_VT_88A113 F4F3 None,None
2 IJN_C_Shokaku_FS100 A6M2_21 None,None
2 IJN_C_Shokaku_FS101 A6M2_21 None,None
2 IJN_C_Shokaku_FS102 A6M2_21 None,None
2 IJN_C_Shokaku_FS110 A6M2_21 None,None
2 IJN_C_Shokaku_FS111 A6M2_21 None,None
2 IJN_C_Shokaku_FS112 A6M2_21 None,None
2 ja01100 A6M2_21 None,None
2 ja01101 A6M2_21 None,None
True
True
False
============ eof ==============
===== missions\campaign\un\DGen_1_CoralSeasantos3\conf.dat =====
Santos,Elton,SJCampos SP Brazil,1910
USN_VF_3B
dir=missions\campaign\un\DGen_1_CoralSeasantos3
Language=Russian
instant=false
CoralSea F4F3
Midway F4F3
Guadal1 F4F4
SantaCruz F4F4
Tarawa F4F_FM2
Marianas2 F4F_FM2
Palau F6F3
Iwo F6F5
Chichi F6F5
Okinawa F6F5
Japan1 F6F5
============ eof ==============
Campaign found in confXX.ini: CoralSea F4F3
Next campaign: Midway
--- <EOF> ---
Archive file does not exist yet.
EnemyNation from settings:
Load DGen\mod\AllPlanes.dat:
CoralSea
Load DGen\mod\CoralSeaTowns.dat:
EnemyNation from stock: Japan
ReadDB sorties:4
Load DGen\mod\AllWing.dat:
TestWing(f,s): USN_VF_3B 0 00
Blue skill set: 5 45 5
Red skill set: 1 20 30
Inherits operations from DGen\opsCoralSea.dat
Loading 25 operation from DGen\opsCoralSea.dat
Loading 15 red moving group
Loading 0 red stationary units
Loading 0 red buildings
Loading 22 blue moving group
Loading 37 all moving group
Loading 0 blue stationary units
Loading 0 all stationary units
Loading 0 blue buildings
Loading 0 all buildings
ShipList count 29 objects
ZoneList count 0 objects
ClusterList count 0 objects
FleetList count 9 objects
CarrierList count 4 objects
Dangerous areas - Red:0 Blue:0
Loading 91 sea topo objects and 0 land topo objects
Damage file does not exist yet.
Summary file does not exist yet.
DGen\MOD\Message\PF_MessageRu.dat
Mission found, reset
it is our Mission
07:30:00 Mission BEGIN
07:30:00 USN_VF_3B000(0) seat occupied by Player at -500077.12 -719971.44
07:30:00 USN_VF_3B000 loaded weapons '2x58dt' fuel 100%
07:31:35 USN_VF_3B000 in flight at -498272.94 -720245.4
07:52:40 IJN_C_Shokaku_FS100(0) was wounded at -462308.9 -652193.25
07:52:40 IJN_C_Shokaku_FS100 damaged on the ground at -462308.9 -652193.25
07:52:40 IJN_C_Shokaku_FS100 damaged by USN_VF_3B000 at -462308.9 -652193.25
07:52:40 IJN_C_Shokaku_FS100(0) was heavily wounded at -462303.6 -652187.9
07:52:40 IJN_C_Shokaku_FS100(0) was killed by USN_VF_3B000 at -462303.6 -652187.9
07:53:10 IJN_C_Shokaku_FS100 shot down by USN_VF_3B000 at -461622.97 -653005.0
AddCandidate ID= A6M2_21       name= Plane
07:53:17 IJN_C_Shokaku_FS101(0) was wounded at -463767.9 -653445.25
07:53:17 IJN_C_Shokaku_FS101 damaged on the ground at -463767.9 -653445.25
07:53:17 IJN_C_Shokaku_FS101 damaged by USN_VF_3B010 at -463767.9 -653445.25
07:53:19 IJN_C_Shokaku_FS101(0) was heavily wounded at -463617.94 -653511.7
07:53:24 IJN_C_Shokaku_FS101(0) was killed at -463009.47 -653520.75
07:53:32 USN_VT_8A100 damaged on the ground at -456956.28 -650804.7
07:53:32 USN_VT_8A100 damaged by IJN_C_Shokaku_FS110 at -456956.28 -650804.7
07:53:36 USN_VT_8A100(0) was wounded at -456862.62 -650507.8
07:53:37 USN_VT_8A100(0) bailed out at -456840.56 -650391.94
07:53:49 IJN_C_Shokaku_FS101 shot down by USN_VF_3B010 at -462949.03 -651843.56
AddCandidate ID= A6M2_21       name= Plane
07:53:57 USN_VT_8A100 shot down by IJN_C_Shokaku_FS110 at -457709.16 -649837.75
AddCandidate ID= F4F3       name= Plane
07:54:12 USN_VT_8A101 damaged on the ground at -454310.06 -651237.3
07:54:12 USN_VT_8A101(0) was killed by IJN_C_Shokaku_FS112 at -454310.06 -651237.3
07:54:38 USN_VT_8A101 shot down by IJN_C_Shokaku_FS112 at -454615.66 -652438.25
AddCandidate ID= F4F3       name= Plane
07:55:29 USN_VT_8A103 damaged on the ground at -459105.5 -646882.0
07:55:29 USN_VT_8A103 damaged by landscape at -459104.0 -646879.6
07:55:29 USN_VT_8A103(0) was killed at -459102.6 -646877.25
07:55:29 USN_VT_8A103 shot down by IJN_C_Shokaku_FS110 at -459102.6 -646877.25
AddCandidate ID= F4F3       name= Plane
07:55:49 USN_VT_8A100(0) successfully bailed out at -456481.88 -649466.2
07:55:55 IJN_C_Shokaku_FS102 damaged on the ground at -463219.28 -651457.94
07:55:55 IJN_C_Shokaku_FS102(0) was killed by USN_VT_8A110 at -463219.28 -651457.94
07:55:55 IJN_C_Shokaku_FS102 damaged by USN_VT_8A110 at -463229.22 -651464.5
07:56:11 IJN_C_Shokaku_FS102 shot down by USN_VT_8A110 at -464338.12 -652931.2
AddCandidate ID= A6M2_21       name= Plane
07:56:38 USN_VT_8A102 damaged by IJN_C_Shokaku_FS110 at -455224.47 -639057.6
07:56:38 USN_VT_8A102 damaged on the ground at -455224.47 -639057.6
07:56:43 USN_VT_8A102(0) bailed out at -455315.72 -638663.6
07:57:21 USN_VT_8A102 shot down by IJN_C_Shokaku_FS110 at -458022.03 -635540.9
AddCandidate ID= F4F3       name= Plane
07:58:57 USN_VT_8A102(0) successfully bailed out at -455868.9 -637637.25
07:59:43 IJN_C_Shokaku_FS111 damaged on the ground at -457531.53 -646712.4
07:59:43 IJN_C_Shokaku_FS111(0) was killed by USN_VF_3B000 at -457531.53 -646712.4
07:59:50 IJN_C_Shokaku_FS111 shot down by USN_VF_3B000 at -456674.88 -646643.75
AddCandidate ID= A6M2_21       name= Plane
08:00:25 IJN_C_Shokaku_FS110(0) was wounded at -455687.5 -647265.6
08:00:25 IJN_C_Shokaku_FS110 damaged on the ground at -455677.88 -647258.3
08:00:25 IJN_C_Shokaku_FS110 damaged by USN_VF_3B001 at -455677.88 -647258.3
08:00:25 IJN_C_Shokaku_FS110(0) was heavily wounded at -455677.88 -647258.3
08:00:29 IJN_C_Shokaku_FS110(0) was killed at -455554.28 -647118.75
08:00:42 IJN_C_Shokaku_FS110 shot down by USN_VF_3B001 at -455304.6 -646802.44
AddCandidate ID= A6M2_21       name= Plane
08:04:31 IJN_C_Shokaku_FS112 damaged on the ground at -457338.72 -632456.5
08:04:31 IJN_C_Shokaku_FS112(0) was killed by USN_VT_88A110 at -457338.72 -632456.5
08:12:54 IJN_C_Shokaku_FS112 shot down by USN_VT_88A110 at -456052.9 -629789.56
AddCandidate ID= A6M2_21       name= Plane
08:13:02 ja01100 removed at -426645.6 -573355.56
08:14:58 ja01101 removed at -427252.4 -572766.44
08:24:19 USN_VT_88A111 landed at -430513.28 -609917.56
08:24:19 USN_VT_88A111 damaged on the ground at -430513.28 -609917.56
08:24:23 USN_VT_88A111(0) bailed out at -430513.28 -609917.6
08:24:23 USN_VT_88A111(0) successfully bailed out at -430512.75 -609916.8
08:24:23 USN_VT_88A111(0) was captured at -430512.75 -609916.8
08:25:19 USN_VT_88A111 shot down by 16_Chief at -430513.28 -609917.6
AddCandidate ID= F4F3       name= Plane
08:34:51 USN_VT_88A100 damaged on the ground at -432042.12 -666797.5
08:38:10 USN_VT_88A100(0) bailed out at -434580.44 -677391.3
08:38:12 USN_VT_88A100(0) successfully bailed out at -434579.56 -677390.75
08:39:07 USN_VT_88A100 shot down by 16_Chief at -434580.44 -677391.3
AddCandidate ID= F4F3       name= Plane
08:48:26 USN_VT_8A110 removed at -436755.5 -731130.44
08:50:27 USN_VT_88A102 removed at -435164.4 -731370.0
08:52:47 USN_VT_88A101 removed at -433301.38 -731663.5
08:55:14 USN_VT_88A110 removed at -431363.62 -731962.0
08:57:25 USN_VT_8A112 removed at -429665.94 -732218.0
09:00:05 USN_VT_88A112 removed at -427643.53 -732529.44
09:02:34 USN_VT_88A103 removed at -425770.12 -732818.56
09:04:58 USN_VT_88A113 removed at -423989.75 -733092.2
09:07:03 USN_VF_3B011 damaged on the ground at -426680.1 -729194.5
09:07:03 USN_VF_3B011 damaged by landscape at -426678.44 -729196.25
09:07:03 USN_VF_3B011(0) was killed at -426678.44 -729196.25
09:07:03 USN_VF_3B011 shot down by 18_Chief at -426678.44 -729196.25
AddCandidate ID= F4F3       name= Plane
09:07:36 USN_VT_8A111 removed at -422090.34 -733391.6
09:08:03 USN_VF_3B012 damaged by landscape at -422667.66 -728330.94
09:08:03 USN_VF_3B012(0) was killed at -422667.66 -728330.94
09:08:03 USN_VF_3B012 shot down by 18_Chief at -422667.66 -728330.94
AddCandidate ID= F4F3       name= Plane
09:09:01 USN_VF_3B010 removed at -421586.72 -732034.06
09:10:08 USN_VT_8A113 removed at -420267.16 -733666.56
09:11:44 USN_VF_3B013 removed at -419665.72 -732322.94
09:15:47 USN_VF_3B000 turned landing lights on at -418641.1 -732136.44
09:16:31 Target 1 Complete
[24.05.2012 23:59:04] Mission: COMPLETE
09:16:31 USN_VF_3B000 landed at -416347.12 -732837.56

And this is the DGen_mod_proc.log:
Code: [Select]
= DGen_mod 1.0.0.8 (22/05/2012) =


santobr.
Title: Re: Project DGen_mod
Post by: Asura on May 25, 2012, 04:38:43 AM
Send me, please, to the address dgen.service@mail.ru the following files:

1. Files of campaign which you pass (from the DGen catalog).
2. Current catalog of the campaign, all files (missions/campaign/un/DGen_1_CoralSeasantos3)
3. The eventlog.lst file from the game catalog. Important that this file belonged to flight after which there was a mistake.
Title: Re: Project DGen_mod
Post by: Juri_JS on May 30, 2012, 01:33:54 AM
I have updated my old Home Defence campaign to Asura's new DGen. Available here:
http://www.axis-and-allies-paintworks.com/download.php?view.99
Title: Re: Project DGen_mod
Post by: jeanba on May 31, 2012, 04:30:07 PM
I test Boerlcke's west front campaign and I have a crash when finishing a mission.
Is it "normally compatible" ?
Edit : solved, I deleted all the .lst that were changed at the moment of the crash (eventlog ...).
Title: Re: Project DGen_mod
Post by: Asura on June 01, 2012, 01:38:28 AM
I test Boerlcke's west front campaign and I have a crash when finishing a mission.
Is it "normally compatible" ?
Edit : solved, I deleted all the .lst that were changed at the moment of the crash (eventlog ...).

Describe a situation in more detail, please. I not absolutely understood about what speech.
Title: Re: Project DGen_mod
Post by: jeanba on June 01, 2012, 02:47:26 AM
Situation is :
I am starting a campaign using Boecke's western front modded campaigns : late 43 spiMkXII fighter campaign.
I fly the first mission but when I "quit mission" => "hangup"

Title: Re: Project DGen_mod
Post by: Asura on June 01, 2012, 06:25:23 AM
Send me files:

DGen_mod.log
DGen_mod2.log
DGen_mod3.log
Dgen_modERROR.log

Title: Re: Project DGen_mod
Post by: jeanba on June 01, 2012, 08:01:15 AM
I will : send you the files I deleted to make it work
Title: Re: Project DGen_mod
Post by: jeanba on June 01, 2012, 12:56:30 PM
Ok, sent to the adresses above ...
Title: Re: Project DGen_mod
Post by: greybeard on June 02, 2012, 09:09:56 AM
Odd task in AllPlanes.dat (two items found, only for I_153_M62 and I_153P):

aHeavyt

I think "t" is a typo...

Thanks and keep up the good work,
GB
Title: Re: Project DGen_mod
Post by: greybeard on June 02, 2012, 09:59:44 AM
Also, I believe there's a missing "t" in weapon load of A5M4 as Reconplane (1xd instead of 1xdt)

Cheers,
GB
Title: Re: Project DGen_mod
Post by: Lagarto on June 02, 2012, 11:01:03 AM
First of all, thank you Asura very much for the new DGen. I hope you will show us how to include other maps, like the MTO and Bessarabia - unless you are planning to do it yourself?
Title: Re: Project DGen_mod
Post by: greybeard on June 03, 2012, 03:52:01 AM
In AllClasses.dat are missing the two Ki-45 (Hei and Tei).

S!
GB
Title: Re: Project DGen_mod
Post by: Asura on June 04, 2012, 12:35:47 AM
In AllClasses.dat are missing the two Ki-45 (Hei and Tei).

Thanks for the found mistakes. Corrected.

AllClasses.dat it is intended only for planes which the player can operate. To place there Ki-45 still early. :)
Title: Re: Project DGen_mod
Post by: Asura on June 04, 2012, 12:41:46 AM
First of all, thank you Asura very much for the new DGen. I hope you will show us how to include other maps, like the MTO and Bessarabia - unless you are planning to do it yourself?

I yet don't plan to add new maps - there is no time. If you a little wait, soon I will finish the instruction of the user in which everything will be in detail told.
Title: Re: Project DGen_mod
Post by: greybeard on June 07, 2012, 03:06:59 AM
Asura,

I would suggest to check AllPlanes.dat for left over "t". I found still a couple (CargoAt and Transportt). Dunno if they can harm.

S!
GB
Title: Re: Project DGen_mod
Post by: Asura on June 07, 2012, 04:52:04 AM
Thank you very much! Checked and corrected.
Title: Re: Project DGen_mod
Post by: hello on June 07, 2012, 06:44:16 AM
:D
Title: Re: Project DGen_mod
Post by: Lagarto on June 08, 2012, 03:58:19 AM

I'm trying to figure out how to make hydroplanes show more often in DGen campaigns. I know that, for example, the A6M2N can play different roles:

Axis     Japan      Reconplane      A6M2N                350 3500 3500 default                                  1
Axis     Japan      Hydroplane      A6M2N                350 3500 3500 default                                  1
Axis     Japan      HyRecon         A6M2N                300 1000 1000 default                                  1
Axis     Japan      HyFighter       A6M2N                300 1000 1000 default                                  1

what are correct symbols for these roles in the ops file? Reconplane is R, like in:

oUsReconIntercept   10622:50814:A         USN 2Y         IJN 1R

HyRecon is Hr (?), and what about the HyFighter - Hf ??
Title: Re: Project DGen_mod
Post by: Asura on June 08, 2012, 11:18:32 PM
HyRecon is Hr (?), and what about the HyFighter - Hf ??

Hydroplane - Not used
HyFighter - Not used
Reconplane - R
HyRecon - Hr
Title: Re: Project DGen_mod
Post by: Lagarto on June 09, 2012, 01:33:59 AM
Thank you Asura, that explains a lot.
I have another question - what are the limits as regards the number of planes in one mission, if any?
Can I have, for example, a line like this:
oUsDefendPort   10622:50814:A      USN 4Y 24F 12F    IJN 36dB 33F
or:
oUsDefendHQ   10622:50814:A      USN 8Y 2F 8F 4F   IJN 12F 9dB 12F 9dB

I'm trying to generate some really big formations but no luck so far - I always get 9 or 12 bombers and the same number of fighters.



Title: Re: Project DGen_mod
Post by: Asura on June 09, 2012, 05:05:45 AM
39 planes probably only for heavy bombers, the hB parameter. For other at most 12 planes.
Title: Re: Project DGen_mod
Post by: Lagarto on June 09, 2012, 05:36:04 AM
Could you possibly modify this feature to allow bigger groups than 12 planes? I guess most of us by now have computers which can handle bigger, more historically correct formations. Just an idea...
Title: Re: Project DGen_mod
Post by: kennel on June 09, 2012, 11:19:11 PM
If I wish to add lets say the HS 129 to dgen campaigns as flyable do I add the plane to the plane data file only? or must I also place it in classes file as well? The same goes for all new planes in 4.11
Title: Re: Project DGen_mod
Post by: Asura on June 13, 2012, 12:04:46 AM
Could you possibly modify this feature to allow bigger groups than 12 planes? I guess most of us by now have computers which can handle bigger, more historically correct formations. Just an idea...
Probably. I will look that with it it is possible to make. That it game understood the main thing.
Title: Re: Project DGen_mod
Post by: Asura on June 13, 2012, 12:07:29 AM
If I wish to add lets say the HS 129 to dgen campaigns as flyable do I add the plane to the plane data file only? or must I also place it in classes file as well? The same goes for all new planes in 4.11

Wait, please, a little.  :) The instruction will be ready soon, there everything is in detail specified.
Title: Re: Project DGen_mod
Post by: Lagarto on June 15, 2012, 02:26:23 AM

Last night I turned SBD5 into a 'heavy bomber' by adding this line:
 
Allies USA   HBomber SBD5  310 3500 3500 1x1600    1

then included 39hB parameter in the ops file and - voila! - DGen generated a beautiful, staggered formation of 39 SBD 5's. What a sight! :) They still bombed their target (a bunch of tanks) as dive bombers, not level bombers, as I had feared.
If only we could have such large formations of fighters... For example, a sweep of 40+ Zeros heading down the Slot towards Guadalcanal. 
Title: Re: Project DGen_mod
Post by: Asura on June 15, 2012, 03:57:06 AM
 ;D I will think of it when I will solve the main problems.
Title: Re: Project DGen_mod
Post by: Asura on June 21, 2012, 03:10:10 AM
Generator release already soon...

v1.0.1.0 (06/2012)
+ the new date format added, no more campaign date period limitations
+ the [SEASON] section is created in any mission
+ user manual v.1.0
+ installation program
+ some bugs fixed
Title: Re: Project DGen_mod
Post by: jeanba on June 21, 2012, 03:13:20 AM
Great, I look forward to reading it
Title: Re: Project DGen_mod
Post by: Boelcke on June 21, 2012, 03:18:58 AM
sounds good Asura, many thx for doing it :)
Title: Re: Project DGen_mod
Post by: Boelcke on June 21, 2012, 03:20:01 AM
39 planes probably only for heavy bombers, the hB parameter. For other at most 12 planes.

for Bombers "B" the max is 9 planes for each formation

EDIT: for dB (dive bombers) also

Title: Re: Project DGen_mod
Post by: Juri_JS on June 21, 2012, 09:42:59 AM
Generator release already soon...

v1.0.1.0 (06/2012)
+ the new date format added, no more campaign date period limitations
+ the [SEASON] section is created in any mission
+ user manual v.1.0
+ installation program
+ some bugs fixed


Do you have a list with the bug fixes and changes in the new version?

39 planes probably only for heavy bombers, the hB parameter. For other at most 12 planes.

for Bombers "B" the max is 9 planes for each formation

EDIT: for dB (dive bombers) also


I haven't tried it in European campaigns, but in Pacific campaigns 12B and 12dB works.
Title: Re: Project DGen_mod
Post by: Boelcke on June 21, 2012, 11:17:03 AM
ok for ETO campaigns that's the fact in the stock dgen.exe
Title: Re: Project DGen_mod
Post by: Asura on June 22, 2012, 01:30:35 AM
Do you have a list with the bug fixes and changes in the new version?

Corrections generally concerned briefings and small corrections which I didn't fix.  :)
Title: Re: Project DGen_mod
Post by: Lagarto on June 22, 2012, 02:44:09 AM
It's an old problem and maybe it could be fixed in the new DGen - the system doesn't generate missions related to sea convoys. Recently I've been flying several campaigns in the Solomons, dozens of missions for both sides, and not even once got to patrol, bomb, recon, defend or attack a convoy. However, when I removed all other types of missions from the ops file and left only those related to sea convoys, the sys generated them without a problem. Is there a possible fix for this?

Also, I wish that for PTO scenarios the system generated moving ships (not stationary) which are not directly related to a given mission, like in the ETO scenarios. As it is now, a ship which is not part of a mission, will not show up.   
Title: Re: Project DGen_mod
Post by: Asura on June 22, 2012, 02:55:42 AM
Choice procedure such as mission will be considerably reconsidered soon. I hope it will correct many strangenesses.
Title: Re: Project DGen_mod
Post by: Lagarto on June 22, 2012, 04:58:53 AM
Thank you Asura, I greatly appreciate your work!

By the way, would it be possible to give bombers (and fighter-bombers) some secondary targets to attack, after the primary target is destroyed? Now they often return loaded with bombs, passing by juicy targets.
For example, allied planes, after hitting some target in Kahili area, usually pass right over Ballale airfield, where they could drop the unused ordnance.
Title: Re: Project DGen_mod
Post by: Asura on June 25, 2012, 07:53:42 AM
Such improvements I plan to do later, now in the plan further association of the Pacific Ocean and Europe. Very difficult that that to add, when missions are formed on a miscellaneous.
Title: Re: Project DGen_mod
Post by: santobr on June 25, 2012, 09:20:13 AM
I'm very thankfull for your great work, Asura. 8)
It's working in HSFX, and I'm flying the stock Coral Sea campaign.
I had no problems until now.

A suggestion for a future version, maybe the front line at Europe could be less linear and with sieges for medium to big cities.
Maybe not a real siege, but just the advancing army leaving back the cities that are fighting yet behind the front lines as it happened in WWII.
They will keep fighting, but the cities had more resistence than the open ground.
But don't worry about this now. ;)

Thank you very much, sir. :)



santobr.
Title: Re: Project DGen_mod
Post by: Juri_JS on June 25, 2012, 11:13:37 AM
A suggestion for a future version, maybe the front line at Europe could be less linear and with sieges for medium to big cities.
Maybe not a real siege, but just the advancing army leaving back the cities that are fighting yet behind the front lines as it happened in WWII.
They will keep fighting, but the cities had more resistence than the open ground.
But don't worry about this now. ;)

It was always possible in DGen for campaign builders to create sieges of cities, that's no big problem. Bastogne in the Ardennes campaign is an example.
I don't know the historical frontline movement on the Russian front well enough, so I can't say if there should be more such siege situations. If they are missing it is the campaign builders fault, not DGen's.


Title: Re: Project DGen_mod
Post by: santobr on June 25, 2012, 12:26:25 PM
There was a lot of siege situations, not because they planned them, but simply because the open ground is easier to advance than cities. ;)



santobr.
Title: Re: Project DGen_mod
Post by: Asura on June 25, 2012, 11:28:05 PM
For high-quality operation of the generator very important existence of completely worked campaign with enough of land objects and key points. All operation of the generator depends on them. I decided on the following completion - I completely will process algorithm of search and selection is more whole, if my theoretical conclusions are true this completion should to increase a variety of missions substantially. The promised release waits for completion of transfer of all instructions on English as soon as they will be ready at once I will lay out.
Title: Re: Project DGen_mod
Post by: Lagarto on June 27, 2012, 09:22:05 AM
Some more ideas for future development:

1) I wish the new DGen generated takeoffs in pairs and in fours, wherever possible; this feature has been enabled in FMB recently.

2) Just for the historic accuracy, I wish DGen recognized some more units (in the [OOB] section of DB files), especially: II. and III./JG 26, IV./JG 51, II. and III./JG 300, SchG and SG units (for now there are only SG 3 and 4), some bomber units like KG 54 and KG 77, also more French units (now there’s only Normandie-Niemen), Italian units (now there’s only 356 Squadriglia).
Title: Re: Project DGen_mod
Post by: Asura on June 28, 2012, 12:00:53 AM
1) I wish the new DGen generated takeoffs in pairs and in fours, wherever possible; this feature has been enabled in FMB recently.

In one of the following versions I will try it to realize.

Quote
2) Just for the historic accuracy, I wish DGen recognized some more units (in the [OOB] section of DB files), especially: II. and III./JG 26, IV./JG 51, II. and III./JG 300, SchG and SG units (for now there are only SG 3 and 4), some bomber units like KG 54 and KG 77, also more French units (now there’s only Normandie-Niemen), Italian units (now there’s only 356 Squadriglia).

It is possible to do it already now.
Title: Re: Project DGen_mod
Post by: Asura on June 28, 2012, 02:18:17 AM
As promised - release, version 1.0.1.0.

https://www.mediafire.com/?4bps98wopijjf48 (https://www.mediafire.com/?4bps98wopijjf48)

Before installation read the file !Read First.pdf

All instructions on installation in DGen_UserManual_En.pdf

The following considerable updating of the generator will be after completion of work on complete association of branches Pasifik and FB, work is already begun, deadlines aren't defined yet. As a bonus after association aircraft carriers and seaplanes in Atlantic, search of submarines in the Baltic Sea will be possible more than one departure in day in Europe.
Title: Re: Project DGen_mod
Post by: Semor on June 28, 2012, 03:34:37 AM
Many thanks Asura.

Will try it ASAP.  ;)
Title: Re: Project DGen_mod
Post by: jeanba on June 28, 2012, 03:37:49 AM
Thnak you
dowloading asap !
Title: Re: Project DGen_mod
Post by: santobr on June 28, 2012, 04:44:56 AM
Thank you very much, sir! 8)



santobr.
Title: Re: Project DGen_mod
Post by: SLAWEK1971WAWA on June 28, 2012, 06:10:55 AM
Asura and the rest of the DGen MOD team!
It is a big milestone for our hobby!  :)

Cheers men!
Title: Re: Project DGen_mod
Post by: Lagarto on June 29, 2012, 02:38:24 AM

Thank you Asura for the new DGen, so far everything works as it should.


It is possible to do it already now.

You meant I can add a unit to the AllWing file, it didn't occur to me. Anyway, it works! :) Now I can add, for example, IV./JG 51 to 'squadronsDe5' file and fly with IV./JG 51 in Drang Nach Osten campaign.
Title: Re: Project DGen_mod
Post by: whitejade on July 02, 2012, 01:14:00 PM
Hello people :) While I'm not new to il-2, I am new to modding and have been wondering wether I installed the DGen mod correctly, since all of the missions I've been given in pilot careers seem identical to the default ones. How can I tell?
Title: Re: Project DGen_mod
Post by: Lagarto on July 02, 2012, 05:48:04 PM
Adding a new map was easier than I thought, and I'm already enjoying various campaigns of my own making on the MTO map :)
I have one big request - every airstrip has a set of lights and searchlights automatically loaded on both ends. The lights are shining brightly for no reason in midday and spoil immersion. Is it possible to remove them?

Another thing - I have added quite a few historic units to the AllWing file, and most of them work without problems, but some are rejected by the system (for example II./SKG 210 or II./JG 26). The worst case is Italian squadrons, for example 96squadriglia and 97squadriglia - they are recognized as 'red' units, not 'blue', which results in a fiery explosion on the runway the moment the mission is loaded. Could this be fixed somehow?
Title: Re: Project DGen_mod
Post by: Asura on July 03, 2012, 12:34:26 AM
I have one big request - every airstrip has a set of lights and searchlights automatically loaded on both ends. The lights are shining brightly for no reason in midday and spoil immersion. Is it possible to remove them?

For campaign it is possible to create the file settings[Nn][X].dat, for example settingsJaE.dat. In this file there are three obligatory parameters:

Pacific=True               - On what branch works campaigns
UseParkedPlanes=True  - The binding of airfields is used
UseSearchligh=False     - That that is necessary for you - fires aren't formed automatically. Only if they are added in templates of the land purposes of campaign.

Quote
Another thing - I have added quite a few historic units to the AllWing file, and most of them work without problems, but some are rejected by the system (for example II./SKG 210 or II./JG 26).


What mistake stands out in log the file? It is necessary to check coincidence of the name to FMB.

Quote
The worst case is Italian squadrons, for example 96squadriglia and 97squadriglia - they are recognized as 'red' units, not 'blue', which results in a fiery explosion on the runway the moment the mission is loaded. Could this be fixed somehow?

Red or Blue side of squadrons is defined by game, the generator doesn't participate in it, it simply inserts the name. Explosions probably arise from for mistakes in fighting loading of one of mission planes. Try to remove gradually in problem mission links of planes from the *.mis file. When explosions will disappear - means you removed problem lines - it is necessary to check that in them not so.
Title: Re: Project DGen_mod
Post by: Boelcke on July 03, 2012, 12:42:01 AM
Adding a new map was easier than I thought, and I'm already enjoying various campaigns of my own making on the MTO map :)

if you have added a new map, how about sharing it, means sending the files to Asura to incorporate it into the next version of his dgen.exe?
Title: Re: Project DGen_mod
Post by: Lagarto on July 03, 2012, 01:43:44 AM

Thank you Asura for the info. I'll try it out and report back :)

if you have added a new map, how about sharing it, means sending the files to Asura to incorporate it into the next version of his dgen.exe?

I'm still experimenting with it. Unfortunately, the MTO map is nameless (no names on the map itself) and semi-historic/realistic (some key locations are not there, some are pure fantasy, like this little island with an airstrip in the middle of the sea), so I keep researching and adding new locations to match the frontline movement. The great thing about Asura's DGen is that one can exclude towns and airfields from the map. For example, I intentionally left out Crete and Greek coast to prevent, for example, fighters stationed in Tobruk from flying missions over Greece.
Title: Re: Project DGen_mod
Post by: Juri_JS on July 03, 2012, 02:22:22 AM
A small hint:
When adding a new map don't forget to include enough sea locations for anti-ship missions.
Title: Re: Project DGen_mod
Post by: Lagarto on July 03, 2012, 03:49:12 AM
A small hint:
When adding a new map don't forget to include enough sea locations for anti-ship missions.

Ah, never thought of that, thank you. Like in, for example: '4973;316645;-1;Solomon_Sea1' ? Do the sea locations always have '-1' value?

By the way, does ‘Hr’ parameter (hydrorecon) work for European scenarios (MTO map)?
Title: Re: Project DGen_mod
Post by: Juri_JS on July 03, 2012, 04:17:13 AM
Sea locations in PTO campaigns use the "-1" value. I don't know if this will also work in European campaigns, if not use "1".

I think at the moment "Hr" only works in PTO. In my Norway campaign I have used "R" for seaplanes.
Title: Re: Project DGen_mod
Post by: Lagarto on July 03, 2012, 09:31:58 AM
The '-1' value seems to work fine. The first mission I got was Beaufighters vs. German torpedo boats. As a sideshow, I had Italian Stukas dive-bombing ships in Tobruk harbour. What a treat!
I also manged to get rid of the damn airfield lights. As advised by Asura, I created a settings file with the following contents:

Pacific=False
UseParkedPlanes=False
UseSearchligh=False

I got an error message that 'enemy nation' was expected, so I added:
 
[EnemyNation]
MTO41 England;Australia

and so far everything works fine. I hope I'm not boring everybody with my revelations? :)
Title: Re: Project DGen_mod
Post by: Asura on July 04, 2012, 01:18:36 AM
[EnemyNation] While there can be only one option

MTO41 England
or
MTO41 Australia

After completion of works on association I will expand this control
Title: Re: Project DGen_mod
Post by: Lagarto on July 04, 2012, 02:23:42 AM
The association of branches you're working on is a great idea. I always wanted to fly more than one mission per day in the ETO scenarios. Sometimes, like in the early Barbarossa days, they flew 4-5 sorties daily.

Meanwhile, I encountered two problems. I’m working on a North Africa campaign (MTO map), which starts in mid-November 1941 (operation ‘Crusader’). The problem is that at 05:00 AM and even at 05:30 AM it’s still too dark to fly, and I have to skip such missions. Could we have an option to manually set the ‘flying hours’?

Another issue:
I always get to fly against only one type of enemy fighter, and it’s always the first from the *planes DAT file of the campaign, even though several types are listed. I thought the system would choose from the list at random. What am I doing wrong?
Title: Re: Project DGen_mod
Post by: Asura on July 05, 2012, 01:10:09 AM
The association of branches you're working on is a great idea. I always wanted to fly more than one mission per day in the ETO scenarios. Sometimes, like in the early Barbarossa days, they flew 4-5 sorties daily.

It exactly will be realized. But it is necessary to wait - association quickly won't manage to be made. Roughly closer to autumn.

Quote
Meanwhile, I encountered two problems. I’m working on a North Africa campaign (MTO map), which starts in mid-November 1941 (operation ‘Crusader’). The problem is that at 05:00 AM and even at 05:30 AM it’s still too dark to fly, and I have to skip such missions. Could we have an option to manually set the ‘flying hours’?

In plans there is a point concerning control of time of day in the generator - it will be possible to operate the beginning and the termination of night, a decline and a dawn.

Quote
Another issue:
I always get to fly against only one type of enemy fighter, and it’s always the first from the *planes DAT file of the campaign, even though several types are listed. I thought the system would choose from the list at random. What am I doing wrong?

The main choice of planes for mission goes in a random way from section [Planes] of the corresponding *.DB file. Then as a task the configuration gets out of the *planes DAT file. Values are in documentation, the section about the AllPlanes.dat file. For the plane of the player the configuration steals up on aSoft values,
aShip, aTank, aHeavy. If for mission the specialist the type isn't necessary - the first line with plane from *planes DAT undertakes
Title: Re: Project DGen_mod
Post by: Lagarto on July 05, 2012, 03:06:45 AM
Thank you Asura, you're really giving a new life to the DGen and the IL-2 series as a whole.

By the way, could we have SAAF (South Africans) added to the list of air forces? They played important part in MTO campaigns. Or is it something Daidalos Team has to implement first into the game?
Title: Re: Project DGen_mod
Post by: Asura on July 05, 2012, 03:36:50 AM
Thank you Asura, you're really giving a new life to the DGen and the IL-2 series as a whole.

It is glad that I can help to prolong hobby. :)

Quote
By the way, could we have SAAF (South Africans) added to the list of air forces? They played important part in MTO campaigns. Or is it something Daidalos Team has to implement first into the game?

Yes, for a start it is necessary to have this nation and the corresponding squadrons in game. There are still options as it to bypass, but they touch only MOD of versions of game at the moment. In any case now the player can't choose the new nation, except what exist in the list of the interface of dynamic campaigns.
Title: Re: Project DGen_mod
Post by: greybeard on July 08, 2012, 04:08:29 AM
Hi Asura!

I think there's an issue with RuFix of your latest DGen_mod 1.0.1.0: messages are still in Cyrillic characters. Please check.

Regards,
GB
Title: Re: Project DGen_mod
Post by: Semor on July 08, 2012, 08:07:11 AM
Hi Asura

A little question: It is possible to set the cruise speed and hight in the DGen mod ini.? Like in DCG!
I ask this cause the engine management in 4.11(with HSFX) has a much more deeper impact then in 4.10.
It is nearly impossible to stay in formation with my group,then the cruise speed is set to default and I must take care of my oil & coolant temprature.

Thanks in advance. Semor
Title: Re: Project DGen_mod
Post by: Lagarto on July 08, 2012, 09:59:41 AM
A little question: It is possible to set the cruise speed and hight in the DGen mod ini?

Not sure if I get you right but you can set these values in *planes DAT file of each campaign (or in ALLPlanes DAT file), for example, in the following line:

Allies   England    Fighter  HurricaneMkIIb   350 3000 3000 default   1

The '300' is the cruise speed and the '3000' is the altitude.
Title: Re: Project DGen_mod
Post by: Semor on July 08, 2012, 10:54:22 AM
Yes,Thanks Lagarto,I already know that. The problem is;I use the full Enjoyr patch for my DGen campaigns

and as you maybe know,these are 225!! campaigns merged alltogether,so it`s very hard to find the right planes DAT file of each campaign (or in ALLPlanes DAT file).

I hope for a generic solution like the entrys in the Mod ini.

Regards.
Title: Re: Project DGen_mod
Post by: Lagarto on July 09, 2012, 02:13:54 AM
Asura, I've been adding some units to the AllWing list and testing others. I can't make work any other Italian fighter squadrons except for the stock 356squadriglia. When added to the squadrons* DAT file of any campaign, they don't even show up as a valid choice.  :(

Anyway, I tested these and they worked, so I think they can be safely added to the list:

I_JG1_1;wFighter;Axis;Germany
II_JG1_1;wFighter;Axis;Germany
II_JG26;wFighter;Axis;Germany
III_JG26;wFighter;Axis;Germany
IV_JG5_1;wFighter;Axis;Germany
IV_JG5_3;wFighter;Axis;Germany

I_SKG10;wAttack;Axis;Germany
II_SKG10;wAttack;Axis;Germany
III_SKG10;wAttack;Axis;Germany
I_SKG210;wAttack;Axis;Germany
II_SKG210;wAttack;Axis;Germany
II_LG2;wAttack;Axis;Germany
I_SchGOne;wAttack;Axis;Germany
II_SchGOne;wAttack;Axis;Germany
I_SGOne;wAttack;Axis;Germany
II_SGOne;wAttack;Axis;Germany
I_SchG2;wAttack;Axis;Germany
II_SchG2;wAttack;Axis;Germany
I_SG2;wAttack;Axis;Germany
II_SG2;wAttack;Axis;Germany
III_SG2;wAttack;Axis;Germany
II_SG4;wAttack;Axis;Germany
III_SG4;wAttack;Axis;Germany
I_SG10;wAttack;Axis;Germany
I_SG77;wAttack;Axis;Germany
II_SG77;wAttack;Axis;Germany
III_SG77;wAttack;Axis;Germany

I_LG1;wBomber;Axis;Germany
II_LG1;wBomber;Axis;Germany
III_LG1;wBomber;Axis;Germany

I_KG2;wBomber;Axis;Germany
II_KG2;wBomber;Axis;Germany
III_KG2;wBomber;Axis;Germany
I_KG4;wBomber;Axis;Germany
II_KG4;wBomber;Axis;Germany
III_KG4;wBomber;Axis;Germany
III_KG6;wBomber;Axis;Germany
I_KG55a;wBomber;Axis;Germany
II_KG55a;wBomber;Axis;Germany
III_KG55a;wBomber;Axis;Germany
I_KG54;wBomber;Axis;Germany
II_KG54;wBomber;Axis;Germany
III_KG54;wBomber;Axis;Germany
Stab_KG54;wBomber;Axis;Germany
I_KG66;wBomber;Axis;Germany
I_KG76;wBomber;Axis;Germany
II_KG76;wBomber;Axis;Germany
III_KG76;wBomber;Axis;Germany
I_KG77;wBomber;Axis;Germany
II_KG77;wBomber;Axis;Germany
III_KG77;wBomber;Axis;Germany

I_StG3;wDBomber;Axis;Germany
II_StG3;wDBomber;Axis;Germany
III_StG3;wDBomber;Axis;Germany
III_StGOne;wDBomber;Axis;Germany

II_JG300_;wFighter;Axis;Germany
III_JG300_;wFighter;Axis;Germany
IV_JG300_;wFighter;Axis;Germany
I_StG5;wDBomber;Axis;Germany
I_SG5;wAttack;Axis;Germany
II_SG10;wAttack;Axis;Germany
III_SG10;wAttack;Axis;Germany

RAF_No080SQN;wFighter;Allies;England
RAF_No250SQN;wFighter;Allies;England
RAF_No260SQN;wFighter;Allies;England
RAF_No237SQN;wFighter;Allies;England
RAF_No272SQN;wAll;Allies;England
RAF_No094SQN;wFighter;Allies;England
RAF_No238SQN;wFighter;Allies;England
RAF_No274SQN;wFighter;Allies;England
RAF_No208SQN;wFighter;Allies;England
RAF_No229SQN;wFighter;Allies;England
Title: What it takes to get drop tanks for long range missions?
Post by: greybeard on July 09, 2012, 02:37:30 AM
Notwithstanding I have a line in Planes.dat, specific of subcampaign I'm playing, with "FighterLR" as type, also for long range missions (more than 70 Km) DGen refuses to add drop tanks. As a consequence, I run often out of fuel. Of course, drop tanks ARE an available payload in weapons_ru.properties and I put them in above mentioned line of Planes.dat. I'm using DGen_MOD 1.0.1.0.

Some help?
Title: Re: Project DGen_mod
Post by: Lagarto on July 09, 2012, 03:54:16 AM
I think I know what's wrong with Italian fighter units. The names are case-sensitive. In the AllWing file there are, among others, '96squadriglia' and '97squadriglia'. This is wrong. After I changed to 96Squadriglia and 97Squadriglia, they worked as they should.
Title: Re: Project DGen_mod
Post by: Boelcke on July 09, 2012, 04:32:56 AM
Yes,Thanks Lagarto,I already know that. The problem is;I use the full Enjoyr patch for my DGen campaigns

and as you maybe know,these are 225!! campaigns merged alltogether,so it`s very hard to find the right planes DAT file of each campaign (or in ALLPlanes DAT file).

I hope for a generic solution like the entrys in the Mod ini.

Regards.

@Semor: The stock dgen.exe used the values from the Europlanes.dat or Pacificplanes.dat, if there wasn´t  an Europlanes.dat or Pacificplanes.dat it uses the values which are hardcoded. Starshoy later created the individual xxxxxPlanes.dat files for each campaign, to override the Europlanes.dat or Pacificplanes.dat, so that each campaign can be tuned for it´s purpose.

So, a generic solution with the new dgen.exe would scrap some of the campaigns - at least all of mine.
Title: Re: Project DGen_mod
Post by: Lagarto on July 09, 2012, 09:27:06 AM
@greybeard: You can always force DGen to fit you with drop tank(s) every time by adding it to the regular 'Fighter' type. This is what I did when I played a Seafire campaign over Japan.
Title: Re: Project DGen_mod
Post by: greybeard on July 09, 2012, 09:44:06 AM
@greybeard: You can always force DGen to fit you with drop tank(s) every time by adding it to the regular 'Fighter' type. This is what I did when I played a Seafire campaign over Japan.

Thanks for your tip. Unfortunately, long range patrols alternate with short range missions and scrambles. Especially during the latter, dropping tanks as soon as possible after take off, to not hamper speed gain and climb, would add a further complication to a kind of mission already enough frantic. I would set the "right" solution, if it exist.

In the meantime, I found out that removing 50 km distance setting from INI file, I quite often get auxiliary tanks, but still they miss sometimes.
Title: Wounded player bug?
Post by: greybeard on July 11, 2012, 01:29:44 AM
It happened to me three times: as soon as I clicked on "Apply" on debriefing screen after having quit a mission where I was wounded, hard-disk started to be read for minutes and then a Windows error message appeared, forcing me to close program. It seems that DGen_MOD can't manage time (and missions) skipping for a wounded (hospitalized) pilot in a career.

Asura, please give a look!

Thanks,
GB
Title: What it takes to get drop tanks for long range missions.
Post by: greybeard on July 11, 2012, 04:42:27 AM
Eventually, I found out that setting MissionDistance=75 gives always drop tanks to fit long range missions, when one of this latter kind is generated. I guess any value higher than 70 (the long range mission threshold) should work. Missions generated are of any distance, though, not only above the 75 km range.

Hope this may help someone.
GB
Title: Kamikaze missions
Post by: greybeard on July 11, 2012, 04:44:56 AM
Hi!

As soon as I installed DGen_MOD, it attempted to generate Kamikaze escort missions in subcampaigns NewGuineaLeyte and Japan1. But something didn't work and I was always getting "beeps" and error messages (DGen_modERROR). This latter reads "Error in Select_PF_Target". I was forced to remove all "Kamikaze" roles from Planes.dat and all "Kamikaze" operations from ops files to get rid of this.

OTOH, I can't recall to have ever escorted or seen at all any Kamikaze also in stock game, just those lines seem ignored with Starshoy's DGen, whilst Asura's one TRIES to assemble that kind of missions, but with no success, at least in my install.

What do you think about?

Thanks,
GB
Title: Re: Project DGen_mod
Post by: Lagarto on July 14, 2012, 02:04:46 AM
The RAAF is no valid option for European scenarios? I tried to generate a RAAF campaign in the MTO map but no luck.
Title: Re: Project DGen_mod
Post by: Boelcke on July 14, 2012, 02:59:38 AM
The RAAF is no valid option for European scenarios? I tried to generate a RAAF campaign in the MTO map but no luck.

with the stock dgen.exe it was/is like you said, also for the netherlands
Title: Re: Project DGen_mod
Post by: Asura on July 14, 2012, 03:27:20 AM
Hi, everybody! I now on holiday and was week without the Internet. Now communication is. :)
Title: Re: Project DGen_mod
Post by: Asura on July 14, 2012, 03:32:28 AM
Yes,Thanks Lagarto,I already know that. The problem is;I use the full Enjoyr patch for my DGen campaigns

and as you maybe know,these are 225!! campaigns merged alltogether,so it`s very hard to find the right planes DAT file of each campaign (or in ALLPlanes DAT file).

I hope for a generic solution like the entrys in the Mod ini.

Regards.

It is very difficult question - to make uniform settings for all planes. Operating modes of engines at all different. I would suggest to try not to use the local *planes.dat files (to clean them from the DGen catalog) and to look as the AllPlanes.dat file flight Parameters there will work are optimized under version 4.11 and all planes is.
Title: Re: Project DGen_mod
Post by: Asura on July 14, 2012, 03:34:30 AM
I think there's an issue with RuFix of your latest DGen_mod 1.0.1.0: messages are still in Cyrillic characters. Please check.

In what campaign there are Cyrillic messages?
Title: Re: Project DGen_mod
Post by: Asura on July 14, 2012, 03:36:45 AM
Anyway, I tested these and they worked, so I think they can be safely added to the list:


Thanks, I will add in AllWings of the following version.
Title: Re: Project DGen_mod
Post by: Asura on July 14, 2012, 03:39:16 AM
I think I know what's wrong with Italian fighter units. The names are case-sensitive. In the AllWing file there are, among others, '96squadriglia' and '97squadriglia'. This is wrong. After I changed to 96Squadriglia and 97Squadriglia, they worked as they should.

Once again Thanks! Comparison is valid case-sensitive. I will correct names.
Title: Re: What it takes to get drop tanks for long range missions.
Post by: Asura on July 14, 2012, 03:44:15 AM
Eventually, I found out that setting MissionDistance=75 gives always drop tanks to fit long range missions, when one of this latter kind is generated. I guess any value higher than 70 (the long range mission threshold) should work. Missions generated are of any distance, though, not only above the 75 km range.

Hope this may help someone.
GB

Now mission is considered long range if distance to the purpose exceeds 70 km. In this case drop tanks are automatically added. Unfortunately while in the generator there are no data on the actual range of flight of each plane. By the way, where these data could be learned? I could add this information and ranges of flight to count individually for each plane.
Title: Re: Wounded player bug?
Post by: Asura on July 14, 2012, 03:48:50 AM
It happened to me three times: as soon as I clicked on "Apply" on debriefing screen after having quit a mission where I was wounded, hard-disk started to be read for minutes and then a Windows error message appeared, forcing me to close program. It seems that DGen_MOD can't manage time (and missions) skipping for a wounded (hospitalized) pilot in a career.

Asura, please give a look!

Thanks,
GB

Send me, please, files of this campaign. Folder \Missions\Campaign\is necessary to me... and eventlog.lst after mission with wound. And also log files. I will look.
Title: Re: Kamikaze missions
Post by: Asura on July 14, 2012, 03:50:13 AM
Hi!

As soon as I installed DGen_MOD, it attempted to generate Kamikaze escort missions in subcampaigns NewGuineaLeyte and Japan1. But something didn't work and I was always getting "beeps" and error messages (DGen_modERROR). This latter reads "Error in Select_PF_Target". I was forced to remove all "Kamikaze" roles from Planes.dat and all "Kamikaze" operations from ops files to get rid of this.

OTOH, I can't recall to have ever escorted or seen at all any Kamikaze also in stock game, just those lines seem ignored with Starshoy's DGen, whilst Asura's one TRIES to assemble that kind of missions, but with no success, at least in my install.

What do you think about?

Thanks,
GB

Send me, please, files of this campaign.
Title: Re: Project DGen_mod
Post by: Asura on July 14, 2012, 03:52:10 AM
The RAAF is no valid option for European scenarios? I tried to generate a RAAF campaign in the MTO map but no luck.

After association of branches all restrictions will be removed.
Title: Re: Project DGen_mod
Post by: Lagarto on July 14, 2012, 04:01:55 AM
Hi Asura, glad to see you back :) 
The association of branches will be a big step forward. For example, it would be great to have ‘Hr’ parameter (hydrorecon) available for European scenarios (esp. MTO/Italy map or Crimea). Presently there’s little use for Ar 196 or Cant Z.506 (they’re too vulnerable as regular reconnaissance planes).

By the way, I wish the ‘HyFighter’ parameter worked, because when A6M2-N is assigned ‘F’ parameter, it will try to take off from land.
Title: Re: Project DGen_mod
Post by: Juri_JS on July 14, 2012, 04:09:04 AM
Hi!

As soon as I installed DGen_MOD, it attempted to generate Kamikaze escort missions in subcampaigns NewGuineaLeyte and Japan1. But something didn't work and I was always getting "beeps" and error messages (DGen_modERROR). This latter reads "Error in Select_PF_Target". I was forced to remove all "Kamikaze" roles from Planes.dat and all "Kamikaze" operations from ops files to get rid of this.

OTOH, I can't recall to have ever escorted or seen at all any Kamikaze also in stock game, just those lines seem ignored with Starshoy's DGen, whilst Asura's one TRIES to assemble that kind of missions, but with no success, at least in my install.

What do you think about?

Thanks,
GB

Send me, please, files of this campaign.

In my Home Defence campaign Kamikaze missions work without problem, as long as the correct ops file entries are used. Working entries are 1K, 2K, 3K and 4K. Higher numbers like 6K or 8K will not work. If more Kamikaze flights are needed in a mission it is possible to have more than one in an ops file line, for example "4K 2K 3Y".
All this is nothing new, it is a limitation of the old DGen by Starshoy.
Title: Re: Project DGen_mod
Post by: Juri_JS on July 14, 2012, 04:23:30 AM
Hi Asura, glad to see you back :) 
The association of branches will be a big step forward. For example, it would be great to have ‘Hr’ parameter (hydrorecon) available for European scenarios (esp. MTO/Italy map or Crimea). Presently there’s little use for Ar 196 or Cant Z.506 (they’re too vulnerable as regular reconnaissance planes).

By the way, I wish the ‘HyFighter’ parameter worked, because when A6M2-N is assigned ‘F’ parameter, it will try to take off from land.

A few words about the "Hr" entry to avoid misunderstandings. Hr doesn't mean hydro-recon, instead it is similar to the "Br" entry. Hr is only really usefull for scramble missions, because it will create hydroplanes that start in the air at medium distance from the airfield, like the Br entry for bombers in scramble missions.

What is needed are working HyFighter, HyRecon and maybe also HyBomber parameters that are similar to the Fighter, Reconplane and LBomber parameters of land-based planes, with the only exception that starts and landings have to be from the water.
Title: Re: Project DGen_mod
Post by: Asura on July 14, 2012, 04:42:58 AM
By the way, I wish the ‘HyFighter’ parameter worked, because when A6M2-N is assigned ‘F’ parameter, it will try to take off from land.

After association of branches, I plan to reconsider types of planes in the generator and their use.
Title: Re: Project DGen_mod
Post by: greybeard on July 14, 2012, 12:24:55 PM
I think there's an issue with RuFix of your latest DGen_mod 1.0.1.0: messages are still in Cyrillic characters. Please check.

In what campaign there are Cyrillic messages?

File is "PF_MessageRu" and campaign can be downloaded at M4T:

http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1295

also other issues I mentioned were found while playing it (wounded pilot bug and kamikaze mission problem).

Regards,
GB
Title: Re: Project DGen_mod
Post by: greybeard on July 15, 2012, 03:18:12 AM
Another curious issue in that same campaign linked in my previous message: when I play it with stock DGen, its "Leyte invasion" subcampaign picks different missions and correct planes, when played with DGen_MOD it plays always same mission with wrong planes for Allies (Hurricane). It's curious also because Hurricane is NOT listed in DB file.
Title: Re: Project DGen_mod
Post by: Asura on July 15, 2012, 08:06:04 AM
Well, I will look in what a problem.
Title: Re: Project DGen_mod
Post by: thefruitbat on July 16, 2012, 11:07:24 AM
Hi Asura, this is great work you are doing 8)

One question, is there an easy way of getting an 'allclasses' and 'allplanes' dat files for HSFX6, or will they have to be altered by hand?
Title: Re: Project DGen_mod
Post by: santobr on July 16, 2012, 11:53:48 AM
Is there a way to make the Devastator take part of attacking missions at Coral Sea?



santobr.
Title: Re: Project DGen_mod
Post by: Asura on July 17, 2012, 02:05:53 AM
One question, is there an easy way of getting an 'allclasses' and 'allplanes' dat files for HSFX6, or will they have to be altered by hand?

Alas, it can be done only manually. To take Air.ini and to correct the allplanes and allclasses files.

Title: Re: Project DGen_mod
Post by: Asura on July 17, 2012, 02:11:12 AM
Is there a way to make the Devastator take part of attacking missions at Coral Sea?

Certainly, it is enough of it to register in all files of campaign and the generator.
Title: Re: Project DGen_mod
Post by: Boelcke on July 17, 2012, 04:51:47 AM
Hi Asura,

Lagarto and myself are teaming together to create a campaign with the MTO map for your dgen.exe. I have played around with Lagartos files to check them. Problem is that dgen is always choosing the same planes in every mission. It seems that the probability numbers from the database files are ignored by it. It mostly choosed the first plane from the plane.dat files which has the demanded role.



Title: Re: Project DGen_mod
Post by: Asura on July 18, 2012, 12:24:14 AM
Lagarto and myself are teaming together to create a campaign with the MTO map for your dgen.exe. I have played around with Lagartos files to check them. Problem is that dgen is always choosing the same planes in every mission. It seems that the probability numbers from the database files are ignored by it. It mostly choosed the first plane from the plane.dat files which has the demanded role.

Such situation arises when the generator doesn't find the necessary plane in the Allplanes file or in the local *planes file. For new campaigns in the settings*.dat file it is necessary to specify [EnemyNation] for each sub campaign. Plane search in the planes files is carried out on three parameters - the name, the country, type. If search successful - gets out the necessary plane, if not successful - the first of the list with the necessary nationality and type.
Title: Re: Project DGen_mod
Post by: Lagarto on July 18, 2012, 01:08:32 AM
Gents, it's my fault, sorry  :-[ In the settings*.dat file to our campaigns I specified not one [EnemyNation] but two. Asura mentioned before in this thread that it's wrong but I just forgot to fix it. This wrong setting of mine didn't cause any errors or crashes but the line with two nations must have been simply ignored. Now, when I left only one nation, the randomization of fighters works as it should!
Still, this is fine, more or less, for Italian and German campaigns, when England can be the only [EnemyNation]. The problem persists with RAF campaigns, because there are two enemy nations: Germany and Italy. So the player can fight either against the Luftwaffe or Reggia Aeronautica, not a mix of them.
Title: Re: Project DGen_mod
Post by: Boelcke on July 18, 2012, 04:33:26 AM
ok thx for clarfication guys :)
Title: Re: Project DGen_mod
Post by: greybeard on July 18, 2012, 08:57:14 AM
About my mentioned problems with "Asia for the Asians Revisited for MOD" in its penultimate subcampaign, after having read of settings*.dat in this thread, I added a specific one (which follows), but nothing changed: DGen_mod picks always same mission with the wrong planes. Curiously, also a couple further hiccups show in this subcampaign: specified skin in DB file are taken randomly, as well as randomly are loaded drop tanks for missions longer than 70 km.

Code: [Select]
Pacific=True
UseParkedPlanes=False
UseSearchligh=True
[EnemyNation]
BurmaC England
Singapore2 Australia
Burma42 England
Singapore43 England
BurmaD1 England
BurmaD2 England
BurmaD3 England
NewGuineaLeyte USA
Japan1 USA

BTW, would be nice to have syntax of settings*.dat also in DGen User Manual and UseSearchligh would need a final ts.

Thanks for your help,
GB
Title: Re: Project DGen_mod
Post by: Asura on July 19, 2012, 01:47:39 AM
Still, this is fine, more or less, for Italian and German campaigns, when England can be the only [EnemyNation]. The problem persists with RAF campaigns, because there are two enemy nations: Germany and Italy. So the player can fight either against the Luftwaffe or Reggia Aeronautica, not a mix of them.

I plan to correct this situation in the following version. In the presence of two opponents in mission planes of three nations will be added.
Title: Re: Project DGen_mod
Post by: Lagarto on July 19, 2012, 03:38:04 AM
Thank you :)
Title: Re: Project DGen_mod
Post by: greybeard on July 19, 2012, 10:44:04 AM
Asura

Did you miss my last message?

I'm stuck with that subcampaign. You gave up?

Thx
GB
Title: Re: Project DGen_mod
Post by: Asura on July 19, 2012, 12:08:35 PM
Did you miss my last message?

I am sorry that immediately didn't answer. I while am engaged in the generator from time to time. I will look at your campaign on Monday (on July 23) and at once I will tell what not so.
Title: Re: Project DGen_mod
Post by: Lagarto on July 19, 2012, 12:23:43 PM
Asura, are you planning any 'quick-fix' upgrade of the DGen before the big 'association of branches'?
Title: Re: Project DGen_mod
Post by: Asura on July 20, 2012, 01:53:28 AM
Asura, are you planning any 'quick-fix' upgrade of the DGen before the big 'association of branches'?

Only if critical mistakes are found, or the special version for founders of campaigns is required. :) All further development isn't meaningful without uniform structure of the program.
Title: Re: Project DGen_mod
Post by: Lagarto on July 20, 2012, 04:18:01 AM
We only need that two [EnemyNation] fix for our MTO campaigns :)

Ideally, there would be no limit of 'enemy nations', to allow England, Australia, France, and (in the future, hopefully) South Africa in the same campaign on the 'red' side.
Title: Re: Project DGen_mod
Post by: Boelcke on July 20, 2012, 05:06:15 AM
We only need that two [EnemyNation] fix for our MTO campaigns :)

Ideally, there would be no limit of 'enemy nations', to allow England, Australia, France, and (in the future, hopefully) South Africa in the same campaign on the 'red' side.

Don´t want to stress this aspect anymore, but it´s also vital for all ETO campaigns, as there are at least USAAF and RAF as opponents for Luftwaffe campaigns, in early war scenarios other nations like France, Belgium and Netherlans also.
Title: Re: Project DGen_mod
Post by: Juri_JS on July 20, 2012, 07:59:25 AM
In my Solomons campaigns I have both US and RNZAF aircraft in the same missions when flying as Japanese. If there really is a problem it is obviously just an issue of the European part of DGen.
Title: Re: Project DGen_mod
Post by: greybeard on July 20, 2012, 08:31:03 AM
It looks there are three level of this issue:

1).Those that haven't it at all (Juri)
2).Those that have it with two nations (Lagarto)
3). Those who have it already with only one nation (me).

Odd.

In the meantime, I found this example of settings*.dat file:
Code: [Select]
Pacific=True
UseParkedPlanes=True
UseSearchligh=False
[EnemyNation]
SolomonsAug1942e USA
SolomonsAug1942 USA
SolomonsOct1942 USA
SolomonsDec1942 USA
SolomonsApr1943 USA
SolomonsJul1943 USA
SolomonsAug1943 USA
SolomonsOct1943 USA
[AF_OFF]
SolomonsJul1943 Munda 30618 30812
SolomonsJul1943 Segi 30618 30812
SolomonsJul1943 Vila 30618 30812
SolomonsAug1943 Vila 30818 30930
SolomonsAug1942 Kahili 20824 20918
SolomonsAug1942 Kieta 20824 20918
SolomonsAug1942 Buka 20824 20918
SolomonsAug1942e Lunga 20807 20811
SolomonsAug1942e Kahili 20807 20811
SolomonsAug1942e Kieta 20807 20811
SolomonsAug1942e Buka 20807 20811
[Distance]
AFRange=1500
ClustersRange=1000
ClustersRadius=1000
ClustersCount=6
[AirStart]
SolomonsAug1942 Allies=False Axis=True
SolomonsAug1942e Allies=False Axis=True

I was unable to find meaning of many of its sections (AF_OFF, Distance, AirStart) and, of course, of their own items (e.g.: AFRange, ClustersRange, etc.). Could I have a complete explanation of this kind of file?

Thanks,
GB
Title: Re: Project DGen_mod
Post by: Lagarto on July 22, 2012, 03:55:11 PM
Looks like the problem with settings.dat file is not only limited to 'enemy nation'. I've played a string of missions in a German campaign and I haven't seen a single Italian plane, even though the DB and planes.dat files are full of them. Perhaps there should be another parameter, something like [FriendlyNation]?
Title: Re: Project DGen_mod
Post by: Asura on July 23, 2012, 01:31:08 AM
I will tell honest - in the current version of the generator I solved the question "EnemyNation" on the simple. That as that worked. But yesterday the decision which will allow to solve this problem literally dreamed me  :) - possibility in the DB file in section [Planes] will set the necessary nation. For example:

[Planes]
20 C_47 Allies USA
2 C_47 Axis Japan
18 B_17G Allies USA
8 B_17G Allies England

I think it will solve all problems and will allow to receive in missions planes of all necessary nations without restrictions. In the course of association of branches I will change at once algorithm of selection of planes in mission.

I will try to make the instruction on the settings.dat file this week.
Title: Re: Project DGen_mod
Post by: greybeard on July 23, 2012, 02:59:51 AM
I think should be firstly understood how it works current bond between map and planes. Already current setting of [EnemyNation] seems ignored by game and it keeps taking aircrafts according to map that are missing from DB file and not belonging to specified [EnemyNation]. I mean that if this hardcoded bond isn't mastered, also your proposal to "single" by plane [EnemyNation] could fail.
Title: Re: Project DGen_mod
Post by: Lagarto on July 23, 2012, 03:15:35 AM
I will tell honest - in the current version of the generator I solved the question "EnemyNation" on the simple. That as that worked. But yesterday the decision which will allow to solve this problem literally dreamed me  :) - possibility in the DB file in section [Planes] will set the necessary nation.

Sounds like a great idea. Thank you for your constant work on improvements, it's really appreciated.
Title: Re: Project DGen_mod
Post by: Asura on July 23, 2012, 06:05:58 AM
While early to tell "thanks", yet didn't deserve. :) Here I will make association... By the way, in the new concept, after association there will be no Us-Jp or Ru-De division (it touches first of all ops files). There will be universal Red-Blue values. It will be theoretically possible to appoint the blue or red party any country.
Title: Re: Project DGen_mod
Post by: greybeard on July 24, 2012, 11:15:46 AM
I will look at your campaign on Monday (on July 23) and at once I will tell what not so.

Asura

I was waiting for you solving "at once" all my problems... What happened?

GB
Title: Re: Project DGen_mod
Post by: Asura on July 25, 2012, 04:13:51 AM
I was waiting for you solving "at once" all my problems... What happened?

Tried to understand... :)

Apropos "Leyte invasion" - the matter is that initially this map intended only for opposition Japan-Australia. I now in stock DGen received Hurricane with signs of Great Britain. This problem I will solve within a problem of "EnemyNation".

Still it is necessary to correct contents of the NewGuineaLeytePlanes.dat file - its lines should correspond to planes from section [Planes] of the NewGuineaLeyte.DB file. If in settings*.dat it is specified

[EnemyNation]
NewGuineaLeyte USA

All lines NewGuineaLeytePlanes.dat should contain "Allies USA". Now in this file there is "Allies England Fighter HurricaneMkIIc" - here it and appears in missions. The generator works on direct dependence. If EnemyNation = USA and from section [Planes] was selected the plane with the name P_38L, in the NewGuineaLeytePlanes.dat file surely there should be a line "Allies USA Fighter P_38L".

If compliance isn't found, in log the file there will be an error of "Pacific special not found" and the generator will pick up the first suitable plane from NewGuineaLeytePlanes.dat
Title: Re: Project DGen_mod
Post by: heidelergensis on July 25, 2012, 12:17:21 PM
It is a great improvement to have an updated Dgen, finally; Kudos to Asura;D.

 I have a question for those that would be using this version over the enjoyr´s campaigns pack. Do you find any trouble generating the Enjoyr´s campaigns for afrika with the luftwaffe (as an example)? For me, it crashes, somethink that I found plausible given the fact that the enjoyr´s pack comes with its own version of the Dgen.exe ,  but after reading the entire thread it seems that some of you are using this same combo with success.... I´m trying the basic Enjoyr´s pack for non modded games, and then this new Dgen (last version available here).

  I have to tell also that I´m using this combo in a new HSFX6 version, and that it seems to work well in HSFX6 when it is installed without the enjoyr´s pack....
Title: Re: Project DGen_mod
Post by: Asura on July 26, 2012, 12:56:58 AM
I have a question for those that would be using this version over the enjoyr´s campaigns pack.

Let's look specifically that doesn't work. Write in more detail in what place and in what campaign there is a problem, send me files of this campaign and files DGen_mod*.log.
Title: Re: Project DGen_mod
Post by: greybeard on July 26, 2012, 02:35:53 AM
Apropos "Leyte invasion" - the matter is that initially this map intended only for opposition Japan-Australia.

I'm glad that you realized what I mentioned in my previous message: that there is a liaison between map and nations (honestly, I did say map-planes, but you correctly focused on map-nations).

Next key point is IMHO that stock DGen bypasses this liaison, building missions in that map also with USA planes (plus the two "sticky" british Hurricanes), while DGen_MOD gets fixated with Australia and, finding no suited planes, always picks first of the list (and always same mission). This does not change, no matter what [EnemyNation] is set in settings.dat. I believe that if you do not break this DGen_MOD "fixation" for map-nations liaison, the problem will be not solved neither with settings.dat nor with planes.dat.
Title: Re: Project DGen_mod
Post by: Juri_JS on July 26, 2012, 03:46:44 AM
It is a great improvement to have an updated Dgen, finally; Kudos to Asura;D.

 I have a question for those that would be using this version over the enjoyr´s campaigns pack. Do you find any trouble generating the Enjoyr´s campaigns for afrika with the luftwaffe (as an example)? For me, it crashes, somethink that I found plausible given the fact that the enjoyr´s pack comes with its own version of the Dgen.exe ,  but after reading the entire thread it seems that some of you are using this same combo with success.... I´m trying the basic Enjoyr´s pack for non modded games, and then this new Dgen (last version available here).

  I have to tell also that I´m using this combo in a new HSFX6 version, and that it seems to work well in HSFX6 when it is installed without the enjoyr´s pack....
^

Concerning my own campaigns in the Enjoyr patch - my Norway campaigns and the Kiev update for the stock campaigns should work in the new DGen. There is a problem with one of the Okinawa sub-campaigns in my Home Defence campaign when Asura's DGen is used, that's why I uploaded a new campaign version for the new DGen, it can be found here:
http://www.axis-and-allies-paintworks.com/download.php?view.99

I have also started working on an update for the Norway campaigns to include some of the nice new features Asura has added to DGen.
Title: Re: Project DGen_mod
Post by: Asura on July 26, 2012, 05:59:45 AM
the problem will be not solved neither with settings.dat nor with planes.dat.

In stock DGen there were two PacificPlanes.dat and EuroPlanes.dat files is allowed to divide planes on theaters of operations. I initially prepared the generator for association of branches and the list of planes made uniform, but there were problems with selection of planes in mission - just map-nation communication. At the moment of release of version 1.0.1.0 there was no other possibility to correct this situation and I rigidly adhered map to the nation. It solved a problem and stock version of campaigns started to work correctly. But this decision led to that author's campaigns started to behave in a queer way. I am sorry. :(

Now I have a decision which will correctly work at the incorporated version of the generator and will allow to receive in mission all necessary nations in the correct combination. I think that [EnemyNation] was makeshift and in future campaigns it is not required. Will probably change and still some things. I hope authors of campaigns will understand me correctly and won't abuse for that that it is necessary that that to complete - to alter.  :) I yet didn't finish work on the base version of the generator from which development and updating will go. Now the active stage of finishing of the generator to modern level and removal of old restrictions still proceeds. Version 1.0.1.0 simply repeated stock DGen with some new possibilities, version 2 should unite all possibilities of two branches, and here already from it development will go.
Title: Re: Project DGen_mod
Post by: santobr on July 26, 2012, 07:59:01 AM
Hi Asura. :)

What is that section inside CoralSea.db called [Links]?
This section only appears in CoralSea.db and it looks like the DGen simply ignores it, maybe not.
It looks like we can make decisions based on the last mission results, could we?
If so, could you explain how it works, please?
The opsCoralSea.dat is very different too, I think it is related to the [Links] section.

Thank you very much, sir. 8)



santobr.
Title: Re: Project DGen_mod
Post by: heidelergensis on July 26, 2012, 10:22:23 AM
Thanks a lot for your help, guys..

 Asura, the truth is that I have to test which campaigns don´t work, because up to now I have made an attempt only, an seeing that the utility crashed, I had inferred that the Enjoyr collection was not compatible....In behalf of your kind offer, give me a little time in order to test each one of the campaigns and collect to you a complete report in order to make your task over this issue as short as possible.
Title: Re: Project DGen_mod
Post by: Asura on July 27, 2012, 12:06:41 AM
santobr
opsCoralSea.dat standard for Pacific, and the section [Links] in the DB file is responsible for the connected missions. For example there was oUsReconCarrier mission if it is successful following there will be oUsAttackCarrier if oUsReconIntercept isn't successful. The code in the generator is realized and it seems should work. In detail I didn't check it.
Title: Re: Project DGen_mod
Post by: Asura on July 27, 2012, 12:09:28 AM
Asura, the truth is that I have to test which campaigns don´t work, because up to now I have made an attempt only, an seeing that the utility crashed, I had inferred that the Enjoyr collection was not compatible....In behalf of your kind offer, give me a little time in order to test each one of the campaigns and collect to you a complete report in order to make your task over this issue as short as possible.

Ok  :)
Title: Re: Project DGen_mod
Post by: santobr on July 27, 2012, 07:36:46 AM
Thank you, sir. :)



santobr.
Title: Re: Project DGen_mod
Post by: danish12 on August 05, 2012, 10:35:39 PM
hi Asura igot this massage                                   Invalid or Deleted File.

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Title: Re: Project DGen_mod
Post by: Asura on August 06, 2012, 01:40:47 AM
https://www.sas1946.com/main/index.php/topic,20104.msg278731.html#msg278731 (https://www.sas1946.com/main/index.php/topic,20104.msg278731.html#msg278731)

In this message reference to the freshest version.
Title: Re: Project DGen_mod
Post by: danish12 on August 06, 2012, 01:42:02 AM
thank you sir ;)
Title: Re: Project DGen_mod
Post by: danish12 on August 06, 2012, 05:54:36 AM
When i press generate button on some mission my pc producing beeeeb sond and nothing happen pls help me..Oh my english!
Title: Re: Project DGen_mod
Post by: leszek957 on August 06, 2012, 08:08:15 AM
some last lines from Dgen_modERROR.log:
...
Inherits operations from DGen\opsM41F.dat
Loading 383 operation from DGen\opsM41F.dat
Loading 245 red moving group
Loading 1301 red stationary units
Loading 77 red buildings
Loading 231 blue moving group
Loading 476 all moving group
Loading 1141 blue stationary units
Loading 2442 all stationary units
Loading 0 blue buildings
Loading 77 all buildings
ShipList count 52 objects
ZoneList count 0 objects
ClusterList count 59 objects
FleetList count 18 objects
CarrierList count 0 objects
Dangerous areas - Red:54 Blue:10
No Axis airfields left
War DB not found or bad

and no beep.
All campaign files from "old" DGen, reworked "old good BOE". Campaigns starts/working great in last DBW/4.101 but [episode_name]Red|Blue.mis are from 4.09 FMB.
What can i do with this error ?

Title: Re: Project DGen_mod
Post by: danish12 on August 06, 2012, 07:58:26 PM
I hope they will fix it ,
Title: Re: Project DGen_mod
Post by: Asura on August 07, 2012, 02:44:12 AM
Quote
No Axis airfields left
War DB not found or bad

Probably problem in air starts. Send me this campaign, I will look. And still all log files.
Title: Re: Project DGen_mod
Post by: jeanba on August 07, 2012, 12:08:21 PM
Hello

Enjoying my Normandie Niemen KurlandNov44 then dec44 campaigns and noticed the following things :
- random aircraft may be US or British, I even have a Miles Magister  !!!
- One misison failed.
- When changiong from Nov44 to Dec44 campaign, I am not anymore the leader, but leader of the second sveno, though my leader ids of lower rank.

I send you my campaign by mail
Title: Re: Project DGen_mod
Post by: Cicero on August 07, 2012, 12:32:35 PM
@Asura:

Is your programm compatible with Win7 64bit? I installed the full version onto 4.11.1 stock version, but it won't start - it gives me an application crash with error report pointing towards 'kernel.dll'.
Better wanted to ask if it even should work on 64bit before I look for the reason of the problem.
Title: Re: Project DGen_mod
Post by: Juri_JS on August 07, 2012, 01:38:52 PM
I am also using it with Win7 64bit in stock 4.11.1 and have no problems.
Title: Re: Project DGen_mod
Post by: Cicero on August 08, 2012, 12:25:15 AM
Thanks, so it must be something on my machine. Anything special as requirement? Java? MS Net Framework etc.?

Title: Re: Project DGen_mod
Post by: Asura on August 08, 2012, 04:02:43 AM
I send you my campaign by mail

I will surely look, only soon it won't turn out - I copy the main parts of the generator for further development. The problem with the nations should will decide in the course of this work. A question with leaders I will assort...
Title: Re: Project DGen_mod
Post by: Asura on August 08, 2012, 04:07:09 AM
Thanks, so it must be something on my machine. Anything special as requirement? Java? MS Net Framework etc.?

The generator doesn't demand any additional programs. This usual console Windows application. At my place works at Win 7 64. Problems only met antiviruses - they defined the new generator as possible threat from for the hidden working window.
Title: Re: Project DGen_mod
Post by: jeanba on August 08, 2012, 04:12:47 AM
I send you my campaign by mail

I will surely look, only soon it won't turn out - I copy the main parts of the generator for further development. The problem with the nations should will decide in the course of this work. A question with leaders I will assort...
I am not in a hurry, I just want to contribute to the improvement of this excellent tool.
For the nations, may I suggest that you define the "random flight"  from info in the db file, excluding the player's unit ?
Title: Re: Project DGen_mod
Post by: Boelcke on August 08, 2012, 08:49:31 AM
For the nations, may I suggest that you define the "random flight"  from info in the db file, excluding the player's unit ?

a good idea, the random flights are always a problem - perhaps it´s a way to controll it, if it´s possible to realize for Asura
Title: Re: Project DGen_mod
Post by: jeanba on August 08, 2012, 09:18:52 AM

a good idea, the random flights are always a problem - perhaps it´s a way to controll it, if it´s possible to realize for Asura
Of course, only asura know the code, so only him can tell how difficult it is.
Title: Re: Project DGen_mod
Post by: Asura on August 08, 2012, 11:24:41 PM
Not completely understood idea. In general the plane of the player, his group, the nation and all the rest doesn't depend on DB file data. The section [Planes] is necessary only for formation of groups of the opponent and "random flight". Write in more detail about idea. :)
Title: Re: Project DGen_mod
Post by: Boelcke on August 09, 2012, 12:18:49 AM
Dgen is creating random flights, problem is that on ETO maps the random flights are always USAAF for the allies and german for the axis. So, you sometimes have for example Hurricanes or Spitfires with US markings (or other planes). On desert maps you will have Fiat´s with Luftwaffe markings and so on.  It´s a great immersion killer.
Title: Re: Project DGen_mod
Post by: Lagarto on August 09, 2012, 12:25:49 AM
I noticed another strange thing working on templates for some campaigns - when placing static aircraft at airfields, I give Italian aircraft Italian markings, and Romanian aircraft Romanian markings, but in the game they all display German markings.

One more thing:
How to make flights from different units participating in a given mission take off from different airfields? It would look much more natural if the system could disperse them on nearby airstrips, and not queue them up in a long line on the same airfield.
I remember that in Juri’s Solomons campaigns, fighters scrambling from Russell Islands were simultaneously taking off from two airfields, so under some conditions it is possible.
Title: Re: Project DGen_mod
Post by: Juri_JS on August 09, 2012, 01:12:51 AM
Dgen is creating random flights, problem is that on ETO maps the random flights are always USAAF for the allies and german for the axis. So, you sometimes have for example Hurricanes or Spitfires with US markings (or other planes). On desert maps you will have Fiat´s with Luftwaffe markings and so on.  It´s a great immersion killer.

I have tested random flights in my Norway campaigns and I didn't have any problems, but I remember I once had this random flight issue some years ago in the old DGen. I don't know how it works in the new DGen, but in the old one, there always needed to be planes in the db file, that had the B/Bomber, F/Fighter, R/Reconnaissance and T/Transport roles, or random flights wouldn't work correctly (can't remember if A/Attack and fB/FBomber was also needed). If DGen wasn't able to find a plane for these roles in the db file it sometimes selected one not in the db file and with a wrong nationality.

I noticed another strange thing working on templates for some campaigns - when placing static aircraft at airfields, I give Italian aircraft Italian markings, and Romanian aircraft Romanian markings, but in the game they all display German markings.

I have the same problem with RNZAF planes in my Solomons campaigns.
Title: Re: Project DGen_mod
Post by: jeanba on August 09, 2012, 01:23:35 AM
Not completely understood idea. In general the plane of the player, his group, the nation and all the rest doesn't depend on DB file data. The section [Planes] is necessary only for formation of groups of the opponent and "random flight". Write in more detail about idea. :)
This is what I suggest :
To define a random flight, take a plane with a nation and unit which is defined in the campaign which is currently played.
So that you are sure that on the Eastern front or before 1942 : no US plane.
If a random plane is an Italian plane, it will have Italian markings .
...
Note that the unit should not be the player unit.

Title: Re: Project DGen_mod
Post by: Juri_JS on August 09, 2012, 02:08:47 AM
Hello

Enjoying my Normandie Niemen KurlandNov44 then dec44 campaigns and noticed the following things :
- random aircraft may be US or British, I even have a Miles Magister  !!!

Confirmed, happens everytime the French Normandie-Niemen unit is used and not only on the Kurland map. When flying the same sub-campaign as Russian pilot everything is ok.

I also noticed, that I can't fly the Polish DGen campaigns on the Berlin map, because the Polish aircraft are missing in the AllPlanes file.

EDIT:
I have added the Polish aircraft in the AllPlanes file and noticed the same problems with random flights in the Polish campaign as in the Normandie-Niemen campaign.
I guess there is something wrong with non Russian units flying for the Soviet Air Force, because random flights work correct, when I fly as Russian pilot.
Title: Re: Project DGen_mod
Post by: Lagarto on August 09, 2012, 07:02:11 AM
I gave up using 'random flights' altogether, they're just a headache.
Title: Re: Project DGen_mod
Post by: heidelergensis on August 09, 2012, 11:07:05 AM
Thanks a lot for your help, guys..

 Asura, the truth is that I have to test which campaigns don´t work, because up to now I have made an attempt only, an seeing that the utility crashed, I had inferred that the Enjoyr collection was not compatible....In behalf of your kind offer, give me a little time in order to test each one of the campaigns and collect to you a complete report in order to make your task over this issue as short as possible.

  Sorry, guys; I quit.;D.

  The Enjoyr mission packs were composed so much time ago, or with such an propietary Dgen version, that most of the campaigns fail to initiate; Here, some route for some squadron is the cause; there, somethink in the map , even a stock one, doesn´t fit.... It would be needed to review almost the entire pack to have it working, and I agree that such a task is not paying any reward, since one wanting to use the Enjoyr´s packs only has to use its attached Dgen version. With the help of JSGME this is a most easy task.

  I guess is much better to take this new Dgen edition as a sort of "new dawn" for new campaigns making good use of the new maps and features, and leave those preceeding works as they were done on its time....Sorry.
Title: Re: Project DGen_mod
Post by: Boelcke on August 09, 2012, 11:55:41 PM
Concerning the random flights, i had US Hurricanes on the northern africa map, altough there aren´t US squadrons in the DB file, so i can confirm that it´s the same situation like with the stock dgen.exe.
Title: Re: Project DGen_mod
Post by: Asura on August 10, 2012, 12:17:31 AM
I will confirm once again - version 1.0.1.0 has problems with definition of a national identity of casual planes. It was made on the stock code of the generator and adapted only for stock of campaigns. In new campaigns with it there are problems as the old algorithm wasn't adjusted on free use of combinations the NATION - PLANE.

But, I already have a decision which 100 % will correct a situation. The decision universal also won't be any restrictions on the nations and planes. It is necessary to wait only the following version. ;)
Title: Re: Project DGen_mod
Post by: heidelergensis on August 10, 2012, 01:53:27 AM
 No, really, ...I came to the conclusion that the best way to take advantage of your new development is to use it as a basis for new campaigns using all the new maps, planes, that it will allow us to employ.

  Legacy  campaign sets, that involve only the components available on its time (stock), would only deserve your valuable time if you could fix them with ease. It´s not the case; I think now that anyone revisiting legacy material would have to spend an amount of time that does not pay the effort, and would divert you from the relevant task: The upgrading of the new Dgen itself.
Title: Re: Project DGen_mod
Post by: Juri_JS on August 10, 2012, 03:03:01 AM
No, really, ...I came to the conclusion that the best way to take advantage of your new development is to use it as a basis for new campaigns using all the new maps, planes, that it will allow us to employ.

  Legacy  campaign sets, that involve only the components available on its time (stock), would only deserve your valuable time if you could fix them with ease. It´s not the case; I think now that anyone revisiting legacy material would have to spend an amount of time that does not pay the effort, and would divert you from the relevant task: The upgrading of the new Dgen itself.

One of the reasons why some of the old campaigns don't start in the new DGen is, that the new version is less tolerant to mistakes in the campaign files than the old Dgen. It is sometimes just a minor mistake in a single file that is causing these incompatibility issues. If they are found, a corrected version of the campaign file can be added to the next release of Asura's DGen, this was already done for a mistake in the Coral Sea subcampaigns.

Let's use the problem with the Africa campaigns you had reported as an example. I have taken a look at the files and noticed, that the campaign builder made a small mistake in the last line of the db files:

"[Operations]  <<ops41afr.dat"

There are two blanks after [Operations] instead of one. Remove one of the blanks and the campaigns will work correctly.
I have uploaded the corrected files here:
http://www.axis-and-allies-paintworks.com/Skins/Juri_JS/Africa_fix.zip

Just put them in you DGen folder. Maybe Asura can include them in his next release.

It would be a great help, if people could report other campaigns that don't start in the new Dgen, so we can check them systematically for such mistakes.
Title: Re: Project DGen_mod
Post by: heidelergensis on August 10, 2012, 03:14:42 AM
er..ok, I will finish then my test of them all; When ready , a report an a log for each failure will be available to you guys.
Title: Re: Project DGen_mod
Post by: Boelcke on August 10, 2012, 04:45:37 AM
I will confirm once again - version 1.0.1.0 has problems with definition of a national identity of casual planes. It was made on the stock code of the generator and adapted only for stock of campaigns. In new campaigns with it there are problems as the old algorithm wasn't adjusted on free use of combinations the NATION - PLANE.

But, I already have a decision which 100 % will correct a situation. The decision universal also won't be any restrictions on the nations and planes. It is necessary to wait only the following version. ;)

thx :)

Title: Re: Project DGen_mod
Post by: Lagarto on August 10, 2012, 06:48:33 AM
Occasionally the system seems to ignore the [Squadrons] section of the campaign's DB file and mismatches aircraft and units. For example, I get Bf 110s assigned to one of the listed JG units, and not to a ZG unit, as stated in the DB file. Not a big deal, but a little irritating. Perhaps I'm doing something wrong.
Title: Re: Project DGen_mod
Post by: Asura on August 13, 2012, 12:59:49 AM
I will look more attentively at this part of a code.
Title: Re: Project DGen_mod
Post by: IJNfan_PL on August 18, 2012, 04:34:01 AM
I would like to thank Asura and everyone who is involved in this Project. Thanks to you I can fly planes in campaigns that were previously unavailable!

I do not know if this error was was already mentioned. After finishing the mission I heard a beep and the screen will appear with a description next flight, but without generated missions.
At the end of the log message appears: "Error in Select_PF_Target". ???
I think, even if all the objects for this campaign were destroyed (but they weren't), DGen should create a missions in a new Theatre of Operations... instead of abandoning action. ;)

How can I fix this? Can I somehow continue this campaign? Will DGen continue working, if I will generate mission and wrote it in campaign.ini?
Title: Re: Project DGen_mod
Post by: Semor on August 18, 2012, 09:29:32 AM
Hi Asura.

Think I need your help.I play
Asia for the Asians!
Ojcar's dynamic (DGen) campaign.The campaign is updated by Greybeard for 4.11/HSFX 6 and your DGen mod.
After the first mission then I hit mission end and like to go on to the next one,DGen crashes to desktop and gave me the following error message:

(http://i1247.photobucket.com/albums/gg632/chiefrogger76/Screenshots/rok.jpg)

The DGen-mod-eventlog says that everything is ok  ???

any ideas?  regards,Semor
Title: Re: Project DGen_mod
Post by: Lagarto on August 18, 2012, 04:05:55 PM
Semor, I'm not an expert, but to me the date format is wrong. If my files are the same as yours, change all the dates in the [Schedule] section of the DB file (it's BurmaC, isn't it?) starting with 0 to 'full' dates, namely:

19400913
19400920
19400928
...and so on, instead of:

00913
00920
00928
Title: Re: Project DGen_mod
Post by: Boelcke on August 19, 2012, 02:59:47 AM
i think both can be used
Title: Re: Project DGen_mod
Post by: greybeard on August 19, 2012, 03:14:32 AM
Hi guys!

I think latest DGen_mod, although using full date format, is compatible with old one. I myself played "Asia for the Asians Revisited" with it and had no glitches until penultimate subcampaign. I can suggest to Semor to download and install (if him didn't yet) my latest version, where I addressed some errors but that mentioned (also detailed in its own "Readme" file). Waiting for next DGen_mod version, which will fix those problems, I would propose to play with stock DGen, just avoiding to choose as player's plane the two non-stock ones (i.e.: Ki-44 and Ki-43-III).

I hope Asura would add his comments, by far more useful than mine, since I'm getting some similar complaints (early subcampaigns not playable) that I can't reproduce on my system (and absolutely I'm unable to guess the cause).

GB
Title: Re: Project DGen_mod
Post by: Lagarto on August 19, 2012, 04:19:06 AM
Yes, both can be used - unless they start with 0.

"The old YMMDD format can still be used, provided it falls into the 1 January 1941 - 31 December 1945 period".
I'm quoting Asura's manual, page 7.

Semor, do as I told you, I had a similar problem with my 1940 western campaign and changing date format fixed it.
Title: Re: Project DGen_mod
Post by: Semor on August 19, 2012, 04:44:09 AM
Ok,thanks Lagarto and Greybeard

I´m on it...

I redownloading the whole campaign atm and install it again,if I had no luck with this,then changing the data format,one of these two things will work.  :D

cheers.

Title: Re: Project DGen_mod
Post by: Boelcke on August 19, 2012, 06:57:39 AM
Semor, I'm not an expert, but to me the date format is wrong. If my files are the same as yours, change all the dates in the [Schedule] section of the DB file (it's BurmaC, isn't it?) starting with 0 to 'full' dates, namely:

19400913
19400920
19400928
...and so on, instead of:

00913
00920
00928


thx, you´re absolutely right, now i´ve got my Westfront40 campaign working :)

Title: Re: Project DGen_mod
Post by: Lagarto on August 19, 2012, 08:32:07 AM
Glad to have helped :)

I have encountered a different kind of problem in my current (Bf 109E7/Z) DGen campaign. After takeoff the AI aircraft fly to the first waypoint at a nearly stalling speed of 180 kph (I've checked via FMB), and only then they speed up to over 300 kph. On a mountainous map like Bessarabia it's suicidal because they often crash into the surrounding hills moments after takeoff. How to make them fly faster to the first waypoint?
The problem is not aircraft-specific, because I've noticed that the opposition (I-16s and MiG-3s) also barely crawl to the first waypoint.
Title: Re: Project DGen_mod
Post by: Juri_JS on August 19, 2012, 09:48:26 AM
I think 180 kph is the standard speed for the first waypoint and it is not affected by the speed settings in the planes file.
You could try to exchange the start and landing points on the airfield. In my Solomon campaigns I had to do this too, to avoid crashing into hills when starting from some airfields.
Title: Re: Project DGen_mod
Post by: Asura on August 20, 2012, 01:30:48 AM
At the end of the log message appears: "Error in Select_PF_Target". ???

Unfortunately, the primary plan on association of two branches led to change of balance in the generator. It sometimes leads to that the generator doesn't find unequivocal communication "mission type - the purpose" and deduces similar mistakes. I now work over radical change of these procedures and mistakes won't arise. While I would recommend not to use in ini the file the MissionDistance parameter = it strongly limits the available purposes.

Quote
How can I fix this? Can I somehow continue this campaign? Will DGen continue working, if I will generate mission and wrote it in campaign.ini?

Close game. Find in the file Dgen_modERROR.log the line ParamStr: copy its contents in a clipboard. Then in a command line start the generator manually. An example -

ParamStr: users/1/ missions/campaign/ru/DGen_F_Crimea4214/ 1 282654864639 0 4

C:\..\IL-2 Sturmovik 1946\dgen.exe users/1/ missions/campaign/ru/DGen_F_Crimea4214/ 1 282654864639 0 4

Thus you repeat generator start with the last parameters and he will repeat generation of unsuccessful mission. If generation passes without mistakes - start game and load campaign.
Title: Re: Project DGen_mod
Post by: Asura on August 20, 2012, 01:35:04 AM
After the first mission then I hit mission end and like to go on to the next one,DGen crashes to desktop and gave me the following error message:

Such situation arose in volume a case if campaign began with the version generator till 1.0.1.0, and proceeded in version 1.0.1.0. In the file! Read First.pdf is described campaign translation process under the new generator.

And as correctly wrote colleagues - 1940 can be only in a full format in section [Schedule].
Title: Re: Project DGen_mod
Post by: Asura on August 20, 2012, 01:44:04 AM
Speed of 180 km/h and height of 300 meters is registered in algorithms of routes for all planes. So it was primary and I didn't begin to change these values. Whether there is in it a need? AI will run all the same into mountains... :)
Title: Re: Project DGen_mod
Post by: Lagarto on August 20, 2012, 04:19:49 AM
Speed of 180 km/h and height of 300 meters is registered in algorithms of routes for all planes. So it was primary and I didn't begin to change these values. Whether there is in it a need? AI will run all the same into mountains... :)

I thought that giving the poor bastards a little more power on takeoff would help them survive a bit longer :) Apparently they can 'see' the obstacles ahead but they don't have enough flying speed to clear them.
Title: Re: Project DGen_mod
Post by: Asura on August 21, 2012, 12:15:40 AM
Well, I will add to fighters of speed. :)
Title: Re: Project DGen_mod
Post by: Lagarto on August 21, 2012, 12:40:47 AM
Thank you :) Here's another issue with the old DGen.exe that you must be aware of.
In the campaign I'm presently working on, I want Luftwaffe to fly only offensive missions, but when I removed all the ‘oDeDefend’ and ‘oDePatrol’ missions from the ops file, I got a freeze-up. Strangely, when I leave only one ‘oDeDefend’ and one 'oDePatrol' mission, the system generates them over and over again, persistently ignoring dozens of other available mission types. Is there a fix for it?

EDIT: I solved the problem of the system generating only defensive missions - and it was my fault  :-[
In the DGen_mod.ini I had no entry whatsoever about MissionDistance, so apparently the system searched for targets only in the radius of the default 60 km. Now, when I put MissionDistance=250, my aircraft finally began to range out far and wide, finding other targets.
Title: Re: Project DGen_mod
Post by: Semor on August 21, 2012, 05:56:38 AM
Ok guys..I´m a bit lost..

The Asia for the asians becomes a hard nut for me.

1.Greybeard,I downloaded your "corrected"version of the campaign,but I noticed now the missing Mods folder in the Zip package and as a result after a short test-install I cant see the new planes.i.e Ki-44 & Ki-43III.

So,I try the second solution and start to edit the "old version" like Lagarto told me.But after openig the first DB file, Burma 42 in this case I look at the [Schedule] section and found this entrys:
[Schedule]
40115   350 1
40117   120 1
40120   120 1
40122   120 1
40124   120 1
40126    60 1
40130    60 1
40202    60 1
40205    40 1

now I´m a bit confused,cause the dates seems right to me,or not??
To be honest I´m not very familiar with editing such files.

I need a bit help...
Title: Re: Project DGen_mod
Post by: santobr on August 21, 2012, 06:16:51 AM
Maybe:
19440115   350 1
19440117   120 1
19440120   120 1
19440122   120 1
19440124   120 1
19440126    60 1
19440130    60 1
19440202    60 1
19440205    40 1



santobr.
Title: Re: Project DGen_mod
Post by: Semor on August 21, 2012, 06:26:08 AM
hmmm..(scratch my head..)

looks right.will try ASAP!

Thank you.  :)
Title: Re: Project DGen_mod
Post by: Semor on August 21, 2012, 06:40:11 AM
No luck with this.I ended with the "peep" sond and DGen wont generate a campaign.

 :-X
Title: Re: Project DGen_mod
Post by: Lagarto on August 21, 2012, 06:58:41 AM
I'm not familiar with mods, so I can't really help.
By the way, the "beep" sound is better than a freeze-up, because the "beep" generates an error report; freeze-up doesn't generate anything.
Title: Re: Project DGen_mod
Post by: Semor on August 21, 2012, 07:21:22 AM
Thanks Lagarto,You`re right.

Quote
= DGen 4.0.0.9 (01/05/05) =
seed: 16831166
DGen initialization. Side: ja, Rank: 0
MaxBomberSkill=3
Distance=250 km
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=High
GroundIntensity=High
SlowFire=50.0
PromotionRate=0.500000
Career ID: JaO
34
Singapore:Singapore43
Inherits Singapore43
ReadDB sorties:1
TestWing(f,s): IJA_F_S_50z 0 00
Cannot find squad 615Squadron
Title: Re: Project DGen_mod
Post by: Juri_JS on August 21, 2012, 07:46:58 AM
According to your error log you are using a very old DGen.exe version from 2005.
Title: Re: Project DGen_mod
Post by: Semor on August 21, 2012, 08:13:34 AM
No. I use the newest Dgen-mod 1.0.1.0!!

Don`t really know whats happend with this. But I hope the Greybeard can make a corrected version from Asian for the Asians campaign. (with the right time settings & the new planes)

greets. Semor
Title: Re: Project DGen_mod
Post by: Boelcke on August 21, 2012, 08:20:32 AM
Must be an old errolog file, delete the errorlog file and try again, when there is a new errorlog file in the Il2 folder post it here
Title: Re: Project DGen_mod
Post by: Juri_JS on August 21, 2012, 08:36:10 AM
The error log files in the new DGen are called "Dgen_modERROR", I guess you have posted an old "DgenERROR" file.
Title: Re: Project DGen_mod
Post by: Semor on August 21, 2012, 08:56:14 AM
sorry guys,my fault.dont know where the old EXE cames from. ::)
Installed the correct one,but had the same CTD again as before editing the DB files.

Edit: I gave up for the moment,I´m not very talented in editing an tweaking an existing campaign.
Maybe one day there will be a better version of this nice campaign out there.
Dont want to waste space at Asuras thread at this point.
Thanks again for the help to all of you guys.

regards.Semor  :)
Title: Re: Project DGen_mod
Post by: greybeard on August 21, 2012, 10:11:48 AM
Semor,

I missed MOD folder from latest version because I realized it was useless in my case add a modified one.

I checked first subcampaign and actually that does not run after first mission cause the date format; I'm really sorry for this. You should edit, though, BurmaC and not Burma42 to fix.

I didn't gave up. Just waiting Asura's fixes to update "Asians". I think I'll do a version suited only for DGen_mod to avoid any confusion.

S!
GB
Title: Re: Project DGen_mod
Post by: Semor on August 21, 2012, 10:36:40 AM
....Finaly I´ve got it!!!

Editing Burma C was the key! ;D ;D

Many thanx for your help mate.

cheers from Germany.

Semor
Title: Re: Project DGen_mod
Post by: Lagarto on August 21, 2012, 10:51:17 AM
Well, didn't I say - three days ago - edit BurmaC? :) Anyway, we all learned how DGen works by trial and error, and by asking lots of questions.
Title: Re: Project DGen_mod
Post by: Asura on August 21, 2012, 11:54:19 PM
Thank you :) Here's another issue with the old DGen.exe that you must be aware of.
In the campaign I'm presently working on, I want Luftwaffe to fly only offensive missions, but when I removed all the ‘oDeDefend’ and ‘oDePatrol’ missions from the ops file, I got a freeze-up. Strangely, when I leave only one ‘oDeDefend’ and one 'oDePatrol' mission, the system generates them over and over again, persistently ignoring dozens of other available mission types. Is there a fix for it?

EDIT: I solved the problem of the system generating only defensive missions - and it was my fault  :-[
In the DGen_mod.ini I had no entry whatsoever about MissionDistance, so apparently the system searched for targets only in the radius of the default 60 km. Now, when I put MissionDistance=250, my aircraft finally began to range out far and wide, finding other targets.

Except association of branches I also work over this problem. To tell she is already solved more truly. Now the algorithm will use only those types of missions which are in ops file. It will be possible to add in ops file only one line - for example interception of transport planes, and these missions will be formed only. The MissionDistance parameter isn't used any more, the radius of flight and search of the purposes undertakes from FM game. Search of the purposes is carried out according to all map without a binding to key points is should provide the various directions of departures and prevention of freezing of the program. But the reasonable balance between the maintenance of ops files and the purposes on maps should remain.
Title: Re: Project DGen_mod
Post by: Lagarto on August 22, 2012, 12:14:59 AM
Thank you :)
By the way, on some airfields AI aircraft disappear after landing, and on others they don’t. Is it possible to stop them from disappearing?
Title: Re: Project DGen_mod
Post by: Asura on August 22, 2012, 02:36:50 AM
Thank you :)
By the way, on some airfields AI aircraft disappear after landing, and on others they don’t. Is it possible to stop them from disappearing?

This part isn't subject to me.  :)
Title: Re: Project DGen_mod
Post by: santobr on August 22, 2012, 05:08:21 AM
@Lagarto
It's an option in FMB.
Maybe changing the base mission, I don't know for sure.



santobr.
Title: Re: Project DGen_mod
Post by: Lagarto on August 23, 2012, 08:43:28 AM
Thanks santobr, I tried this option but it doesn't seem to change anything.

Could someone please explain some of the more cryptic contents of the settingsXXX.dat file?
[AF_OFF] and [Airstart] seem self-explanatory, but I'm not sure about the contents of the [Distance] section: AFRange, ClustersRange, ClustersRadius and ClustersCount. What do they do? Are there any other available tweaks?
Title: Re: Project DGen_mod
Post by: Semor on August 23, 2012, 03:21:36 PM
Hi Asura.

I have a question, ok,maybe a very dumb question,but anyway...

I play mostly DCG stuff cause of the (as I think) better flexibility in campaign settings.From time to time I take a look at some DGen campaigns and with your fantastic work,I have a good feeling that this generator becomes a much better thing than the old ones.
I think,DCG has a great advantage in compare to the DGen,and this is the ability to track the plane losses.
(please correct me if I´m wrong at this point..)
How do I come to this? easy,I play for the moment Greybeard`s Asia for the Asian campaign and I must fight hard for my virtual life :D..but it does not matter how many enemys my squad and I kill in each mission.The frontline moves in the next mission but the same number of enemy fighters/bombers are in the air again!
In DCG,the plane losses,are tracked for the next mission by the generator(for blue & red)and you can set the resupply rate for days & weeks. I think this is much more realistic., so to speak.
Question: is this "feature" in any kind already in your new DGen,and if not,it`s possible to implement this in the future?

Regards from Semor  :)
Title: Re: Project DGen_mod
Post by: Asura on August 24, 2012, 12:53:01 AM
Could someone please explain some of the more cryptic contents of the settingsXXX.dat file?
[AF_OFF] and [Airstart] seem self-explanatory, but I'm not sure about the contents of the [Distance] section: AFRange, ClustersRange, ClustersRadius and ClustersCount. What do they do? Are there any other available tweaks?

The section [Distance] contains settings for definition of the group purposes - ports, warehouses, HQ etc. The description of parameters now competently I can not make - there will be difficulties with transfer. Juri_JS can can help? :)
Title: Re: Project DGen_mod
Post by: Boelcke on August 24, 2012, 12:55:49 AM
[AF_OFF] = can be used to disable airfields form use

[Airstart] = if you want airstart for example for the enemy to reduce the flight time for your own filght

look at juri_js Salomon campaign and there you will find values for each parameter
Title: Re: Project DGen_mod
Post by: Asura on August 24, 2012, 01:00:31 AM
I have a question, ok,maybe a very dumb question,but anyway...

O yes! :) Never-ending crowds of enemies in Pacific campaigns, especially at attacks on airfield of the player it that that impossible. :) Now the mechanism of replenishment and the accounting of losses it is possible to tell doesn't work absolutely. More true it isn't present and wasn't in the old generator in a normal look. To change it not a problem and I surely I am going to make it. It is necessary to think up only the mechanism, and to realize it not so difficult. If there are offers - with pleasure will listen.
Title: Re: Project DGen_mod
Post by: Juri_JS on August 24, 2012, 02:35:27 AM
Thanks santobr, I tried this option but it doesn't seem to change anything.

Could someone please explain some of the more cryptic contents of the settingsXXX.dat file?
[AF_OFF] and [Airstart] seem self-explanatory, but I'm not sure about the contents of the [Distance] section: AFRange, ClustersRange, ClustersRadius and ClustersCount. What do they do? Are there any other available tweaks?

AFRange=3000 (default)
Objects in this Range around the airfield will be recognized as airfield targets and not, for example, as artillery or depot. It was necessary to add this setting for the Guadalcanal part of my Solomons campaign, because with the default setting all objects in the small American perimeter on the island were recognized as airfield objects. The setting is useful for other campaigns too, whenever an airfield is inside a small pocket, Stalingrad could be an example.

ClustersRange=2000 (default)
The distance between target clusters. If within this range a cluster already exists, a second cluster isn't formed.

ClustersRadius=1000 (defaul)
Radius in which objects are recognized as part of a target cluster.

ClustersCount=10 (default)
Number of objects that need to be in a cluster to be recognized as target for a mission. I am not sure if this is really needed for ETO campaigns, but in PTO campaigns it is useful.
Title: Re: Project DGen_mod
Post by: greybeard on August 24, 2012, 03:31:59 AM
... but it does not matter how many enemys my squad and I kill in each mission.The frontline moves in the next mission but the same number of enemy fighters/bombers are in the air again!

Quoting from IL-2 Manual (PF):
"In any operation, your forces will advance or retreat. The front line moves historically, but you
can speed it up or slow it down to a limited degree. If you destroy an object, it will stay
destroyed for whatever time is determined by its nature. Every destroyed plane, friendly or
hostile, reduces the total number of planes of this type, making their appearance less likely.
Lost trains and transport columns will affect the supply rate. If you kill or capture an enemy
ace, he will not appear in future battles.
"

This could be a bogus, like many stated features in IL-2. What i see editing DB files is that front movements are time-set, while in OPS files a fixed number of planes per mission is set: you may got up to ten different sets for same kind of mission, but I've no evidence they may be dynamically reduced as a consequence of previous missions results. Also, I read on some official IL-2 document about possible "downgrading" of available planes, that's to say squadrons could get replacement aircrafts of older models when current ones have been exhausted. Actually, sometimes I saw in debriefings warning about low number of planes left, but never got a "downgraded" mount.
Title: Re: Project DGen_mod
Post by: Juri_JS on August 24, 2012, 03:53:36 AM
Like most DGen campaign builders I try to create my campaigns as close to historical events as possible, so I don't want the players action to have any influence on the course of the campaign, that's the main reason why I use DGen instead of DCG.

If more player influence on campaigns depending on mission success is added in the future I would prefer that it is made optional.

 
Title: Re: Project DGen_mod
Post by: Boelcke on August 24, 2012, 04:04:13 AM
Like most DGen campaign builders I try to create my campaigns as close to historical events as possible, so I don't want the players action to have any influence on the course of the campaign, that's the main reason why I use DGen instead of DCG.

If more player influence on campaigns depending on mission success is added in the future I would prefer that it is made optional.

 

+ 1
Title: Re: Project DGen_mod
Post by: jeanba on August 24, 2012, 04:13:43 AM
Like most DGen campaign builders I try to create my campaigns as close to historical events as possible, so I don't want the players action to have any influence on the course of the campaign, that's the main reason why I use DGen instead of DCG.
 
A a simple player, that's why I use DGEN instead of DCG.
Title: Re: Project DGen_mod
Post by: Lagarto on August 24, 2012, 04:18:29 AM
Like most DGen campaign builders I try to create my campaigns as close to historical events as possible, so I don't want the players action to have any influence on the course of the campaign, that's the main reason why I use DGen instead of DCG.

If more player influence on campaigns depending on mission success is added in the future I would prefer that it is made optional.

+1! I'm interested in history reenactment, not a 'game'.
Title: Re: Project DGen_mod
Post by: Semor on August 24, 2012, 06:56:41 AM
jeeez....looks like I stich into a hornets nest. :D

+1! I'm interested in history reenactment, not a 'game'.
::) do you think,I not..??

Both,DGen & DCG have their advantages,and the timetable command in DCG can be a helpfull tool for historical accuracy.

@ greybeard,thanks for the explanation,I didn´t take a look into the manual for ages. I play a lot of Dgen campaigns before I discoverd DCG,and for example in one of the german eastfont campaigns I fly 89 missions in full real settings (no Hud,no padlock shit,no map icons,no external view,no zoom,etc.) before a russian Lagg-3 gave me the final shot,and honestly I didn´t had the feeling that our success/fail in one misson have a notable influence (dynamicly or historical accurate) in the next one.
So,maybe you´re right and this could be a bogus, like many stated features in IL-2.But I enjoy both,DGen and DCG.

Peace folks.  ;)
Title: Re: Project DGen_mod
Post by: santobr on August 24, 2012, 07:17:46 AM
I think now we can make big battles because of our newer machines, so, the influence of the player will be reduced or eliminated. :)



santobr.
Title: Re: Project DGen_mod
Post by: jeanba on August 24, 2012, 07:19:50 AM
Not such a hornet nest (I hope not) : For me, DCG is very good, but when I tested it, several years ago, lot of campaigns were strongly influenced by the player and the "campaign history" was completly different from the "true history"
So what I have always looked for was an option too "stop this"
Title: Re: Project DGen_mod
Post by: greybeard on August 24, 2012, 08:59:42 AM
+1! I'm interested in history reenactment, not a 'game'.

I agree.

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

I mean, again quoting the manual, if you destroy a static aircraft, you would not find it again in next air base attack; usually, they're set to be "restored if wrecked". Likewise, you would see a bombed bridge remaining wrecked, that I never saw, in this game. Still the manual says you'll never see in same campaign a killed ace: I flew with JG54 all the war and never saw Hannes Trautloft! Aces are missing at all, not only after being shot down!

Anything Asura will be able to improve I think will enhance player's enjoyment or at least reduce harassment.
Title: Re: Project DGen_mod
Post by: Boelcke on August 24, 2012, 10:42:43 AM
+1! I'm interested in history reenactment, not a 'game'.

I agree.

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

I mean, again quoting the manual, if you destroy a static aircraft, you would not find it again in next air base attack; usually, they're set to be "restored if wrecked". Likewise, you would see a bombed bridge remaining wrecked, that I never saw, in this game. Still the manual says you'll never see in same campaign a killed ace: I flew with JG54 all the war and never saw Hannes Trautloft! Aces are missing at all, not only after being shot down!

Anything Asura will be able to improve I think will enhance player's enjoyment or at least reduce harassment.

aces only appear for the enemy
Title: Re: Project DGen_mod
Post by: Semor 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.
Title: Re: Project DGen_mod
Post by: Cycle 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!
Title: Re: Project DGen_mod
Post by: greybeard 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.
Title: Re: Project DGen_mod
Post by: Boelcke on August 25, 2012, 02:12:09 AM
please guys, let's keep this thread clear for problems and support for Asuras dgen mod
Title: Re: Project DGen_mod
Post by: Lagarto 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.
Title: Re: Project DGen_mod
Post by: Lagarto 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 :)
Title: Re: Project DGen_mod
Post by: jeanba 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
Title: Re: Project DGen_mod
Post by: Asura 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.
Title: Re: Project DGen_mod
Post by: Asura 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.
Title: Re: Project DGen_mod
Post by: Juri_JS 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".
Title: Re: Project DGen_mod
Post by: Asura 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. :)
Title: Re: Project DGen_mod
Post by: Lagarto 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?
Title: Re: Project DGen_mod
Post by: Semor on August 30, 2012, 01:48:58 PM
Maybe a few suggestions for futher game mechanics.(if it´s possible)

-A better/ralistic plane resupply rate that can be for example set by the author of a campaign or set by the player in the [DGen] section of the confic.ini. With the the result that the enemy losses have greater impact on the count of planes that you encounter over the subcampaign and you never see the 10 bomers,10-15 fighters thing again and again in each mission.

-A "random"chance of interception in the missions,depending losses/resupplies for each squadron.This can be also set by the campaign builder/player.
At the moment,you have a nearly 100% chance of fighting in each mission,not very historical accurate.I know,the balance between fun and history,but I like this feature from DCG, that you´ll never know where the enemy is,from witch direction he comes and how many of them.If you´re were lucky,you will fly your route and come back saftly without contact but if not....you never know and must stay on high allert all over the time.  8)

cheers to all of you.

Title: Re: Project DGen_mod
Post by: Asura on August 30, 2012, 11:37:07 PM
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?

So happens, when the airfield of interceptors is too far from the purpose which is attacked by bombers. If it is possible to put fighters in an expectation circle, with bombers this method doesn't approach. I will turn on this attention when I will rule procedures of formation of routes.
Title: Re: Project DGen_mod
Post by: Asura on August 31, 2012, 12:11:50 AM
I had a possibility to carry out the next two weeks on the bank of the warm sea and I will use it. :) That you didn't miss - https://www.mediafire.com/?yskdgw89a8jo734 (https://www.mediafire.com/?yskdgw89a8jo734) the test, transitional version to future 2.0 here lies from 1.0.1.0. It is not finished version and it is intended for founders of campaigns and enthusiasts. The program completely wasn't tested yet and in it precisely there are mistakes but which can what be tried. To be exact:

1. Division into Pacific/not Pacific completely is absent - all files of campaigns are processed by one incorporated algorithm. As a base branch Pacific branch is chosen.
2. More than one departure in day available to all campaigns.
3. Absolutely new algorithm of selection is more whole, now it depends only on radius of flight of each plane which has been set in FM.
4. Data from FM are stored in the new AllPlaneDB.dat file which while is filled with test values. It will contain the correct values in version 2.0 from FM.

That isn't completed yet:
1. The system of briefings doesn't work - it too should be united.
2. Procedures of creation of routes for the incorporated version aren't adjusted.
3. The program practically wasn't tested.

I will prepare changes in the instruction on new possibilities while the basic - for formation of mission by the main file is now the ops file. Algorithm of work such:

1. Calculation of all is more whole on map available in flight radius.
2. Reading ops file and creation of the list available to mission: line of the ops file + quantity of the suitable purposes not equally to zero.
3. A choice in a random way such as mission.

Key points don't participate any more in a choice of the purposes. They are used only as the purpose "Town"

Besides I changed the list of available parameters in the ops file - added a number of possibilities. I will describe in the instruction in more detail.

After rest I will continue work on version 2.0, remained not much. ;)
Title: Re: Project DGen_mod
Post by: jeanba on August 31, 2012, 12:43:48 AM
Great, I will test !
Title: Re: Project DGen_mod
Post by: Juri_JS on August 31, 2012, 12:55:23 AM
Should we already send bug reports or is it better to wait for the release of 2.0?
Title: Re: Project DGen_mod
Post by: Asura on August 31, 2012, 02:14:20 AM
Should we already send bug reports or is it better to wait for the release of 2.0?

I am sorry, forgot to write. Bug reports to do while the sense isn't present - the version very crude and mistakes in it much. Generally from that association for 100 % isn't complete.
Title: Re: Project DGen_mod
Post by: greybeard on August 31, 2012, 07:54:41 AM
Thanks Asura for your commitment and test version 1.5.

About interceptors missing their target (which happens often in Pacific environment, especially with high-flying B-29), I guess it is due to climb speed not taken in account. I mean, maybe DGen computes time to target with cruising speed in level flight, not considering portions of flight made climbing at slower speed. This doesn't affect much short flights at low and medium altitudes, but has an impact on long flights at high altitudes.

Just an idea, cheers,
GB
Title: Re: Project DGen_mod
Post by: Lagarto on September 05, 2012, 04:18:28 AM
Here’s something that might need fixing. When I get injured during a mission, I’m usually transferred to the next sub-campaign, but if it’s the last sub-campaign, when I click the after-mission ‘apply’ button, the game freezes. Shouldn’t it display the campaign debriefing message, and finish the campaign?  Has anyone noticed the same problem?
Title: Re: Project DGen_mod
Post by: Kikka on September 05, 2012, 07:46:10 AM
Something like that happened to me when I was playing Boelcke's JG 27 westfront campaign.  I was wounded in Ardennes 1940, hit apply and instead of going to France 1940, I either got a blank map or froze.  I guess getting wounded doesn't work in some of these new campaigns?
Title: Re: Project DGen_mod
Post by: Sharkzz on September 07, 2012, 04:56:59 AM
 :D
wish I could understand rusky
Title: Re: Project DGen_mod
Post by: IJNfan_PL on September 09, 2012, 02:14:47 AM
At the end of the log message appears: "Error in Select_PF_Target". ???

Unfortunately, the primary plan on association of two branches led to change of balance in the generator. It sometimes leads to that the generator doesn't find unequivocal communication "mission type - the purpose" and deduces similar mistakes. I now work over radical change of these procedures and mistakes won't arise. While I would recommend not to use in ini the file the MissionDistance parameter = it strongly limits the available purposes.

Quote
How can I fix this? Can I somehow continue this campaign? Will DGen continue working, if I will generate mission and wrote it in campaign.ini?

Close game. Find in the file Dgen_modERROR.log the line ParamStr: copy its contents in a clipboard. Then in a command line start the generator manually. An example -

ParamStr: users/1/ missions/campaign/ru/DGen_F_Crimea4214/ 1 282654864639 0 4

C:\..\IL-2 Sturmovik 1946\dgen.exe users/1/ missions/campaign/ru/DGen_F_Crimea4214/ 1 282654864639 0 4

Thus you repeat generator start with the last parameters and he will repeat generation of unsuccessful mission. If generation passes without mistakes - start game and load campaign.
Unfortunately this solution didn't work. Again I heard a 'beep', and a new mission wasn't created. Instead appeared entries about pilot transfers, promotions. :(
Title: Re: Project DGen_mod
Post by: Asura on September 14, 2012, 11:36:55 AM
Unfortunately this solution didn't work. Again I heard a 'beep', and a new mission wasn't created. Instead appeared entries about pilot transfers, promotions. :(

Send me all files for debugging and still campaign files from the Dgen folder. I will look in what a problem.
Title: Re: Project DGen_mod
Post by: Asura on September 14, 2012, 11:38:29 AM
Hi, everybody! I returned. :) Couple of days to deal with affairs and I will continue version 2.0 preparation ;)
Title: Re: Project DGen_mod
Post by: Lagarto on September 15, 2012, 01:45:14 AM
Glad to see you back. How was the vacation? :)
Is the new, merged DGen going to work more like the one we have now for Europe, or the one we have for the Pacific? I always like the one for Europe more (it is better developed), and the one for Pacific never really worked as it should.
Title: Re: Project DGen_mod
Post by: Juri_JS on September 16, 2012, 01:33:25 AM
I was quite unhappy when I saw that the 1.5.0.0 test version is using the Pacific waypoint system in European campaigns, I doubt that it is a good idea. In my opinion it would be the best way to add an option to the settings file that allows campaign builder to select which waypoint system is used on a map. On some maps the Pacific system might be useful, on other maps the European system will work much better.
Title: Re: Project DGen_mod
Post by: Asura on September 17, 2012, 03:08:07 AM
Glad to see you back. How was the vacation? :)
Is the new, merged DGen going to work more like the one we have now for Europe, or the one we have for the Pacific? I always like the one for Europe more (it is better developed), and the one for Pacific never really worked as it should.

To have a rest always it is good! :) I will try to make a good hybrid of Europe and Pacific. I hope to take from branches all best. For example the system of messages will be from Pacific - it is universal and convenient, and here routes I will try to take from Europe, just as structure of briefings - it is more informative.
Title: Re: Project DGen_mod
Post by: Asura on September 17, 2012, 03:11:07 AM
I was quite unhappy when I saw that the 1.5.0.0 test version is using the Pacific waypoint system in European campaigns, I doubt that it is a good idea. In my opinion it would be the best way to add an option to the settings file that allows campaign builder to select which waypoint system is used on a map. On some maps the Pacific system might be useful, on other maps the European system will work much better.

I didn't manage to unite this part yet. In 1.5 routes only from Pacific, but this makeshift, only are really used in order that it was possible to try 1.5. In 2.0 over a land routes from Europe, over water - from Pacific will be used.
Title: Re: Project DGen_mod
Post by: Lagarto on September 18, 2012, 11:56:03 AM
Please don't forget to give us an option to manually set daylight hours :) I'm sick and tired of having to skip missions because it's too dark to fly.
Title: Re: Project DGen_mod
Post by: Asura on September 18, 2012, 11:24:23 PM
Please don't forget to give us an option to manually set daylight hours :) I'm sick and tired of having to skip missions because it's too dark to fly.

I will make surely. :)
Title: Re: Project DGen_mod
Post by: Lagarto on September 19, 2012, 05:08:35 AM
And of course I'm looking forward to the 'Antiship' type of missions for AI in the ETO/MTO, currently unused, so that we can finally have He 111s, Ju 88s, Do 217s, SM 79s, Beaufighters, IL-2s, IL-4s, and the forthcoming Beauforts do their torpedo work :)
Title: Re: Project DGen_mod
Post by: Asura on September 19, 2012, 11:46:08 PM
And of course I'm looking forward to the 'Antiship' type of missions for AI in the ETO/MTO, currently unused, so that we can finally have He 111s, Ju 88s, Do 217s, SM 79s, Beaufighters, IL-2s, IL-4s, and the forthcoming Beauforts do their torpedo work :)

Partially it already works - the ops codes of files are already incorporated. It is possible to try. ;)
Title: Re: Project DGen_mod
Post by: RealDarko on September 20, 2012, 08:40:58 AM
Is there a version I can try on DBW?
Title: Re: Project DGen_mod
Post by: Asura on September 20, 2012, 11:40:53 PM
Is there a version I can try on DBW?

I use DBW + DGen_MOD. Everything works. :) the New generator isn't adhered to the game and mods version. The main thing that in the AllClasses.dat file there were planes which are in your version.
Title: Re: Project DGen_mod
Post by: santobr on September 21, 2012, 04:49:01 AM
I was trying to enable the TBD and disable the F4F3 as an attack plane in the Coral Sea campaign.
For the TBD I wrote everything needed in AllClasses.dat and AllPlanes.dat and I included the TBD1 in the [Planes] section of CoralSea.DB
For the F4F3 I created the classesUN1.dat and I registered the F4F3 as a FIGHTER_N trying to override the AllClasses.dat.

Well, it looks like nothing changed, there isn't a TBD squadron in the attack carriers mission and instead of TBD there is a attacking squadron of F4F3 with bombs.

I don't know what to do anymore, maybe I forgot something, but I can't put the TBD instead of F4F3 in the attack carrier mission. :-[

Every help is welcome. :)

Thank you. ;)



santobr.
Title: Re: Project DGen_mod
Post by: Boelcke on September 22, 2012, 01:44:42 AM
I´m just working on a Northern Africa campaign for Asuras dgen.exe, for more inormations check this thread:

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2670

I´m also working on a Battle of Britain campaign with Canons BoB 1940 map:

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2705.0#post_2706


EDIT: @Semor - it´s not the first campaign for Asuras file, juri_js has already created a PTO Salomons campaign for it, available at A&A
Title: Re: Project DGen_mod
Post by: Semor on September 22, 2012, 03:51:47 AM
Looks very good. It´s the first Campaign with a modded map + Asuras Dgen exe, isn´t it?

Daumen hoch,Freu mich schon drauf.  8)

Btw..@ Asura. Maybe it´s possible to include a random Transit Altitude for Player/Ai Planes in the next DGen version?

Edit: I had a very old and anoying bug last evening: the "I get wounded and Dgen crashes in the next mission bug"
...I think you know what I mean  :-X  if you like,have a look,I reported this on Juri_JS Solomon thread:

https://www.sas1946.com/main/index.php/topic,25745.msg303365.html#new

Semor :)
Title: Re: Project DGen_mod
Post by: Juri_JS on September 23, 2012, 03:57:59 AM
The work in progress thread of my Manchuria/Khalkhin Gol campaign project for Asura's DGen:
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2683
Title: Re: Project DGen_mod
Post by: jeanba on September 23, 2012, 07:40:19 AM
Great !!!
Title: Re: Project DGen_mod
Post by: Semor on September 23, 2012, 10:29:30 AM
Really Great. I´ve been waiting sooo long for a early Japan War campaign in DGen format. Really cool.
Can I suggest you something? You say "we are missing many important Japanese aircraft from the late 30s". sadly this is right...but:

We have already a Ki-30 with the right skins! Ist´s only a hack but better than a skin hack for the D3A.
Please look here:

https://www.sas1946.com/main/index.php/topic,14502.0.html

..and instead the S-328 for the Ki-4 I think the K-10 fits more better in this timeframe and is build by a japanese Aircraft designer.

https://www.sas1946.com/main/index.php/topic,19215.0.html

And please dont forget about the legendary Mitsubishi A5M4 that takes also part in the Nomonhan incident with great sucsess.

my 2 Cent.  :)

Edit:you can contact me via Pm if you need some Historical infos or Paint shemes about the Ki-27 or infos about the Sentais in this conflict.
Title: Re: Project DGen_mod
Post by: Juri_JS on September 23, 2012, 11:35:53 AM
At the moment I have stopped building campaigns for the modded game. The Manchuria/Khalkhin Gol campaigns will be for the stock game, although it can be played without problems in the modded game.

The A5M4 wasn't used at Khalkhin Gol, it was a pure Army Air Force operation, but the A5M4 will appear in the semi-historical Lake Khasan sub-campaign.
Title: Re: Project DGen_mod
Post by: Semor on September 23, 2012, 01:35:51 PM
ok. No problem.

For the A5M4. after study some of my osprey publications,yes you are right,Khalkhin Gol was a pure Army Air Force operation. Sorry,my mistake.

Title: Re: Project DGen_mod
Post by: santobr on September 24, 2012, 10:46:07 AM
I was working on the Coral Sea campaign and I don't know if this was intended to work like that, but DGen is ignoring CDBomber and CTBomber entries in AllPlanes.dat.
It only reads CBomber entries.
I put CBomber entries for SDB3 and for TBD1 with a torpedo and finally it worked.
Now there are missions with a mix of TBDs and SBD3s against Japanese carriers in the Coral Sea campaign.
But I was thinking if DGen could make mistakes, creating missions with TBDs against ground targets in other campaigns that have ground targets.



santobr.
Title: Re: Project DGen_mod
Post by: IJNfan_PL on September 30, 2012, 10:19:03 AM
Unfortunately this solution didn't work. Again I heard a 'beep', and a new mission wasn't created. Instead appeared entries about pilot transfers, promotions. :(

Send me all files for debugging and still campaign files from the Dgen folder. I will look in what a problem.
Hello,
I'm sorry that I'm asking (I would not want to be pushy), but did you recieved the files I sent (to the e-mail: dgen.service@mail.ru) few days ago?
Title: Re: Project DGen_mod
Post by: Asura on October 01, 2012, 12:33:10 AM
I'm sorry that I'm asking (I would not want to be pushy), but did you recieved the files I sent (to the e-mail: dgen.service@mail.ru) few days ago?

I am sorry that didn't answer immediately. Simply now I change a code of the generator and it temporarily isn't efficient. :) Therefore the exact reason while I can not tell. The mistake arises from that there are no purposes suitable for attack.

Sea: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0 Amp:0 Con:5
Wake: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0 Amp:1 Con:0

The generator finds 5 transport sea caravans and group of amphibians, but in the corresponding ops the file there are no missions for these purposes. I think a mistake arises from for it. In the new version similar mistakes will be not possible - the algorithm is reversed.
Title: Re: Project DGen_mod
Post by: santobr on October 01, 2012, 04:35:38 AM
In the future maybe we could have new entries in ops files like nBT, nBTr, nBTx and nBD, nBDr and nBDx, so we could control a bit more the types of airplanes at PTO. :)
Another good thing could be to eliminate the 9 planes limit for each entry, because our systems have much more power now than at the time of the old version of DGen. The only problem is to make some coding to avoid explosions in the begining of the mission.



santobr.
Title: Re: Project DGen_mod
Post by: Semor on October 01, 2012, 06:49:44 AM
"eliminate the 9 planes limit for each entry, because our systems have much more power now than at the time of the old version of DGen."

100% Agree to your post santobr.
Title: Re: Project DGen_mod
Post by: Boelcke on October 01, 2012, 07:21:53 AM
"eliminate the 9 planes limit for each entry, because our systems have much more power now than at the time of the old version of DGen."

100% Agree to your post santobr.

there are some more limitations today in dgen.exe, for example 256 ships on a map, 40 planes for heavy bomber formations (hB) on ETO maps, 12 Fighters ...

Title: Re: Project DGen_mod
Post by: santobr on October 01, 2012, 08:06:58 AM
Very usefull information, thank you. :)
And please...
Where you found these?
What happens if we exceed these limits? Explosions?



santobr.
Title: Re: Project DGen_mod
Post by: Asura on October 02, 2012, 12:08:22 AM
In the future maybe we could have new entries in ops files like nBT, nBTr, nBTx and nBD, nBDr and nBDx, so we could control a bit more the types of airplanes at PTO. :)
Another good thing could be to eliminate the 9 planes limit for each entry, because our systems have much more power now than at the time of the old version of DGen. The only problem is to make some coding to avoid explosions in the begining of the mission.

Yes, it can be realized.
Title: Re: Project DGen_mod
Post by: jeanba on October 02, 2012, 01:35:52 AM
For the moment, my problem is that in channel43 Boelcke's campaign I have many night (very early morning) missions, but I don't understand why ?
Title: Re: Project DGen_mod
Post by: Asura on October 03, 2012, 03:11:31 AM
For the moment, my problem is that in channel43 Boelcke's campaign I have many night (very early morning) missions, but I don't understand why ?

The time of day gets out in a random way. For some moments "night" is compulsorily established, but in your case random most likely is simple
Title: Re: Project DGen_mod
Post by: jeanba on October 03, 2012, 04:07:45 AM
For the moment, my problem is that in channel43 Boelcke's campaign I have many night (very early morning) missions, but I don't understand why ?

The time of day gets out in a random way. For some moments "night" is compulsorily established, but in your case random most likely is simple
Is there a possibility to tune this by modifying some files or options, because 3/4 of the missions are not flyable "as is" ?
Also for some reasons, I fight only 110C4 (there are 4 of them against 50 FW190, 50 109 ... in the db files), do you know why ?

Obviously, this campaign works very well with "original DGEN"
Title: Re: Project DGen_mod
Post by: Asura on October 04, 2012, 02:54:23 AM

Is there a possibility to tune this by modifying some files or options, because 3/4 of the missions are not flyable "as is" ?
Also for some reasons, I fight only 110C4 (there are 4 of them against 50 FW190, 50 109 ... in the db files), do you know why ?

Obviously, this campaign works very well with "original DGEN"

I will look in what there can be a problem, but at first will complete version 2.0
Title: Re: Project DGen_mod
Post by: jeanba on October 04, 2012, 02:56:39 AM
Ok, no problem, just trying to help.
And good luck, the world is watching you (or at least the "DGEN fanclub")
Title: Re: Project DGen_mod
Post by: santobr on October 04, 2012, 04:47:39 AM
We are the world! :P :D


And thank you for you hard and great work, Asura. 8)



santobr.
Title: Re: Project DGen_mod
Post by: Juri_JS on October 04, 2012, 04:56:01 AM

Is there a possibility to tune this by modifying some files or options, because 3/4 of the missions are not flyable "as is" ?
Also for some reasons, I fight only 110C4 (there are 4 of them against 50 FW190, 50 109 ... in the db files), do you know why ?

Obviously, this campaign works very well with "original DGEN"

I will look in what there can be a problem, but at first will complete version 2.0

I noticed something similar in a Hungarian fighter campaign I am working on. On the Balaton map only US P-47D10 appear as airstart escort fighters, although the plane type isn't listed in the .db file.
Title: Re: Project DGen_mod
Post by: Boelcke on October 04, 2012, 05:28:02 AM

Is there a possibility to tune this by modifying some files or options, because 3/4 of the missions are not flyable "as is" ?
Also for some reasons, I fight only 110C4 (there are 4 of them against 50 FW190, 50 109 ... in the db files), do you know why ?

Obviously, this campaign works very well with "original DGEN"

I will look in what there can be a problem, but at first will complete version 2.0

I noticed something similar in a Hungarian fighter campaign I am working on. On the Balaton map only US P-47D10 appear as airstart escort fighters, although the plane type isn't listed in the .db file.


if we are talking about the new dgen.exe from Asura, i have discovered the same, only the first enemy fighter plane from the concerning planesXXX.dat file appears in the missions, equaly if it is used in the DB file or not (same for other classes like bomber, etc.)



Title: Re: Project DGen_mod
Post by: jeanba on October 04, 2012, 05:30:57 AM
Edit :
This is not the case, here is my db file :
[Planes]
5 C_47 $C47_RAF.bmp
10 B_17F
30 A_20C $A20C_RAF.bmp
30 B_25C25 $B25C_RAF.bmp
10 BEAU10 Beau21_vp.bmp
30 SPITFIRE5B $SpitVb_late.bmp
5 SPITFIRE5BCLP $SpitVb_late.bmp
5 SPITFIRE5BLF $SpitVb_late.bmp
5 SPITFIRE5BLFCLP $SpitVb_late.bmp
28 SPITFIRE9C $SpitIXc.bmp
2 SPITFIREXIIclpearly
5 SPITFIRE9CCLP $SpitIXc.bmp
5 SPITFIRE8 Spit8_Norwegian_1.bmp
5 HurricaneMkIV
7 P_51A $P51A_GB_early.bmp
5 P_38F1LO P38_1943.bmp
2 P_38G15LO P38_1943_No2.bmp
30 P_47D10 P47C_early.bmp
20 BF_109G4 Bf109G4_JG26.bmp
20 BF_109G6 Bf109G6_JG26_Blank.bmp
2 BF_110C4 bf110-night_1943.bmp
5 ME_210CA1 Me410A1_1KG51_1943_blank.bmp
53 FW_190A4 Boelcke_Fw190A4_JG2.bmp
10 Do217_K1 Do217K1.bmp
5 JU_88C6
1 JU_88A4 Ju88A4_night.bmp
6 JU_52_3MG4E $CA_Ju52_ETO_generic.bmp
10 ME_323 Me323.bmp
2 FI_156 Fi156.bmp
Title: Re: Project DGen_mod
Post by: Boelcke on October 04, 2012, 05:40:14 AM
of course it´s the case - if you read my post again carefully, you will easily notice that i´ve talked about the concerning planesXXX.dat file
Title: Re: Project DGen_mod
Post by: jeanba on October 04, 2012, 05:42:09 AM
Yes, sorry, I found my mistake
I will test by modifying the "dat" file
Title: Re: Project DGen_mod
Post by: Asura on October 05, 2012, 12:38:21 AM
A little information for "DGEN fanclub" :) Work on association of branches proceeds, I finished association of procedure which forms planes and routes in mission. Now for overland missions routes from FB branch, and for sea from PF. Now I unite procedure of data recording of mission.

At the same time I completely alter system of briefings. For a basis it is taken systems from PF when all messages are stored in one file, and the choice of the nation is carried out on codes. I added missing codes in algorithm and in version 2.0 there will be a possibility to make the correct messages for all parties, instead of to use messages of Germany and the USSR for their allies. I will leave messages on capture and loss of the cities for all theaters of operations. In addition I will make information on all types of missions in a briefing and instead of "patrol in the area" will be a specific objective.

Unfortunately version 2.0 beta I while can't call exit terms - everything depends on existence of free time, but I over it work. ;)
Title: Re: Project DGen_mod
Post by: Asura on October 05, 2012, 02:25:43 AM
Forgot to tell - I added parameter of a choice of language of messages for the generator. Now replacement of files of messages isn't necessary - language of the generator can differ from game language.
Title: Re: Project DGen_mod
Post by: Lagarto on October 05, 2012, 03:24:46 AM
Thanks for the info. Take your time, we have lots of fun with your DGen as it is, and it can only get better. Briefings are important but I'm looking forward to other crucial fixes, like better randomizing of mission types, better coordination (so that interceptors don't miss their target on long flights), limiting daylight hours, full use of hydroplanes and torpedo planes on all maps, multiple 'enemy nations'. Anyway, I keep my fingers crossed for the outcome :)
Title: Re: Project DGen_mod
Post by: santobr on October 05, 2012, 04:55:12 AM
Wow! Thank you, Asura! 8)

Please, could you take a look at the ships procedures? :)
Because I noticed that if we sink a carrier, for example, in the next mission the carrier is there again.
Maybe if the ship was heavily damaged in the last mission, that ship could be eliminated too.



santobr.
Title: Re: Project DGen_mod
Post by: Asura on October 07, 2012, 11:48:59 PM
I intend to clean all bugs, I will start them to collect as soon as will appear efficient 2.0 :)
Title: Re: Project DGen_mod
Post by: mdpxml on October 13, 2012, 01:51:27 PM
All mediafire-Links are down. Anybody´s got a (still) working DL-Link to this mod?
Title: Re: Project DGen_mod
Post by: wheelsup_cavu on October 14, 2012, 09:28:25 AM
All mediafire-Links are down. Anybody´s got a (still) working DL-Link to this mod?

The problem looks like it was caused by MediaFire since the download in this post works for me today.
https://www.sas1946.com/main/index.php/topic,20104.msg278731.html#msg278731 (https://www.sas1946.com/main/index.php/topic,20104.msg278731.html#msg278731)


Wheels
Title: Re: Project DGen_mod
Post by: mdpxml on October 14, 2012, 11:26:22 AM
Thanks for the (working) Link. Unfortunately the DGen - Mod exe causes error when executed. Can´t solve this problem although I reinstalled the whole Game (patched to 4.101m). Anybody got a solution to this?
Title: Re: Project DGen_mod
Post by: Asura on October 15, 2012, 12:31:03 AM
Thanks for the (working) Link. Unfortunately the DGen - Mod exe causes error when executed. Can´t solve this problem although I reinstalled the whole Game (patched to 4.101m). Anybody got a solution to this?

How you start the generator? What error?
Title: Re: Project DGen_mod
Post by: Juri_JS on October 15, 2012, 10:40:01 PM
Here's a link to another WIP project for Asura's new DGen.
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?3030

The campaign is actually an old project I had started nearly four years ago. It was never completed, because in the old DGen it never worked as intended. Thanks to the new DGen I can finally finish it.
Title: Re: Project DGen_mod
Post by: Lagarto on November 04, 2012, 04:37:34 PM
Any update on the 2.0? How's the work going?
Title: Re: Project DGen_mod
Post by: Asura on November 05, 2012, 11:26:38 PM
Any update on the 2.0? How's the work going?

Association of branches almost finished - it was necessary to clean a code from unnecessary procedures not to get confused. There is an algorithm of selection of the plane in mission. After that it will be possible to let out 2.0 beta.  :)
Title: Re: Project DGen_mod
Post by: santobr on November 06, 2012, 02:22:32 AM
Good news! 8)



santobr.
Title: Re: Project DGen_mod
Post by: Lagarto on November 06, 2012, 02:31:24 AM
Thank you for the news and your hard work :)
Title: Re: Project DGen_mod
Post by: jeanba on November 06, 2012, 03:20:24 AM
Thank you

Patiently waiting
Title: Re: Project DGen_mod
Post by: Asura on November 07, 2012, 12:23:59 AM
After association of two branches I still had one question. At completion of campaign in Pacific branch the player was offered to carry out a special task and static mission was loaded. There are only three missions - for Japan, the USA and England. These missions are necessary? There is in them a sense? Or me in final version 2.0 this algorithm to clean?
Title: Re: Project DGen_mod
Post by: Juri_JS on November 07, 2012, 12:43:31 AM
After association of two branches I still had one question. At completion of campaign in Pacific branch the player was offered to carry out a special task and static mission was loaded. There are only three missions - for Japan, the USA and England. These missions are necessary? There is in them a sense? Or me in final version 2.0 this algorithm to clean?

Remove it, I don't think they are needed.

In my WIP Khalkhin Gol/Manchuria campaigns these final missions are causing problems, because their date is before the last regular campaign mission.
Title: Re: Project DGen_mod
Post by: Lagarto on November 07, 2012, 01:09:01 AM
Sure, remove it.
Title: Re: Project DGen_mod
Post by: Asura on November 08, 2012, 01:20:30 AM
Special missions cleaned. Soon I will start to be engaged in algorithms of selection of planes in mission. I have a decision how to organize unequivocal definition such as the plane and during too time to have possibility to use at the same time one plane for different types of missions and for the different parties/the countries. For example in the same campaign, and respectively in missions there will be Italian Bf.109 as attack planes (as an example) and German Bf.109 as fighters. Theoretically they can be pushed off with Bf.109 from structure of a special regiment of the Air Force of the USSR and the generator without problems will process it.  ;D
Title: Re: Project DGen_mod
Post by: Juri_JS on December 01, 2012, 11:15:22 AM
Any news on 2.0 beta?
Title: Re: Project DGen_mod
Post by: Lagarto on December 02, 2012, 06:09:38 AM
Dear Santa Asura, Xmas is coming, we've been good boys, we want a new toy  ;D
Title: Re: Project DGen_mod
Post by: Asura on December 03, 2012, 03:09:18 AM
 ;D I try... Now to me help to translate the new file of messages into English, and I prepare the file with FM data. Remained very little... Just by Christmas... :)
Title: Re: Project DGen_mod
Post by: Semor on December 03, 2012, 12:36:46 PM
 :) :)  ;)
Title: Re: Project DGen_mod
Post by: Asura on December 18, 2012, 06:44:39 AM
Hi, everybody. :)

I finished the main work on DGen_MOD 2.0 and began the first testing. While debugging of the program will be carried out and preparation of beta of the version I will start acquainting with features of the new version gradually.

1 . It is completely integrated option of the generator - I cleaned all double procedures and copied a code, having taken the best and unique from branches FB and Pacific. All main opportunities are available now isn't dependent on a battlefield. While there was a division into avianosny and overland options, but I will surely clean this restriction the following versions.

2 . I completely changed algorithm of calculation of radius of search of the purposes - now it isn't attached to key points and works according to the radius of flight from FM.

3 . I completely changed algorithms of selection of planes in mission and arms selection:
 - the AllPlanes.dat files and *Planes.dat aren't used any more.
 - are added the AllPlaneDB.dat file in which all necessary information on planes and the AllWeapons.dat file which is a matrix of a choice of arms depending on type of a fighting task is collected. I will in detail describe these files in documentation.

4 . I changed available versions of information in section [Planes] of the DB files:

Old format
[Planes]
10 F4U1A
10 F4U1D SSkin.bmp WSkin.bmp
probability of emergence and plane name, summer and winter skin.

New format - option 1
[Planes]
Allies England 10 F6F5 - can set now a plane nationality forcibly

New format - option 2
[Planes]
Allies England 10 F6F5 --Reconplane - can in addition set plane type (in this example of F6F5 will appear only as the scout)
10 F6F5 SSkin.bmp WSkin.bmp --Reconplane

all combinations work.

Now such option is possible:
[Planes]
Axis Germany 45 BF_109G6
Axis Italy 45 BF_109G6
57 BF_109G6Late
Allies USSR 57 BF_109G6Late

These planes will appear at the same time in missions with the established nationalities.

For today while everything, I will continue to acquaint with new opportunities in the next few days. :)
Title: Re: Project DGen_mod
Post by: jeanba on December 18, 2012, 07:20:06 AM
looks great
Title: Re: Project DGen_mod
Post by: santobr on December 18, 2012, 07:54:31 AM
Yes!!! 8) :D



santobr.
Title: Re: Project DGen_mod
Post by: Boelcke on December 18, 2012, 08:32:48 AM

3 . I completely changed algorithms of selection of planes in mission and arms selection:
 - the AllPlanes.dat files and *Planes.dat aren't used any more.
 - are added the AllPlaneDB.dat file in which all necessary information on planes and the AllWeapons.dat file which is a matrix of a choice of arms depending on type of a fighting task is collected. I will in detail describe these files in documentation.


hm, perhaps i misunderstand this, but does this mean that the xxxxplanes.dat files are useless now? it´s today a very very important feature to tune the missions for each particular campaign/subcampaign - is the new AllPlaneDB.dat used by all campaigns or one for each subcampaign separate?
Title: Re: Project DGen_mod
Post by: Asura on December 19, 2012, 12:09:58 AM
hm, perhaps i misunderstand this, but does this mean that the xxxxplanes.dat files are useless now? it´s today a very very important feature to tune the missions for each particular campaign/subcampaign - is the new AllPlaneDB.dat used by all campaigns or one for each subcampaign separate?

As it stands the xxxxplanes.dat files carry out two functions:
1 . Selection of necessary arms.
2 . Selection of the plane for type, thus selection is carried out on the plane nation. Further from the nation of the plane squad is selected and identification marks by planes are defined.

Still in the generator there were many types of planes the majority from which weren't used or in the generator united in one type (for example AFighter, FBomberL, FBomberM - all this equaled FBomber). I consider that it brought confusion in understanding of how the generator works and that it does. Besides - the xxxxplanes.dat files were very big, but in them at most 10% of information were used.

I solved a problem of selection of arms in the AllWeapons.dat file. Here its piece:
A_20C;2500;2500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;1x10002x500;All
A_20C;500;100;0;0;0;0;1;0;0;0;0;0;0;0;0;0;0;0;1xmk13;All
A_20C;500;100;0;0;0;0;1;0;0;0;0;0;0;0;0;0;0;0;1xmk13_late;All
A_20C;500;100;0;0;0;0;1;0;0;0;0;0;0;0;0;0;0;0;1x53mmCirc;USSR
A_20C;1000;500;1;1;1;1;0;1;0;0;0;0;0;0;0;0;0;0;2xfab2502xfab250;USSR
A_20C;1000;500;1;1;1;1;0;1;0;0;0;0;0;0;0;0;0;0;1xfab5002xfab100;USSR
A_20C;1000;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;1xfab5002xfab250;USSR
A_20C;2500;2500;1;1;0;1;1;0;0;0;0;0;0;0;0;0;0;0;1xfab1000;USSR
A_20G;2500;2500;0;0;0;0;0;0;1;1;1;0;0;0;0;0;0;0;default;All
A_20G;2500;2500;1;0;1;0;0;1;0;0;0;0;0;0;0;0;0;0;40xParaF;All

It is a matrix in which all arms available to the plane are transferred, whether and values 0/1 define it can be used at attack of definite purposes. For example motorcades and trains or ships or tanks, etc.

New procedure will place the correct arms, besides all lines of the file and not just the first line participate in selection as was earlier. Respectively automatic selection of arms will be more various.

Also I cleaned use of the types aSoft, aShip, aTank, etc. If to approach to a question it is correct, absolutely not important who operates plane - the player or AI. The weapon has to get out by the identical principle and now selection is carried out by one procedure.

Whether authors of campaigns shouldn't think any more they added a line with the necessary weapon in xxxxplanes.dat or not. All settings are already made.

Now the second task - plane selection for mission. For a start I cleaned all excess types of planes, and remained tied to codes in the ops files. In documentation I will in detail describe all options for now it is short:

F, Ff - Fighter
nF, nFf - ?Fighter
fB(aF) - FBomber
B - Bomber
dB - DBomber (Dive Bomber)
tB - TBomber (Torpedo Bomber)
aB - Bomber or DBomber or FBomber
Bx, Br - Bomber or DBomber or FBomber
nB - CBomber
ndB - CDBomber
ntB - CTBomber
naB - CBomber or CDBomber
nBx, nBr - CBomber or CDBomber
hB - HBomber
Bz, By - HBomber
K(Kr) - Kamikaze
A - Attack
T - Transport
P - Paradrop
Hr - HyRecon
R - Reconplane
Still there is Staff - it is used at generation of casual planes.

Now it is possible to set absolutely accurately in ops file as in what quantity has to appear in mission.

The AllPlaneDB.dat one file also is used for all campaigns. In it the main data on planes are collected:
Name;Def. Faction;Def. Nation;Flyable;Type 1;Type 2;Type 3;Type 4;fmRange;fmCruiseSpeed;fmFuelMass (kg);DT1FuelMass;DT2FuelMass;DT3FuelMass

A_20C;Allies;USA;1;Bomber;Attack;Reconplane;TBomber;1800;300;1344;0;0;0
A_20G;Allies;USA;1;Bomber;Attack;Reconplane;TBomber;1800;300;1344;0;0;0
A5M4;Axis;Japan;0;CFighter;None;Fighter;None;1400;340;300;160;0;0
A6M2;Axis;Japan;1;CFighter;Kamikaze;FBomber;Fighter;1400;340;400;330;0;0
A6M2_21;Axis;Japan;1;CFighter;Kamikaze;FBomber;Fighter;1400;340;400;330;0;0

In one line on each plane the nationality and four roles which this plane can play is specified. Roles are broken on paramount (Type 1; Type 2) and minor (Type 3; Type 4). For missions on a code from the ops file at first the plane on the first couple, then on the second is looked for.

These are basic settings for planes.

To expand possibilities of the generator I added parameters in lines of section [Planes] of the DB file.

Exactly here I suggest to perform tunings on planes for each subcampaign. Now it is possible to register accurately a nationality and type of each plane in campaign.

For example, if in section [Planes] the line is set:
10 A_20C           - the generator will define from the AllPlaneDB.dat file a nationality - USA and possible roles of Bomber; Attack; Reconplane; TBomber

It is possible to make so:
[Planes]
10 A_20C      -Boston with identification marks of USA
Allies England 10 A_20C     -Boston with identification marks of RAF

In the same mission will be able there will be two identical planes with different identification marks.

It is possible to make so:
[Planes]
17 LAGG_3SERIES4     -the Soviet fighters (according to the AllPlaneDB.dat file)
Axis Finland 10 LAGG_3SERIES4       -the opponent by trophy planes

When using the old scheme with xxxxplanes.dat such it was simply not possible :)

One more addition in section [Planes] - the predetermined role of the plane. If to set such line:
10 F6F5 --Reconplane        -Hellcat It will be used only as the scout, thus all his roles from AllPlaneDB.dat will be ignored.

Well and the most important - exists now rigid communication between lines of section [Planes], the AllPlaneDB.dat file and the AllWeapons.dat file. Anything superfluous in mission won't appear.

In my opinion the new scheme is much better and more flexible than the old xxxxplanes.dat files. :)
Title: Re: Project DGen_mod
Post by: Juri_JS on December 19, 2012, 12:39:58 AM
With all those changes I wonder if the old campaigns will still work in the new DGen. For example will the new DGen still be able to use the xxxplanes.dat files of the old campaigns?
Title: Re: Project DGen_mod
Post by: Asura on December 19, 2012, 02:00:39 AM
With all those changes I wonder if the old campaigns will still work in the new DGen. For example will the new DGen still be able to use the xxxplanes.dat files of the old campaigns?

Old campaigns continue to be supported in full. The xxxplanes.dat functions will be executed in most cases by AllPlaneDB.dat. There are moments when the same plane was used in the different countries. For the correct display of identification marks it is necessary to correct the DB files. For example in campaigns for the USSR for all B-25 it will be necessary to add in section [Planes]
Allies USSR 8 B_25J1

It isn't difficult to make it, I will add the corresponding instruction in release. Probably even I will write the converter which will automatically correct all DB files at the user.
Title: Re: Project DGen_mod
Post by: jeanba on December 19, 2012, 02:12:43 AM
Looks good, I will be happy to test it
Title: Re: Project DGen_mod
Post by: Asura on December 19, 2012, 02:15:02 AM
Looks good, I will be happy to test it

Already soon, only I will check that all main thing works. :)
Title: Re: Project DGen_mod
Post by: jeanba on December 19, 2012, 02:18:32 AM

Already soon, only I will check that all main thing works. :)
Please check that the "only one aircraft per mission type" bug is solved, because that's why I stopped testing the previous version
Title: Re: Project DGen_mod
Post by: santobr on December 19, 2012, 02:33:23 AM
It looks very good. :)



santobr.
Title: Re: Project DGen_mod
Post by: Asura on December 19, 2012, 03:43:06 AM
Please check that the "only one aircraft per mission type" bug is solved, because that's why I stopped testing the previous version

Remind, please, of what speech? While developed the new version about old mistakes I forgot a little. :)
Title: Re: Project DGen_mod
Post by: jeanba on December 19, 2012, 08:10:44 AM
Please check that the "only one aircraft per mission type" bug is solved, because that's why I stopped testing the previous version

Remind, please, of what speech? While developed the new version about old mistakes I forgot a little. :)
On the Normandy map, using your DGEN, if you play a campaign, the type of AI plane which is chosen for a particular mission is always the first one on the plane.dat list.
For instance, in Boelcke's RAF campaign, the first german aircraft listed with "intercept" mission is the Bf110.
So, whenever you must fly a campiagn over France, your ennemy (in charge of "intercepting" your flight or the planes you are escorting)  is always Bf110.
If instead of Bf110 I put Bf109G6 on the list, the ennemy will always be 109G6 ...
Title: Re: Project DGen_mod
Post by: Boelcke on December 19, 2012, 08:44:17 AM


The AllPlaneDB.dat one file also is used for all campaigns. In it the main data on planes are collected:
Name;Def. Faction;Def. Nation;Flyable;Type 1;Type 2;Type 3;Type 4;fmRange;fmCruiseSpeed;fmFuelMass (kg);DT1FuelMass;DT2FuelMass;DT3FuelMass



if the AllPlaneDB.dat is used for all campaigns it´s impossible to change altitudes, speed, atc for one particular campaign or subcampaign without changing it for all the other campaigns?
Title: Re: Project DGen_mod
Post by: Asura on December 19, 2012, 10:49:28 PM
On the Normandy map, using your DGEN, if you play a campaign, the type of AI plane which is chosen for a particular mission is always the first one on the plane.dat list.
For instance, in Boelcke's RAF campaign, the first german aircraft listed with "intercept" mission is the Bf110.
So, whenever you must fly a campiagn over France, your ennemy (in charge of "intercepting" your flight or the planes you are escorting)  is always Bf110.
If instead of Bf110 I put Bf109G6 on the list, the ennemy will always be 109G6 ...

This problem is corrected, now really casual choice of planes.
Title: Re: Project DGen_mod
Post by: Asura on December 19, 2012, 10:56:39 PM
if the AllPlaneDB.dat is used for all campaigns it´s impossible to change altitudes, speed, atc for one particular campaign or subcampaign without changing it for all the other campaigns?

And why to change the speed and height for different campaigns? What does it give? Plane speed on a straight line is connected with fuel consumption and as a rule without an urgent need it didn't exceed. Flight height generally depends on a fighting task, and respectively on arms. Opportunity to establish height for each type of the weapon is present. It is important to understand that height and speed are set only for flight on a route. In case of collision with the opponent planes AI starts operating and these parameters already mean nothing. It is really necessary to change the speed and height for each campaign?
Title: Re: Project DGen_mod
Post by: Juri_JS on December 20, 2012, 01:01:14 AM
Sorry Asura, but in my opinion dropping the xxxplanes.dat files is a big mistake. Without the ability to have individuel speed and altitude settings for each sub-campaign many of my campaigns will no longer work correctly.
A few examples. With the altitude settings I can influence the behaviour of bombers. With a low altitude setting I can force dive bombers to act like level bombers or fighter bombers, which they did in some situations. Moreover in different theaters of WW2 fighting took place at different altitudes. In Russia usually at low to medium altitudes, but in western Europe or over Japan at much higher altitudes.
The speed settings are very important too. In some campaigns it is necessary to give enemy planes low speed settings, to prevent them from reaching their target area too early, otherwise they might not encounter the players flight. On large maps like the Solomons low speeds are necessary to avoid running out of fuel on long range missions.

Please reconsider your decision concerning the xxxplanes.dat files.
Title: Re: Project DGen_mod
Post by: Boelcke on December 20, 2012, 01:10:00 AM
And why to change the speed and height for different campaigns? What does it give?

it does give an interesting campaign with interesting missions - this decision is a big fault in my opinion

Starshoy has added the planes.dat files feature after a request from some campaign builders and it was one of the best features in the stock dgen.exe file.
Title: Re: Project DGen_mod
Post by: jeanba on December 20, 2012, 01:29:55 AM
And why to change the speed and height for different campaigns?
Because it is historical :
Spitfire Mk IX (and most western front aircraft) flew at high altitude in 1943, much lower after DDay, because of the context of the war.
Title: Re: Project DGen_mod
Post by: Asura on December 20, 2012, 02:03:56 AM
To tell the truth how the dynamic campaigns player never attached significance at what height the AI planes and with what speed fly. :)

I can propose such solution. After selection of the plane and arms selection I can look at xxxplanes.dat of the current campaign (if it is). To find there lines at which the Nation, the Type and Arms coincide with what are selected by new algorithm. If such lines are - I will take from them speed and height parameters. If such lines aren't present - parameters of their AllWeapons.dat and AllPlaneDB.dat files will be used.
Title: Re: Project DGen_mod
Post by: Juri_JS on December 20, 2012, 02:14:04 AM
And please don't forget the weapons in the xxxplanes.dat file. For example it would be incorrect to have rockets on a Me-262 in 1944. That's another reason why the xxxplanes.dat files are needed.
Title: Re: Project DGen_mod
Post by: Asura on December 20, 2012, 02:32:03 AM
And please don't forget the weapons in the xxxplanes.dat file. For example it would be incorrect to have rockets on a Me-262 in 1944. That's another reason why the xxxplanes.dat files are needed.

It can be done - to exclude from selection which arms isn't present in xxxplanes.dat.
Title: Re: Project DGen_mod
Post by: Juri_JS on December 20, 2012, 03:05:58 AM
Thank you.  :)
Title: Re: Project DGen_mod
Post by: Juri_JS on December 21, 2012, 01:26:22 AM
Quote
New format - option 2
[Planes]
Allies England 10 F6F5 --Reconplane - can in addition set plane type (in this example of F6F5 will appear only as the scout)
10 F6F5 SSkin.bmp WSkin.bmp --Reconplane

all combinations work.

Will it be possible to set more than one type of mission for a plane in the new DB file format? For example both Reconplane and FBomber for the F6F5?
Title: Re: Project DGen_mod
Post by: Asura on December 24, 2012, 02:32:50 AM
Yes, in this question of any restrictions. The probability of emergence will be considered for each type separately.
Title: Re: Project DGen_mod
Post by: Asura on December 25, 2012, 05:48:46 AM
I added support of files * Planes.dat. Now in log file it will be possible to look as I fulfilled algorithm:

CheckWeapons: LocalPlanes-True, Result-False (SBD3, 1x250, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (SBD3, 2x250, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (SBD3, 3x250, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-True (SBD3, 1x500, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (SBD3, 2x500, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-True (SBD3, 3x500, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (SBD3, 1x1000, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (SBD3, 1x1600, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (SBD3, 1x250, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (SBD3, 2x250, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (SBD3, 3x250, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-True (SBD3, 1x500, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-False (SBD3, 2x500, aSoft, Any, Any)
CheckWeapons: LocalPlanes-True, Result-True (SBD3, 3x500, aSoft, Any, Any)

GetWeapons before: CruiseSpeed-320.00, minAlt-4500.00, attAlt-4500.00
GetWeapons after: CruiseSpeed-330.00, minAlt-4500.00, attAlt-4500.00

At will processing of these files can be disconnected, having added in DGen_mod.ini NoLocalPlanes parameter. It will increase possible options of arms, but can affect historical reliability.
Title: Re: Project DGen_mod
Post by: Juri_JS on December 25, 2012, 06:29:38 AM
Does this also mean, it will still be possible to set the mission types a plane can fly (Reconnaissance, FBomber, Attack, etc.) in the xxxPlanes.dat file or will this only work in the DB file?
Title: Re: Project DGen_mod
Post by: Asura on December 25, 2012, 11:12:50 PM
Does this also mean, it will still be possible to set the mission types a plane can fly (Reconnaissance, FBomber, Attack, etc.) in the xxxPlanes.dat file or will this only work in the DB file?

From xxxPlanes.dat information on speed and flight height only is taken, and also checked well to arms or not. xxxPlanes.dat isn't defining factor for plane type. The type of the plane is predetermined in the AllPlaneDB.dat file and can be specified in section [Planes] of the DB file.

xxxPlanes.dat can be filled by old rules, it will work for DGen 4.x.x.x and DGen_MOD 1.0.1.0, and also will be used in DGen_MOD 2.x.x.x
Title: Re: Project DGen_mod
Post by: Semor on December 26, 2012, 11:28:53 AM
Hi Asura

I dont want to come back all the time with problems to your thread... :D

..but this is really annoying. Did you know the old "Player get wounded and DGen/Campaign crashes" from the past?
It´s happend again...I lost all my 43 missions at Boelkes Kuban campaign.I get a complete crash after hit the apply button at mission end,and then after restart IL-2 again I see a empty mission screen in the campaign with a nice message:No map in mission file or something.

If you now the solution for it,please add it to the next DGen_Mod version.

Thank you!

The wounded DGen Pilot..aka Semor  :)

Title: Re: Project DGen_mod
Post by: Asura on December 27, 2012, 03:05:13 AM
If you now the solution for it,please add it to the next DGen_Mod version.

I know about this problem and I will surely correct in release 2.0. I will be grateful for your set of files of campaign in which there was a problem. And still - if the generator gave out a mistake and there was an empty mission is not accident! Save log files, the eventlog.lst file and I will help to make the correct mission after mistake correction in the generator.
Title: Re: Project DGen_mod
Post by: Asura on December 29, 2012, 02:46:19 AM
As it was declared earlier - the new version of the DGen_MOD 2.0.0.0 generator.  While beta version.  All highlights work, but testing is necessary.

https://www.mediafire.com/?0ro1i44c3lwzz3h (https://www.mediafire.com/?0ro1i44c3lwzz3h)

Unfortunately the full translation of briefings into English is yet ready and in flight tasks the Russian text will meet. I will lay out files of messages later.

In future release the new version of documentation with the description of all new opportunities while ask questions here is planned.

Well and with Coming New year! Clear sky over the head!
Title: Re: Project DGen_mod
Post by: Juri_JS on December 29, 2012, 02:57:57 AM
Thank you, I will begin testing. Are any changes to the old campaigns necessary to make them work in the new DGen version?
Title: Re: Project DGen_mod
Post by: Asura on December 29, 2012, 03:10:31 AM
Thank you, I will begin testing. Are any changes to the old campaigns necessary to make them work in the new DGen version?

No, all old campaigns have to work without additional settings. If something doesn't earn is a mistake and it is necessary to correct.
Title: Re: Project DGen_mod
Post by: Juri_JS on December 29, 2012, 03:34:30 AM
I noticed, the first issue. Airstart points don't work. In my Solomons campaigns players planes will start at the edge of the map and not at the airstart points set in the red and blue files. AI aircraft use airfields I have disabled in the Settings files.

My Home Defence campaigns don't start at all and the DGen_mod file shows the message:
No Red airfields left
War DB not found or bad

Obviously DGen doesn't recognizes the airstart points.
Title: Re: Project DGen_mod
Post by: Asura on December 29, 2012, 04:08:39 AM
I noticed, the first issue. Airstart points don't work. In my Solomons campaigns players planes will start at the edge of the map and not at the airstart points set in the red and blue files. AI aircraft use airfields I have disabled in the Settings files.

In what campaign and campaign sub it can be seen? I will correct. This consequence of association of branches.

Quote
My Home Defence campaigns don't start at all and the DGen_mod file shows the message:
No Red airfields left
War DB not found or bad

Give the reference to your campaign - a problem similar - I united air starts from FB and starts from Pacific. Now it should be debugged.
Title: Re: Project DGen_mod
Post by: Juri_JS on December 29, 2012, 04:33:48 AM
I noticed, the first issue. Airstart points don't work. In my Solomons campaigns players planes will start at the edge of the map and not at the airstart points set in the red and blue files. AI aircraft use airfields I have disabled in the Settings files.

In what campaign and campaign sub it can be seen? I will correct. This consequence of association of branches.

It happens most often during the August and October 1942 sub-campaigns.
Title: Re: Project DGen_mod
Post by: Juri_JS on December 29, 2012, 05:22:12 AM
I don't know if it has something to do with the airstart error mentioned above, but on some of the western front airstart maps, for example Balaton, I get this error message when I fly as Axis pilot:

EnemyNation from settings: USA
In CombatMissionN. orgAF= 11. x=0.00 y=0.00 OlOpName=()
FighterTargetCheck - AlAx
Allies: AF:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:0 Car:0 Con:0 Dep:0 HQ:0 Prt:0 Ship:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Can't select target type


Moreover I have found an incorrect plane code in the AllPlaneDB file. It should be G4M2E not G4M2_E.
Title: Re: Project DGen_mod
Post by: Boelcke on December 29, 2012, 09:22:07 AM
Sorry, but it´s hard to test anything with it because the allplanes.dat file contains only the stock planes and not all squadrons don´t work for example the italian 356th Squadrilia.
Title: Re: Project DGen_mod
Post by: Boelcke on December 29, 2012, 09:25:07 AM
Nothing is working so far, here the error.log file from my Defense of the Reich campaign for stock Il2 :

= DGen_mod 2.0.0.0 (29/12/2012) =
seed: 2503519
ParamStr: de 0       
DGen_mod initialization. Side: de, Rank: 0
RandomFlights=3
MaxFLAK=40
MaxBomberSkill=0
Distance=250 km
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: DeO
Unable to delete directory: missions\campaign\de\DGen_O_RV_Berlin43doe0
Load DGen\mod\AllPlaneDB.dat:
Load DGen\mod\AllPlaneDB_m.dat:
Load DGen\RV_Berlin43Planes.dat:
Berlin:RVBerlin
Inherits RVBerlin
Load DGen\mod\BerlinTowns.dat:
EnemyNation from stock: USSR
ReadDB sorties:1
Load DGen\mod\AllWing.dat:
TestWing(Axis,II_JG4): II_JG4 0 00
TestWing(Axis,I_JG1): I_JG1 4 10
TestWing(Axis,II_JG1): II_JG1 4 10
TestWing(Axis,III_JG1): III_JG1 4 10
TestWing(Axis,I_JG3): I_JG3 4 10
TestWing(Axis,II_JG3): II_JG3 4 10
TestWing(Axis,III_JG3): III_JG3 4 10
TestWing(Axis,III_JG1_1): III_JG1_1 4 10
TestWing(Axis,Stab_JG11): Stab_JG11 4 10
TestWing(Axis,I_JG26): I_JG26 4 10
TestWing(Axis,I_JG27): I_JG27 4 10
TestWing(Axis,III_JG27): III_JG27 4 10
TestWing(Axis,Stab_JG27): Stab_JG27 4 10
TestWing(Axis,II_JG5_3): II_JG5_3 4 10
TestWing(Axis,III_JG54): III_JG54 4 10
TestWing(Axis,IV_JG3): IV_JG3 4 10
TestWing(Axis,II_JG4): II_JG4 0 00
TestWing(Axis,II_JG27): II_JG27 4 10
TestWing(Axis,I_JG300_): I_JG300_ 4 10
TestWing(Axis,I_JG1): I_JG1 4 10
TestWing(Axis,II_JG1): II_JG1 4 10
TestWing(Axis,III_JG1_1): III_JG1_1 4 10
TestWing(Axis,Stab_JG11): Stab_JG11 4 10
TestWing(Axis,I_JG26): I_JG26 4 10
TestWing(Axis,II_JG4): II_JG4 0 00
TestWing(Axis,I_JG300_): I_JG300_ 4 10
TestWing(Axis,ZG26_I): ZG26_I 4 10
Blue skill set: 10 40 40
Red skill set: 5 30 30
Inherits operations from DGen\ops_RVBerlin43.dat
Loading 39 operation from DGen\ops_RVBerlin43.dat
MissionDistance set, testing DGen\RVBerlinRed0.mis
Can't open!
Loading 27 red moving group
Loading 626 red stationary units
Loading 39 red buildings
MissionDistance set, testing DGen\RVBerlinBlue0.mis
Can't open!
Loading 73 blue moving group
Loading 100 all moving group
Loading 740 blue stationary units
Loading 1366 all stationary units
Loading 0 blue buildings
Loading 39 all buildings
Load DGen\mod\BerlinAF.dat:
Load DGen\mod\BerlinBR.dat:
ShipList count 0 objects
ZoneList count 0 objects
ClusterList count 17 objects
FleetList count 0 objects
CarrierList count 0 objects
Dangerous areas - Red:0 Blue:30
Load DGen\mod\BerlinAR.dat:
DGen\MOD\MessageRu.dat
EnemyNation from settings: USSR
In CombatMissionN. orgAF= 20. x=0.00 y=0.00 OlOpName=()
FighterTargetCheck - AlAx
Allies: AF:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:0 Car:0 Con:0 Dep:0 HQ:0 Prt:0 Ship:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Can't select target type

Title: Re: Project DGen_mod
Post by: Juri_JS on December 30, 2012, 01:25:59 AM
In the stock Coral Sea sub-campaign I had this error:
Cannot parse link description oUsIntercept oNone 0 oNone 1

After I ended the first mission on the Stalingrad map, I got this error message:
Language settings not found in confXX.ini

Moreover I think the mission generation system needs improvement. On patrol and defend missions the target area is often too far away and the enemy bombers will attack it before I can reach the target.
Title: Re: Project DGen_mod
Post by: Asura on December 30, 2012, 12:43:59 PM
Sorry, but it´s hard to test anything with it because the allplanes.dat file contains only the stock planes and not all squadrons don´t work for example the italian 356th Squadrilia.

I yet had no time to make files for mod of planes. I hope in January to prepare this information. And italian 356th Squadrilia has to work, it is in AllWing.dat. Let's look in what specifically a case 356th doesn't work.
Title: Re: Project DGen_mod
Post by: Asura on December 30, 2012, 01:04:51 PM
In the stock Coral Sea sub-campaign I had this error:
Cannot parse link description oUsIntercept oNone 0 oNone 1

At me it didn't turn out to repeat a mistake, send please the files.

Quote
After I ended the first mission on the Stalingrad map, I got this error message:
Language settings not found in confXX.ini

Fix

Quote
Moreover I think the mission generation system needs improvement. On patrol and defend missions the target area is often too far away and the enemy bombers will attack it before I can reach the target.

Here it is possible to think up something. Give a mission example, I will try to work over routes.
Title: Re: Project DGen_mod
Post by: Asura on December 30, 2012, 01:08:59 PM
Fix DGen_MOD 2.0.0.1 https://www.mediafire.com/?nn6cltpckowwe1d (https://www.mediafire.com/?nn6cltpckowwe1d)

AirStart and Can't select target type errors are corrected.
Title: Re: Project DGen_mod
Post by: Juri_JS on December 30, 2012, 01:33:30 PM
In the stock Coral Sea sub-campaign I had this error:
Cannot parse link description oUsIntercept oNone 0 oNone 1

At me it didn't turn out to repeat a mistake, send please the files.

Quote
After I ended the first mission on the Stalingrad map, I got this error message:
Language settings not found in confXX.ini

Fix

Quote
Moreover I think the mission generation system needs improvement. On patrol and defend missions the target area is often too far away and the enemy bombers will attack it before I can reach the target.

Here it is possible to think up something. Give a mission example, I will try to work over routes.


I have send the files to your e-mail adress.
Title: Re: Project DGen_mod
Post by: Asura on December 30, 2012, 01:47:15 PM
Thanks, and I will write about result.
Title: Re: Project DGen_mod
Post by: Juri_JS on December 30, 2012, 03:40:13 PM
Here a few more observations:

1. During testing the new DGen with my own and other user-made campaigns I experienced a number of problems caused by the fact that the type of missions a plane can fly is no longer taken from the xxxxplanes.dat files. For many user-made campaigns a complicated rework will be necessary and I doubt that all campaign builders will be willing to do this. Therefore I strongly suggest to re-enable the possibility to set the mission types for aircraft in the xxxplanes.dat files to avoid incompatibility issues. Although it should still be possible to overwrite these settings with the entries in the xxx.db files.

2. A few times I had aircraft crashing into the ground at the start of a mission. I have send you two of the mission files.

3. Do carriers already work in European campaigns? I added one to my Norway campaigns but got this message:

Variant selected:
oDeDefendCluster 10622:50509   VVS 4nB 4nF   LW 8Y 
SetTaskForceN
No Allied carrier in Naval operation
Title: Re: Project DGen_mod
Post by: Asura on December 31, 2012, 03:04:46 AM
Here a few more observations:

1. During testing the new DGen with my own and other user-made campaigns I experienced a number of problems caused by the fact that the type of missions a plane can fly is no longer taken from the xxxxplanes.dat files. For many user-made campaigns a complicated rework will be necessary and I doubt that all campaign builders will be willing to do this. Therefore I strongly suggest to re-enable the possibility to set the mission types for aircraft in the xxxplanes.dat files to avoid incompatibility issues. Although it should still be possible to overwrite these settings with the entries in the xxx.db files.

Show me a concrete example that I could define more precisely that it is necessary to make.

Quote
2. A few times I had aircraft crashing into the ground at the start of a mission. I have send you two of the mission files.

Thanks, I will check.

Quote
3. Do carriers already work in European campaigns? I added one to my Norway campaigns but got this message:

Variant selected:
oDeDefendCluster 10622:50509   VVS 4nB 4nF   LW 8Y 
SetTaskForceN
No Allied carrier in Naval operation

I added this opportunity, but didn't try. Send campaign - I will adjust these algorithms.
Title: Re: Project DGen_mod
Post by: Juri_JS on December 31, 2012, 03:55:26 AM
Here a few more observations:

1. During testing the new DGen with my own and other user-made campaigns I experienced a number of problems caused by the fact that the type of missions a plane can fly is no longer taken from the xxxxplanes.dat files. For many user-made campaigns a complicated rework will be necessary and I doubt that all campaign builders will be willing to do this. Therefore I strongly suggest to re-enable the possibility to set the mission types for aircraft in the xxxplanes.dat files to avoid incompatibility issues. Although it should still be possible to overwrite these settings with the entries in the xxx.db files.

Show me a concrete example that I could define more precisely that it is necessary to make.

A few examples:

Because the entries in the xxxplanes.dat files are ignored and there are no 'LRFighter' entries in the AllPlaneDB file,  no droptanks are used in long range missions of my Solomons campaigns and planes will sometimes run out of fuel during a mission.

Something funny happens when DGen can't find an 'Attack' entry for the G4M1. Fly a few missions in the first Japanese Navy fighter sub-campaign (SolomonsAugust1942e) to see what I mean. ;)

Moreover I sometimes use 'HBomber' entries for fighters in my campaigns, to create high altitude airstart fighters. Or I give bombers a 'Transport' entry. This does no longer work.

Re-enabling all settings in the xxxplanes file would allow compatibility with old user-made campaigns, without the need to rework them.

3. Do carriers already work in European campaigns? I added one to my Norway campaigns but got this message:

Variant selected:
oDeDefendCluster 10622:50509   VVS 4nB 4nF   LW 8Y 
SetTaskForceN
No Allied carrier in Naval operation

I added this opportunity, but didn't try. Send campaign - I will adjust these algorithms.


I have send you the files of my reworked Norway campaigns.
Title: Re: Project DGen_mod
Post by: Asura on January 16, 2013, 04:04:56 AM
Fix 2.0.0.2 the errors leading to a departure of the program are corrected.

https://www.mediafire.com/?6z2g6c7zpjq2y6t (https://www.mediafire.com/?6z2g6c7zpjq2y6t)
Title: Re: Project DGen_mod
Post by: santobr on January 18, 2013, 04:28:23 PM
Some one could help me, please. :)
Inside error log file, I noticed that the program is trying to find a CBomber type of aircraft:
Code: [Select]
WarDB.GetPlane - Begin
Plane MainType not found: Allies - CBomber,Any,Any
Plane FirstType selected: SBD3
WarDB.GetPlane - End

But there is no CBomber in a Coral Sea Campaign, there are only CDBomber and CTBomber.

Another thing...
What is the logic for escorted bombers in a fighter campaign?
Because I need to create groups of fighters to escort the bombers, but I don't want any fighter without bombers.

Thank you. :)


santobr.
Title: Re: Project DGen_mod
Post by: jeanba on January 20, 2013, 04:18:45 AM
I tried on a Kourland 44 NN campaign and the choice of aircraft is completly wrong :
I am escorting US Beaufighters
Here is the mission + file status.dat :
https://www.mediafire.com/?4b4pg4rw65n2457
Title: Re: Project DGen_mod
Post by: Asura on January 21, 2013, 04:18:08 AM
But there is no CBomber in a Coral Sea Campaign, there are only CDBomber and CTBomber.

I divided codes for the new version of the generator. The nB code in the ops file creates the plane with the CBomber type. Universal bomber. If the diving bomber is necessary now there is a ndB code, and for torpedo bombers - ntB. It not the mistake, is operation of the new generator.

Quote
Another thing...
What is the logic for escorted bombers in a fighter campaign?
Because I need to create groups of fighters to escort the bombers, but I don't want any fighter without bombers.

Missions in which the main offensive force bombers are formed of lines of the ops files of containing oXxBomb... Line:

oDeBombAF 10622:50509            VVS 3F          LW 9B 6Y

will create 9 bombers attacking airfield, 6 planes in a link of the player as cover and 3 enemy interceptors
Title: Re: Project DGen_mod
Post by: Asura on January 21, 2013, 04:22:30 AM
I tried on a Kourland 44 NN campaign and the choice of aircraft is completly wrong :
I am escorting US Beaufighters
Here is the mission + file status.dat :
https://www.mediafire.com/?4b4pg4rw65n2457

What version of the generator you use? In version 2.0.0.2 (Fix 2) of such problems shouldn't be.
Title: Re: Project DGen_mod
Post by: jeanba on January 21, 2013, 05:10:01 AM
I tried on a Kourland 44 NN campaign and the choice of aircraft is completly wrong :
I am escorting US Beaufighters
Here is the mission + file status.dat :
https://www.mediafire.com/?4b4pg4rw65n2457

What version of the generator you use? In version 2.0.0.2 (Fix 2) of such problems shouldn't be.
I will recheck, I think it is this one
Title: Re: Project DGen_mod
Post by: jeanba on January 21, 2013, 05:45:38 AM
Hello

Things are greatly imporved except :
Last exeutable is not very friendly with french language (no reprot, nothing, briefings impossible to understand), 2 random french U2 (should be russian)
Title: Re: Project DGen_mod
Post by: Juri_JS on January 21, 2013, 09:11:45 AM
I tried on a Kourland 44 NN campaign and the choice of aircraft is completly wrong :
I am escorting US Beaufighters
Here is the mission + file status.dat :
https://www.mediafire.com/?4b4pg4rw65n2457

I noticed similar problems in 2.0.0.2. Sometimes planes appear in a mission that are not in the campaigns .DB file.
Title: Re: Project DGen_mod
Post by: Asura on January 22, 2013, 02:42:42 AM
Hello

Things are greatly imporved except :
Last exeutable is not very friendly with french language (no reprot, nothing, briefings impossible to understand), 2 random french U2 (should be russian)

I have almost ready file in English if you help with a translation into French it will be very good and the new generator will start talking in French.

https://www.mediafire.com/?9h8xh41b18bgj9a (https://www.mediafire.com/?9h8xh41b18bgj9a)
Title: Re: Project DGen_mod
Post by: Asura on January 22, 2013, 02:44:55 AM
I tried on a Kourland 44 NN campaign and the choice of aircraft is completly wrong :
I am escorting US Beaufighters
Here is the mission + file status.dat :
https://www.mediafire.com/?4b4pg4rw65n2457

I noticed similar problems in 2.0.0.2. Sometimes planes appear in a mission that are not in the campaigns .DB file.

On map Kourland there shouldn't be US planes.
Title: Re: Project DGen_mod
Post by: jeanba on January 22, 2013, 06:15:06 AM

I have almost ready file in English if you help with a translation into French it will be very good and the new generator will start talking in French.

https://www.mediafire.com/?9h8xh41b18bgj9a (https://www.mediafire.com/?9h8xh41b18bgj9a)
Good, if you need help for french translation, do not hesitate to ask me
Title: Re: Project DGen_mod
Post by: Asura on January 22, 2013, 06:54:42 AM
Fix 2.0.0.3 https://www.mediafire.com/?8cy0hhmjxyxzskf (https://www.mediafire.com/?8cy0hhmjxyxzskf)
Title: Re: Project DGen_mod
Post by: Asura on January 22, 2013, 06:57:05 AM

I have almost ready file in English if you help with a translation into French it will be very good and the new generator will start talking in French.

https://www.mediafire.com/?9h8xh41b18bgj9a (https://www.mediafire.com/?9h8xh41b18bgj9a)
Good, if you need help for french translation, do not hesitate to ask me

It is possible to download English option which needs to be translated into other languages of the generator at the link. Thanks for the help. There will be questions - with pleasure will answer.
Title: Re: Project DGen_mod
Post by: santobr on January 22, 2013, 09:05:11 AM
I divided codes for the new version of the generator. The nB code in the ops file creates the plane with the CBomber type. Universal bomber. If the diving bomber is necessary now there is a ndB code, and for torpedo bombers - ntB. It not the mistake, is operation of the new generator.

Missions in which the main offensive force bombers are formed of lines of the ops files of containing oXxBomb... Line:

oDeBombAF 10622:50509            VVS 3F          LW 9B 6Y

will create 9 bombers attacking airfield, 6 planes in a link of the player as cover and 3 enemy interceptors
It's working now. 8)
You are making a great work on the new DGen, thank you very much. :)

I there any chance of a ntBr code?

Thank you again, Asura. :)



santobr.
Title: Re: Project DGen_mod
Post by: kowi76 on January 22, 2013, 09:54:25 AM
Hi Asura,

thanks for your efforts. Its nice to see dgen revamped after such long time and get these new maps playable.

While waiting for your next update I have tried to do something useful and did a (very halting) translation of the text in the messageEN-file. I also added some briefings for some of the usermade campaigns floating around the net.
Here is the link:
https://www.mediafire.com/download.php?c44tgwwu196z8e4

In case you don´t want someone messing around your project, just inform me, I will remove the file.

I also tried to add the towns, airbases and bridges files for the malta map. I did not include every little town, but I think its a start.
https://www.mediafire.com/download.php?13jds295s9sord8

Keep up the good work!
PS: I still got errors with the squadrons 13_JG52Slovakian and 356squadriglia with your last version. Will test the new one later.

Title: Re: Project DGen_mod
Post by: kowi76 on January 22, 2013, 10:22:13 AM
OK, I got the italians to work:

356Squadriglia is spelt different in the old campaign-databases than in the Allwings.dat: 356squadriglia. After changing it to 356Squadriglia, it worked.

The Slovakians are working also.

Title: Re: Project DGen_mod
Post by: Juri_JS on January 22, 2013, 10:53:16 AM
To prevent people from doing unnecessary work I should mention, that a German translation of the DGen message file is already finished. What is still needed are translations into French, Czech, Polish and Hungarian.
Title: Re: Project DGen_mod
Post by: Asura on January 22, 2013, 10:59:46 PM
I there any chance of a ntBr code?

Not absolutely I understood about what you ask... At school I learned French, but without the subsequent practice absolutely it forgot. :) English learned itself, my knowledge and the help of the translator suffices to support conversation, but difficult phrases in English when not clearly where a question and that is a subject of a question nonplus us with http://www.translate.ru/.  ;D
Title: Re: Project DGen_mod
Post by: Asura on January 22, 2013, 11:11:51 PM
While waiting for your next update I have tried to do something useful and did a (very halting) translation of the text in the messageEN-file. I also added some briefings for some of the usermade campaigns floating around the net.
Here is the link:
https://www.mediafire.com/download.php?c44tgwwu196z8e4

Thanks for the help! I will surely add your work in the file of messages.

Quote
I also tried to add the towns, airbases and bridges files for the malta map. I did not include every little town, but I think its a start.
https://www.mediafire.com/download.php?13jds295s9sord8

Data I included in release. Thanks.

Title: Re: Project DGen_mod
Post by: Asura on January 22, 2013, 11:17:40 PM
356Squadriglia is spelt different in the old campaign-databases than in the Allwings.dat: 356squadriglia. After changing it to 356Squadriglia, it worked.

In what campaign you tested the Italian squadrons and received a mistake? I want to correct it in a code that comparison was carried out without the register of letters.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on January 23, 2013, 07:18:02 AM
I there any chance of a ntBr code?

Not absolutely I understood about what you ask... At school I learned French, but without the subsequent practice absolutely it forgot. :) English learned itself, my knowledge and the help of the translator suffices to support conversation, but difficult phrases in English when not clearly where a question and that is a subject of a question nonplus us with http://www.translate.ru/.  ;D

Maybe he's asking a question:

Thare is any chance of a ntBr code?
Title: Re: Project DGen_mod
Post by: santobr on January 23, 2013, 09:02:45 AM
Forgive me, please, it's my fault or it's keyboard's fault. :P
I mean "Is" and not "I". :D
Is there any chance of a ntBr code?



santobr. ;D
Title: Re: Project DGen_mod
Post by: kowi76 on January 23, 2013, 10:51:57 AM
Quote
In what campaign you tested the Italian squadrons and received a mistake? I want to correct it in a code that comparison was carried out without the register of letters.

It was the Belgorod42-subcampaign from "Disaster On The Frontiers 2.1" by Amagi (http://www.mission4today.com/index.php?name=Downloads&file=details&id=1763).

But the spelling 356squadriglia (without capital S) is also used in the stock stalingrad.db and stalingrad2.db. Was this spelling used by the old dgen.exe?

By the way: The error I got from "13_JG52Slovakian" seems to be caused by assigning a skin to this unit in the [Squadrons] section, but not listing it in the [OOB] section. So it wasnt a bug in the new dgen.exe.



Title: Re: Project DGen_mod
Post by: Asura on January 24, 2013, 01:13:21 AM
Forgive me, please, it's my fault or it's keyboard's fault. :P
I mean "Is" and not "I". :D
;D

Quote
Is there any chance of a ntBr code?

I can make so that on the nBr nBx code, will be selected in a random way in mission of CBomber, CTBomber & CDBomber. Such decision will approach?
Title: Re: Project DGen_mod
Post by: Asura on January 24, 2013, 01:24:52 AM
But the spelling 356squadriglia (without capital S) is also used in the stock stalingrad.db and stalingrad2.db. Was this spelling used by the old dgen.exe?

Probably I missed where that check without the register of letters. It is necessary to recheck.

Quote
By the way: The error I got from "13_JG52Slovakian" seems to be caused by assigning a skin to this unit in the [Squadrons] section, but not listing it in the [OOB] section. So it wasnt a bug in the new dgen.exe.

The section [OOB] limits squadrons set in campaign just as section [Planes] a set of planes. If squadron is absent in [OOB] it can't be used in other parts of campaign. Except squadron of the player - it is added automatically from the game interface.
Title: Re: Project DGen_mod
Post by: santobr on January 24, 2013, 03:09:25 AM
I can make so that on the nBr nBx code, will be selected in a random way in mission of CBomber, CTBomber & CDBomber. Such decision will approach?
Well, I was thinking in some missions like Midway that the more slow torpedo bombers took off before, planning to attack together with the dive bombers and fighters, but the dive bombers and the fighters were late and the torpedo bombers were decimated. :'(



santobr. :)
Title: Re: Project DGen_mod
Post by: kowi76 on January 24, 2013, 01:16:02 PM
Is the RandomFlights-Parameter working right now?

I get multiple friendly and enemy flights on european maps, even with RandomFlights=1. There seems to be any difference to RandomFlights=5.
Title: Re: Project DGen_mod
Post by: Asura on January 24, 2013, 10:25:10 PM
Well, I was thinking in some missions like Midway that the more slow torpedo bombers took off before, planning to attack together with the dive bombers and fighters, but the dive bombers and the fighters were late and the torpedo bombers were decimated. :'(

Over it it will be necessary to think. In general I now have big questions to avianosny part of the generator. It very simple and boring. There is no something there. So now it is a high time to start thinking that it is necessary to add in campaign for the pilot of deck aircraft. I hope it will turn out to light to this question one of the following versions.
Title: Re: Project DGen_mod
Post by: Asura on January 24, 2013, 10:27:23 PM
Is the RandomFlights-Parameter working right now?

I get multiple friendly and enemy flights on european maps, even with RandomFlights=1. There seems to be any difference to RandomFlights=5.

Now this parameter doesn't work. The algorithm of casual planes from Pacific branch is used. Probably later I will include it when I will complete everything that I plan to make for casual planes.
Title: Re: Project DGen_mod
Post by: Lagarto on January 30, 2013, 05:33:44 PM
I wish we had possibility to choose a base on every map which we want to use. For example, I'd like to fly a II./JG 54 campaign when this unit was stationed in Finland in summer 1944. Now it's not possible (or at least I don't know how to do it).
Title: Re: Project DGen_mod
Post by: Asura on January 31, 2013, 12:49:53 AM
I wish we had possibility to choose a base on every map which we want to use. For example, I'd like to fly a II./JG 54 campaign when this unit was stationed in Finland in summer 1944. Now it's not possible (or at least I don't know how to do it).

Tell in more detail, in what a question.
Title: Re: Project DGen_mod
Post by: Lagarto on January 31, 2013, 02:50:05 AM
I wish we had possibility to choose a base on every map which we want to use. For example, I'd like to fly a II./JG 54 campaign when this unit was stationed in Finland in summer 1944. Now it's not possible (or at least I don't know how to do it).

Tell in more detail, in what a question.

On Leningrad map, FAF units always operate from bases north of Gulf of Finland, and Luftwaffe units from bases south of the Gulf. This is correct for most campaigns but I want to start a campaign of a Luftwaffe unit (II./JG 54) from a base north of the Gulf. DGen doesn't allow it. It must be hard-coded somehow.
My general idea is to allow a player to select a base from which he wants to start his campaign (now it's assigned randomly).
Title: Re: Project DGen_mod
Post by: Asura on February 01, 2013, 01:15:12 AM
On Leningrad map, FAF units always operate from bases north of Gulf of Finland, and Luftwaffe units from bases south of the Gulf. This is correct for most campaigns but I want to start a campaign of a Luftwaffe unit (II./JG 54) from a base north of the Gulf. DGen doesn't allow it. It must be hard-coded somehow.
My general idea is to allow a player to select a base from which he wants to start his campaign (now it's assigned randomly).

Yes, start of Finns and Germans in the North and the South is stitched in a code. Try to use UseParkedPlanes.
Title: Re: Project DGen_mod
Post by: Juri_JS on February 01, 2013, 01:31:47 AM
On Leningrad map, FAF units always operate from bases north of Gulf of Finland, and Luftwaffe units from bases south of the Gulf. This is correct for most campaigns but I want to start a campaign of a Luftwaffe unit (II./JG 54) from a base north of the Gulf. DGen doesn't allow it. It must be hard-coded somehow.
My general idea is to allow a player to select a base from which he wants to start his campaign (now it's assigned randomly).

Yes, start of Finns and Germans in the North and the South is stitched in a code. Try to use UseParkedPlanes.

I haven't tried it yet, but creating a settings file for the campaign and disabling unwanted airfields might also work.
Title: Re: Project DGen_mod
Post by: Lagarto on February 01, 2013, 03:53:11 AM
After I disabled all airfields south of the Gulf, I got error message "DGen: can't pickup starting base".
Anyway, it's not a big problem, just an example that selecting a starting base manually could be a useful feature. UseParkedPlanes doesn't always work as it should.
Title: Re: Project DGen_mod
Post by: Asura on February 04, 2013, 03:19:48 AM
After I disabled all airfields south of the Gulf, I got error message "DGen: can't pickup starting base".
Anyway, it's not a big problem, just an example that selecting a starting base manually could be a useful feature. UseParkedPlanes doesn't always work as it should.

I think that will turn out to realize alternative algorithm of selection of airfield and not only for the player, but also for AI. I will work over it improvement later. :)
Title: Re: Project DGen_mod
Post by: Lagarto on February 04, 2013, 04:11:30 AM
Thanks! By the way, could you also change the way a player advances through the squadron ranks?
It would be more natural to start a campaign as number 8 (tail-end Charlie), then get promoted to a leader of the second pair (number 7), then a leader of the second flight (number 5), and so on. Now I have to fly as wingman almost until I get promoted to squadron commander. I'm often the highest-scoring pilot in the squadron but I have to fly as wingman to some AI pilot with less experience, fewer kills and lower rank.
Title: Re: Project DGen_mod
Post by: Styx13 on February 04, 2013, 02:20:11 PM
Dear Asura,

A lot of work you've made on this, but I can't start any mission, or can't exit at the end.

After I instaled, at first a lot of dat files missed (Allweapons, then Allplanes etc.) by the latest DGen.exe, then missed every plane types in error log.

Finally started (renamed the exact files), but frozen after a mission (Boelcke Western Front / France 1940 subcampaign in HSFX). So I gave up.

Please give us a link which contains all of the necessary and latest files, and it works properly.

Other question: are there any other campaign "list" or we can use only the original packages? Because I don't see any other option mentioned above, just the stock DGen campaigns.

Thank you very much! Thanks for your answer.
Title: Re: Project DGen_mod
Post by: Asura on February 04, 2013, 11:07:54 PM
Thanks! By the way, could you also change the way a player advances through the squadron ranks?
It would be more natural to start a campaign as number 8 (tail-end Charlie), then get promoted to a leader of the second pair (number 7), then a leader of the second flight (number 5), and so on. Now I have to fly as wingman almost until I get promoted to squadron commander. I'm often the highest-scoring pilot in the squadron but I have to fly as wingman to some AI pilot with less experience, fewer kills and lower rank.

It will be possible to try later, the main thing that didn't veil it from internal features of the game.
Title: Re: Project DGen_mod
Post by: Asura on February 04, 2013, 11:16:24 PM
Please give us a link which contains all of the necessary and latest files, and it works properly.

Wait a little, please. I now catch mistakes and gradually I prepare RC1 which will contain all necessary files and the automatic fitter.

Quote
Other question: are there any other campaign "list" or we can use only the original packages? Because I don't see any other option mentioned above, just the stock DGen campaigns.

The generator will be able to process any campaign which is made by the rules DGen. As far as I know now many new campaigns prepare - you watch news. :)
Title: Re: Project DGen_mod
Post by: Styx13 on February 08, 2013, 12:14:39 PM
Dear Asura,

Many thanks for answering. Can you give some links for teh ongoing prohects using your DGen?

My plan is to make historical campaings regarding to the units way in the war.

So - for example - if you choose II/JG52 you automatically start Poland, then West (France, BoB), finally you get to the Eastern front. We have almost every map, which is need, but actually there is no campaign generator using them. I don't know wheter it can be possible or not.

Ps.: I don't like DCG, because the planes are exploding after start, and there is to many setting oppurtunity. I like campaings as historical as possible. :-)
Title: Re: Project DGen_mod
Post by: santobr on February 08, 2013, 03:19:48 PM
Is there any tutorial about the DGen's ".mis" files?
I'm changing the Coral Sea ".mis" files, but I don't know what some objects mean to DGen.
I have a good knowledge about FMB, but If some friend could give me a link or some explanation about DGen's ".mis" files, I will be very grateful.



santobr.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 10, 2013, 01:23:43 PM
Hi all,

I am having the problem that 239IAP stops 90% of east front mission I try to create (and sometimes Eskadrila54)

= DGen_mod 1.0.1.0 (25/06/2012) =
seed: 1305531
 ParamStr: ru 5       
DGen_mod initialization. Side: ru, Rank: 5
RandomFlights=3
MaxFLAK=10
MaxBomberSkill=0
Distance=Any
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
 SlowFire=1.0
PromotionRate=1.90
Career ID: RuE
Load DGen\mod\AllPlanes.dat:
Donbass
Load DGen\mod\DonbassTowns.dat:
EnemyNation:
ReadDB sorties:1
Load DGen\mod\AllWing.dat:
PlayerWing found: 8GvShAP
Cannot find squad 239IAP

If it isn't obvious, I am close to integrating the fantastic Donbass map into the game but this is holding me up badly.
Title: Re: Project DGen_mod
Post by: Boelcke on February 10, 2013, 03:10:01 PM
add the 239IAP into the AllWing.dat file and it should work
Title: Re: Project DGen_mod
Post by: Ian Boys on February 10, 2013, 03:46:09 PM
Yes it should but it's already there like this:

183IAP;wFighter;Allies;USSR
195IAP;wFighter;Allies;USSR
197IAP;wFighter;Allies;USSR
237IAP;wFighter;Allies;USSR
239IAP;wFighter;Allies;USSR
254IAP;wFighter;Allies;USSR
270IAP;wFighter;Allies;USSR

so the problem must lie elsewhere.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 10, 2013, 03:46:56 PM
(it's driving me nuts!)
Title: Re: Project DGen_mod
Post by: Asura on February 10, 2013, 11:56:09 PM
(it's driving me nuts!)

I answered mail. :)
Title: Re: Project DGen_mod
Post by: Asura on February 11, 2013, 12:07:59 AM
Many thanks for answering. Can you give some links for teh ongoing prohects using your DGen?

Precisely campaigns at this forum do Boelcke & Juri_JS :)

Quote
My plan is to make historical campaings regarding to the units way in the war.

You have big plans. :) But nothing possible isn't present - really to make everything. In your case it is necessary to look at the campaigns***.dat files - in them information on sub campaigns gathers and their sequence is adjusted. Still the planes***.dat files will be necessary


Title: Re: Project DGen_mod
Post by: Asura on February 11, 2013, 12:14:12 AM
Is there any tutorial about the DGen's ".mis" files?
I'm changing the Coral Sea ".mis" files, but I don't know what some objects mean to DGen.
I have a good knowledge about FMB, but If some friend could give me a link or some explanation about DGen's ".mis" files, I will be very grateful.

".mis" files are created in the full editor is a set (template) for creation of missions is more whole. The there are more than different objects on map (in files ".mis") the fighting departures will be more various. In the course of creation of missions the generator chooses the necessary objects from files ".mis" and adds in mission. I will add information in documentation on objects and their features a little later. Something about it was in documentation to the old generator - this part didn't change.
Title: Re: Project DGen_mod
Post by: Juri_JS on February 11, 2013, 12:24:49 AM
Many thanks for answering. Can you give some links for teh ongoing prohects using your DGen?

Precisely campaigns at this forum do Boelcke & Juri_JS :)


Some of my campaign projects for Asura's DGen:

Solomon campaigns (will be updated soon)
https://www.sas1946.com/main/index.php/topic,25745.0.html

Manchuria/Khalkhin Gol campaigns (WIP)
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2683

Hungarian 101st Fighter Group campaign (WIP)
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?3030
Title: Re: Project DGen_mod
Post by: santobr on February 11, 2013, 04:57:33 AM
".mis" files are created in the full editor is a set (template) for creation of missions is more whole. The there are more than different objects on map (in files ".mis") the fighting departures will be more various. In the course of creation of missions the generator chooses the necessary objects from files ".mis" and adds in mission. I will add information in documentation on objects and their features a little later. Something about it was in documentation to the old generator - this part didn't change.
Where can I find the old documentation, please?



santobr.
Title: Re: Project DGen_mod
Post by: Asura on February 12, 2013, 12:39:59 AM
Where can I find the old documentation, please?

At me is only in Russian. On SimHQ there was a branch the devoted DGen and information from it was collected in one file. Maybe colleagues from a forum have it?
Title: Re: Project DGen_mod
Post by: Ian Boys on February 12, 2013, 05:32:19 AM
OK the answer to the 239IAP problem lay in the Aces section of the DB file. I erased that and no more problem (thanks Juri!)

I am working on a Donbass 43 Dgen (just so we have a list of what is happening where).
Title: Re: Project DGen_mod
Post by: Ian Boys on February 12, 2013, 05:44:49 AM

Where can I find the old documentation, please?

santobr.

I will try to summarise as far as possible:

Assuming the battle set is called Orel42 (for example)

You need 2 MIS files called

Orel42Red.mis
Orel42Blue.mis

containing only red and blue objects respectively (although neutral objects like fires and smoke may be included).

The MIS files should cover all the areas used by the Blue side and Red side during the campaign, allowing for front line movement.

Target types:

6+ railway carriages = station
6+ trucks = depot
Radio truck and 4 other objects = Headquarters
6+ Artillery (not AA) = Artillery Battery
Stationary ships = port.

In addition you need moving trains, moving vehicles, moving armour and stationary planes.

I hope this is clear. Any Q just ask.
Title: Re: Project DGen_mod
Post by: Juri_JS on February 12, 2013, 06:07:21 AM
OK the answer to the 239IAP problem lay in the Aces section of the DB file. I erased that and no more problem (thanks Juri!)

It's a very strange error, because there was no mistake in the Aces section and in other campaigns Aces work without problems.
Title: Re: Project DGen_mod
Post by: jeanba on February 12, 2013, 06:09:04 AM

I will try to summarise as far as possible:

Assuming the battle set is called Orel42 (for example)

You need 2 MIS files called

Orel42Red.mis
Orel42Blue.mis

containing only red and blue objects respectively (although neutral objects like fires and smoke may be included).

The MIS files should cover all the areas used by the Blue side and Red side during the campaign, allowing for front line movement.

Target types:

6+ railway carriages = station
6+ trucks = depot
Radio truck and 4 other objects = Headquarters
6+ Artillery (not AA) = Artillery Battery
Stationary ships = port.

In addition you need moving trains, moving vehicles, moving armour and stationary planes.

I hope this is clear. Any Q just ask.
Great to see you Ianboys

Thank you for thos usefull info
Title: Re: Project DGen_mod
Post by: Ian Boys on February 12, 2013, 08:39:56 AM
OK the answer to the 239IAP problem lay in the Aces section of the DB file. I erased that and no more problem (thanks Juri!)

It's a very strange error, because there was no mistake in the Aces section and in other campaigns Aces work without problems.

Indeed. But it fixed it! I can't work it out either. As you say, it works elsewhere.
Title: Re: Project DGen_mod
Post by: santobr on February 12, 2013, 08:28:58 PM
Thank you Asura and Ian Boys. :)

I need some information about Pacific, maybe I can use the russian documentation.
I can try the google translator, I don't need to translate the documentation, but only to know the subject.

Thank you again, guys. :)



santobr.
Title: Re: Project DGen_mod
Post by: Asura on February 13, 2013, 01:08:54 AM
Indeed. But it fixed it! I can't work it out either. As you say, it works elsewhere.

Send me campaign with a mistake - I will check in what a problem.
Title: Re: Project DGen_mod
Post by: Asura on February 13, 2013, 01:16:32 AM
I need some information about Pacific, maybe I can use the russian documentation.
I can try the google translator, I don't need to translate the documentation, but only to know the subject.

That I have that on the generator, in Russian.
https://www.mediafire.com/?l4cufljymmkgb04 (https://www.mediafire.com/?l4cufljymmkgb04)
Title: Re: Project DGen_mod
Post by: santobr on February 13, 2013, 02:32:50 AM
Fantastic! :o

Thank you very much, sir. :D



santobr.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 13, 2013, 03:51:03 AM
Have just been reading through those files and they are excellent and really contain all you need to know. Only 2 corrections of note:

1) From the Doc file: In the Schedule section of the DB file, a minus value results in Blue losing ground. In the file it says "your opponent" which may have been specific to that campaign. But minus values are a red capture and plus values are a blue capture.

2) From the HTML file in 2 places it misunderstands UseParkedPlanes=1 and I think it may just be a translation error from the original English text. To clarify: Murmansk, Kurland and Burma have UseParkedPlanes=1 set by default. It is not the case that it only works on those maps. UseParkedPlanes can work on other maps too by adding that line to the Dgen ini file (or here the Dgen_mod.ini file).

I think Asura has been doing a fantastic job and I'm really looking forward to the v2 release (2.0.0.4?) soon.
Title: Re: Project DGen_mod
Post by: greybeard on February 13, 2013, 04:04:25 AM
... UseParkedPlanes=1 ...

There's an "historical" misunderstanding about this option which DOES NOT HAVE TRUE (=1) and FALSE (=0) OPTIONS. It just works in conf.ini adding the line (ON) or removing it (OFF). This often caused "inexplicable" game crashes when it was set to =0 as recommended, since program read just its presence and not what set after equal sign, thus UseParkedPlanes=0 works exactly like UseParkedPlanes=1, that's to say ENABLE player's air base location according to parked planes type.

Regards,
GB
Title: Re: Project DGen_mod
Post by: Ian Boys on February 13, 2013, 04:13:15 AM
I don't think that's the case in the Dgen_Mod version 2 and confusingly in the settings file there's also UseParkedPlanes=TRUE which is even more fun :)
Title: Re: Project DGen_mod
Post by: Ian Boys on February 13, 2013, 04:16:23 AM
Anyway the point was that instead of only working at Murmansk as the file said, it's already on by default on 3 maps and can be added to others.

I always use it in my campaigns (which is why I had it added to the maps I made) so I've never tried UseParkedPlanes=0. I wonder if the same is true of other things like HistoricalRanks?
Title: Re: Project DGen_mod
Post by: Juri_JS on February 13, 2013, 04:31:17 AM
Greybeard is right. DGen settings in the conf.ini/Dgen_mod.ini files can't be enabled or disabled by =1/=0.
To disable a setting it has to be deleted or a ';' has to be placed in front of the entry.

Detailed information on the DGen settings in the conf.ini and DGen_mod.ini file can be found here:
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?1539
Title: Re: Project DGen_mod
Post by: Ian Boys on February 13, 2013, 04:35:38 AM
OK cool.

I'm guessing that the =1 =0 thing is probably my fault historically. I've been telling people that for years :)
Title: Re: Project DGen_mod
Post by: santobr on February 13, 2013, 05:16:43 AM
Well, it looks like a very old bug. :)
But it is good to know.



santobr.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 13, 2013, 05:03:38 PM
Just been flying the Hs-123 in Dgen over the Donbass! I am so so happy :)

OK, so nobody else made it home but it's still good :)
Title: Re: Project DGen_mod
Post by: Asura on February 13, 2013, 10:49:44 PM
I think Asura has been doing a fantastic job and I'm really looking forward to the v2 release (2.0.0.4?) soon.

I run around like a mad. :) On the one hand I corrected the main mistakes and I can lay out 2.0.0.4, but I yet didn't make part of a code which is responsible for emergence of suspended tanks. How it is better to you to make - 2.0.0.4 now but while without tanks or later but with tanks?
Title: Re: Project DGen_mod
Post by: Asura on February 13, 2013, 11:02:00 PM
Well and once again to place points over i examples DGen_mod.ini :)

[DGen_mod]
LogLevel=0
LogListOutput=0
MissionDistance=40
RandomFlights=5
MaxFLAK=10
AirIntensity=Medium
GroundIntensity=High
MaxBomberSkill=0
CampaignMissions=Normal
CampaignAI=Normal
;CampaignLength=VeryLong
CampaignLength=Long
CampaignDifficulty=Normal
SlowFire=50
PromotionRate=1.9
UseParkedPlanes
;Language=English
;NoLocalPlanes


[DGen_mod]
LogLevel=2
LogListOutput=0
PromotionRate=1.0
MissionDistance=60
SlowFire=5.0
RandomFlights=2
MaxFLAK=10
MaxBomberSkill=3
CampaignLength=VeryLong
CampaignDifficulty=Normal
CampaignAI=Normal
CampaignMissions=Normal
OperationVictory=100
OperationDefeat=-100
WarVictory=1000
WarDefeat=-1000
NoActiveFrontline
NoBadWeather
NoAirfieldHighlight
UseParkedPlanes
HistoricalRanks
UseParachutes
AirIntensity=Medium
GroundIntensity=Medium
Title: Re: Project DGen_mod
Post by: Juri_JS on February 13, 2013, 11:06:10 PM
Quote
I run around like a mad. :) On the one hand I corrected the main mistakes and I can lay out 2.0.0.4, but I yet didn't make part of a code which is responsible for emergence of suspended tanks. How it is better to you to make - 2.0.0.4 now but while without tanks or later but with tanks?
I need working drop tanks to test my Solomons and Hungarian campaigns, so I would prefer to have them in 2.0.0.4. But if adding the drop tank feature will take too much time, it might be better to wait till 2.0.0.5 and release 2.0.0.4 without it.
Title: Re: Project DGen_mod
Post by: Juri_JS on February 14, 2013, 02:47:29 AM
Well and once again to place points over i examples DGen_mod.ini :)

[DGen_mod]
LogLevel=0
LogListOutput=0
MissionDistance=40
RandomFlights=5
MaxFLAK=10
AirIntensity=Medium
GroundIntensity=High
MaxBomberSkill=0
CampaignMissions=Normal
CampaignAI=Normal
;CampaignLength=VeryLong
CampaignLength=Long
CampaignDifficulty=Normal
SlowFire=50
PromotionRate=1.9
UseParkedPlanes
;Language=English
;NoLocalPlanes

What does NoLocalPlanes do?
Title: Re: Project DGen_mod
Post by: Ian Boys on February 14, 2013, 04:01:54 AM
Quote
I run around like a mad. :) On the one hand I corrected the main mistakes and I can lay out 2.0.0.4, but I yet didn't make part of a code which is responsible for emergence of suspended tanks. How it is better to you to make - 2.0.0.4 now but while without tanks or later but with tanks?
I need working drop tanks to test my Solomons and Hungarian campaigns, so I would prefer to have them in 2.0.0.4. But if adding the drop tank feature will take too much time, it might be better to wait till 2.0.0.5 and release 2.0.0.4 without it.

I would agree with this ...
Title: Re: Project DGen_mod
Post by: greybeard on February 14, 2013, 04:16:46 AM
I wonder if the same is true of other things like HistoricalRanks?

Yes, it is. The same also for UseParachutes.

Regards,
GB
Title: Re: Project DGen_mod
Post by: Asura on February 14, 2013, 05:07:45 AM
What does NoLocalPlanes do?

It is the parameter which includes or disconnects use of data from PG_Balaton1Planes.dat files. Possibly further I will move away him. Those parameters which now can be used are in detail described in the instruction. ;)
Title: Re: Project DGen_mod
Post by: Lagarto on February 17, 2013, 12:13:02 PM
Asura, some time ago you said that the new DGen will be able to generate only a few, selected mission types, even one mission type. Is this feature being implemented?
Recently I tried to recreate Battle of Britain scenarios, and the RAF fighters, instead of defending London against Luftwaffe bombers, keep flying offensive missions to the other side of the Channel. When I removed all their offensive missions from the ops file, the game froze (I hate it).
I think DGen is best at generating tactical, close air-support campaigns - Red side bombs artillery, Blue side attacks a bridge, and so on - but it's no good at generating strategic campaigns, when only one side is offensive, and the other side is only defensive.
I was thinking of making a DGen campaign about the defence of Malta, but it's going to be the same problem :(

Another feature worth implementing, if possible:

oDeBombTown 10622:50509   VVS 3F 3F   LW 9B 4Y 9B 4F

This line should create a mission, when bombers come in two waves, each escorted by 4 fighters. Unfortunately, only the first group of bombers is escorted (by player and his flight). The other four fighters just fly ahead and leave the other 9 bombers unprotected.
Title: Re: Project DGen_mod
Post by: Asura on February 17, 2013, 11:13:57 PM
Asura, some time ago you said that the new DGen will be able to generate only a few, selected mission types, even one mission type. Is this feature being implemented?

It works, but it is necessary to observe the following compliance - for the chosen type of mission in the template have to be the type corresponding to chosen mission has to have the answering purpose and the plane of the player. For example:

Mission type -oBlueAttackBattery or oBlueReconBattery or oRedDefendBattery or oRedPatrolBattery - The blue fly to red artillery, red it protect.

For this purpose at the radius of flight of the player there has to be his artillery, and the plane of the player has to have the type FIGHTER, LIGHT or ALL. If one of conditions isn't carried out - missions won't be formed.


Quote
Another feature worth implementing, if possible:

oDeBombTown 10622:50509   VVS 3F 3F   LW 9B 4Y 9B 4F

This line should create a mission, when bombers come in two waves, each escorted by 4 fighters. Unfortunately, only the first group of bombers is escorted (by player and his flight). The other four fighters just fly ahead and leave the other 9 bombers unprotected.

If you want to receive bombers with cover use Bx or Br - these groups will be with cover. The code B is the independent group of the bombers which hasn't been connected with the following code F
Title: Re: Project DGen_mod
Post by: wheelsup_cavu on February 17, 2013, 11:32:40 PM
".mis" files are created in the full editor is a set (template) for creation of missions is more whole. The there are more than different objects on map (in files ".mis") the fighting departures will be more various. In the course of creation of missions the generator chooses the necessary objects from files ".mis" and adds in mission. I will add information in documentation on objects and their features a little later. Something about it was in documentation to the old generator - this part didn't change.
Where can I find the old documentation, please?



santobr.
This is probably the documentation that is being mentioned.
DGen Studies @ SimHQ: http://simhq.net/forum/ubbthreads.php/topics/1708223/1.html (http://simhq.net/forum/ubbthreads.php/topics/1708223/1.html)

There are some other articles in the M4T Knowledge Base.
DGEN Articles: http://www.mission4today.com/index.php?name=Knowledge_Base&cat=24 (http://www.mission4today.com/index.php?name=Knowledge_Base&cat=24)


Wheels
Title: Re: Project DGen_mod
Post by: Boelcke on February 18, 2013, 12:22:45 AM
Asura, some time ago you said that the new DGen will be able to generate only a few, selected mission types, even one mission type. Is this feature being implemented?

It works, but it is necessary to observe the following compliance - for the chosen type of mission in the template have to be the type corresponding to chosen mission has to have the answering purpose and the plane of the player. For example:

Mission type -oBlueAttackBattery or oBlueReconBattery or oRedDefendBattery or oRedPatrolBattery - The blue fly to red artillery, red it protect.

For this purpose at the radius of flight of the player there has to be his artillery, and the plane of the player has to have the type FIGHTER, LIGHT or ALL. If one of conditions isn't carried out - missions won't be formed.


Quote
Another feature worth implementing, if possible:

oDeBombTown 10622:50509   VVS 3F 3F   LW 9B 4Y 9B 4F

This line should create a mission, when bombers come in two waves, each escorted by 4 fighters. Unfortunately, only the first group of bombers is escorted (by player and his flight). The other four fighters just fly ahead and leave the other 9 bombers unprotected.

If you want to receive bombers with cover use Bx or Br - these groups will be with cover. The code B is the independent group of the bombers which hasn't been connected with the following code F

but the Bx or Br does only create fighter cover with two or four fighters, that´s not very realisitc; the same problem exists for heavy bombers missions
Title: Re: Project DGen_mod
Post by: Ian Boys on February 18, 2013, 03:24:36 AM
I have the same problem. If I am flying Stuemovik and I have 6Y 8F then only the first 4 fighters cover me and the other 4 fly ahead. Sometimes I don't mind too much as they tie up the enemy over the target but it's not really what I'm after. The neatest way would be to have the second flight of fighters to cover the first flight so the escort is stacked by altitude.
Title: Re: Project DGen_mod
Post by: Lagarto on February 18, 2013, 03:28:35 AM

It works, but it is necessary to observe the following compliance - for the chosen type of mission in the template have to be the type corresponding to chosen mission has to have the answering purpose and the plane of the player.

OK, thanks for clarification :) Let's say I want only two type of missions, oRuPatrolAF and oRuPatrolTown. The only condition is that there has to be a town and a friendly airfield within the radius of flight of the player? How this radius is determined? 
Title: Re: Project DGen_mod
Post by: Asura on February 18, 2013, 04:02:41 AM
https://www.mediafire.com/?am4z967x81p87r9 (https://www.mediafire.com/?am4z967x81p87r9)

v2.0.0.4 (18/2013)
+ removed separation by theatres
+ a completely new target acquisition algorithm
+ a new briefing system
+ a new Language= parameter in the DGen_mod.ini, this parameter allows to choose the language of Dgen messages.
This setting doesn't depend on the in-game language setting.
Available languanges: Russian, English, German, French, Czech, Polish, Hungarian, Japanese.
+ some bugs fixed

In archive complete set of necessary files and automatic setup.
Title: Re: Project DGen_mod
Post by: Juri_JS on February 18, 2013, 04:18:21 AM
Another feature worth implementing, if possible:

oDeBombTown 10622:50509   VVS 3F 3F   LW 9B 4Y 9B 4F

This line should create a mission, when bombers come in two waves, each escorted by 4 fighters. Unfortunately, only the first group of bombers is escorted (by player and his flight). The other four fighters just fly ahead and leave the other 9 bombers unprotected.

My suggestion for the future:

A fighter group after a bomber group in the ops file should always fly escort for the bombers, no matter how many bomber groups are in the ops file line and no fighters should fly ahead of the bombers.

Example:
9B 8F 6B 4F

This should create two bomber groups one escorted by 8 fighters and one by 4 fighters.


Only a fighter group infront of the bomber group should fly ahead of the bombers.

Example:
4F 9B 8F

This should create 4 fighters flying ahead of the 9 bombers and a bomber escort of 8 fighters.
Title: Re: Project DGen_mod
Post by: Asura on February 18, 2013, 04:38:53 AM
but the Bx or Br does only create fighter cover with two or four fighters, that´s not very realisitc; the same problem exists for heavy bombers missions

This issue should be resolved separately. Now only the first pair of parameters unites in maintenance. For example VVS 9B 3F 9A 4F - 3F will accompany 9B, and 9A and 4F will depart to the purpose separately.
Title: Re: Project DGen_mod
Post by: Asura on February 18, 2013, 04:41:36 AM
I have the same problem. If I am flying Stuemovik and I have 6Y 8F then only the first 4 fighters cover me and the other 4 fly ahead. Sometimes I don't mind too much as they tie up the enemy over the target but it's not really what I'm after. The neatest way would be to have the second flight of fighters to cover the first flight so the escort is stacked by altitude.

It is a known problem, it at me long ago in "to do" list. :) Let's solve :)
Title: Re: Project DGen_mod
Post by: Boelcke on February 18, 2013, 04:44:11 AM
thx for reply Asura

much like this, for the heavy bombers there is no fighter escort staying at the heavies, even if you have set it to 26hB 12F in the ops file - the fighters are flying in front of the bombers and don´t escort them, is it possible to fix this (in the future, with your to do list)?
Title: Re: Project DGen_mod
Post by: Asura on February 18, 2013, 04:50:10 AM
My suggestion for the future:

I will try to make it. Most likely in 2.0.0.6 or 2.0.0.7
Title: Re: Project DGen_mod
Post by: Asura on February 18, 2013, 04:54:31 AM
thx for reply Asura

much like this, for the heavy bombers there is no fighter escort staying at the heavies, even if you have set it to 26hB 12F in the ops file - the fighters are flying in front of the bombers and don´t escort them, is it possible to fix this (in the future, with your to do list)?

Yes of course, it will be uniform system not dependent on type of planes. I think the solution which was proposed by Juri_JS will approach best of all. It is necessary to look only as it it will be coordinated with the current ops files.
Title: Re: Project DGen_mod
Post by: Asura on February 18, 2013, 04:58:57 AM
I will be grateful for further bug reports. :) At 2.0.0.5 I will complete drop tanks system and I will add files with data for DBW 1.71.
Title: Re: Project DGen_mod
Post by: Juri_JS on February 18, 2013, 05:00:54 AM
One thing that needs to be discussed is what happens with such entries:
6B 4F 4F

Should both 4F group escort the bombers or just one and the other group should fly ahead?
Title: Re: Project DGen_mod
Post by: Lagarto on February 18, 2013, 06:08:11 AM
One thing that needs to be discussed is what happens with such entries:
6B 4F 4F
Should both 4F group escort the bombers or just one and the other group should fly ahead?

Perhaps this is the right solution to what Ian proposed: "The neatest way would be to have the second flight of fighters to cover the first flight so the escort is stacked by altitude."
I imagine a following setting: 3B 8F 8F 8F, a RAF 'Circus' type mission, with bombers as a bait and three levels of fighters, close escort, mid escort and high escort, each keeping eye on the one directly below.
Title: Re: Project DGen_mod
Post by: Boelcke on February 18, 2013, 06:45:30 AM
considering the example from juri_js in post #552, this would be the way, in this logical structure 3B 8F 8F 8F means all the fighters would be staying with the bombers
Title: Re: Project DGen_mod
Post by: Asura on February 18, 2013, 06:52:06 AM
Before making the decision I advised to work these questions in the full editor. It is simple to me to set multilevel maintenance, but game doesn't observe the instructions given to it. One of the reasons why didn't make so earlier, is that fighters of maintenance start manufacturing "snakes" and when "snake" on "snake" result is imposed to predict difficult. Collisions are possible.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 18, 2013, 07:02:25 AM
I have made several missions like this and generally you don't get collisions because the different flights are stacked by alt.

You do get collisions if one flight guards some bombers and another guards other bombers in the same formation. That is why I use altitude stacking. So 6Y 8F has your Sturmoviks escorted by 4 fighters who are themselves escorted by 4 fighters above them.
Title: Re: Project DGen_mod
Post by: santobr on February 18, 2013, 07:08:14 AM
Something that I noticed using the new features (ntB and ndB) was that it is impossible to make scramble missions in carriers vs carriers campaigns without ntBr and ndBr.



santobr.
Title: Re: Project DGen_mod
Post by: Juri_JS on February 18, 2013, 07:29:14 AM
Before making the decision I advised to work these questions in the full editor. It is simple to me to set multilevel maintenance, but game doesn't observe the instructions given to it. One of the reasons why didn't make so earlier, is that fighters of maintenance start manufacturing "snakes" and when "snake" on "snake" result is imposed to predict difficult. Collisions are possible.

Maybe it will be necessary to limit the number of escort fighter groups per bomber group to one.
In this example - 9B 12F - it will not be too complicated to give the three four plane flights different altitudes to avoid crashes.
Things will get complicated when we have something like this - 9B 8F 8F. I think in this case it is better to let only the first 8F escort the bombers and let the second 8F fly ahead.

Title: Re: Project DGen_mod
Post by: Ian Boys on February 18, 2013, 09:17:17 AM
Hmm, tricky. What happens with 4B 8F?

And the advantage of 4B 2F 2F is that you can get (for example) Mig-3 and I-16 escorting the bombers.
Title: Re: Project DGen_mod
Post by: Lagarto on February 18, 2013, 10:48:00 AM
I'll be happy with one escort group per one bomber group as long as we can have several groups of bombers flying in waves, each group escorted by more than just 2-4 fighters.

Another problem with having more than one bomber group is that, with air-start type of mission, two groups are sometimes spawned too close to each other and collide. A bigger difference in altitudes could solve the problem.
Title: Re: Project DGen_mod
Post by: Asura on February 18, 2013, 10:31:43 PM
I had still thoughts to divide group on different aero houses 9B 6F 9A 3F - 9B 6F begin with one airfield, 9A 3F begin with the second airfield. Purpose one, flight vectors the different.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 19, 2013, 01:08:40 AM
That would ease the cramped airfields you can get. But it really limits group size. If you want 18 bombers how would you do that then?
Title: Re: Project DGen_mod
Post by: Boelcke on February 19, 2013, 02:31:22 AM
Another problem with having more than one bomber group is that, with air-start type of mission, two groups are sometimes spawned too close to each other and collide. A bigger difference in altitudes could solve the problem.

i´ve tried to solve this problem with different altitudes for the different bomber planes in the concerning xxxx.planes.dat files, after that the situation has become a little bit better but the problem wasn´t realy solved, from time to time the formations collided again when spawning
Title: Re: Project DGen_mod
Post by: Boelcke on February 19, 2013, 02:33:28 AM
That would ease the cramped airfields you can get. But it really limits group size. If you want 18 bombers how would you do that then?

i think the biggest problem for this solution will be the heavy bombers, they can´t take off from most of the airfields
Title: Re: Project DGen_mod
Post by: Asura on February 19, 2013, 03:31:04 AM
For bombers there is a simple decision which is used now - start in air over airfield. hB always begin only in air.
Title: Re: Project DGen_mod
Post by: Lagarto on February 19, 2013, 10:07:47 AM
The problem with 'hB' bombers (it could be any bomber, a Ju-87 for example) is that they fly too high, and on shorter missions their escort fighters have problem reaching their altitude in time. I wish the 'hB' bombers flew at altitudes specified in the concerning xxxx.planes.dat files.

As for fighters - it would be great to have groups of, for example, 30F, but there's just not enough room on the runway, where they're spawned. And when they're spawned at time intervals (like in PF), the game stutters. Ideal solution would be to make them spawn at dispersals, wait their turn, taxi to the runway, and take off, but I don't know if it's possible.

Another related idea: I wish the airfields had additional parameter (like 1,2,3,4 - 1 by default) informing the DGen.exe that on this particular airfield planes can take off singly, in pairs, in three-plane flights, and four-plane flights. There is enough room for that on many airfields. Besides, several fighters taking off simultaneously, in line abreast, would look so much more realistically.
Title: Re: Project DGen_mod
Post by: BravoFxTrt on February 19, 2013, 10:22:54 AM
Would be awesome!
Title: Re: Project DGen_mod
Post by: Semor on February 19, 2013, 03:17:04 PM
Quote
Another related idea: I wish the airfields had additional parameter (like 1,2,3,4 - 1 by default) informing the DGen.exe that on this particular airfield planes can take off singly, in pairs, in three-plane flights, and four-plane flights. There is enough room for that on many airfields. Besides, several fighters taking off simultaneously, in line abreast, would look so much more realistically.

100 points to this! Would be really awesome.
Title: Re: Project DGen_mod
Post by: Asura on February 19, 2013, 10:54:26 PM
"hB" at first reflected only for bombers in Il-2:Battle over Europe with air start. Therefore all parameters of a system of bombers are registered in a generator code. For a large number of other bombers addition of a new code will be the best decision.

From airfields it is simply to make take-off  in pairs, in three-plane flights, and four-plane flights, as well as a large number of planes. I will gradually develop the generator.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 20, 2013, 01:13:38 AM
Isn't taxi to take off coming in 4.12?

Also, all these discussions show how complex the task of updating Dgen is. BIG THANK YOU to Asura for doing it!
Title: Re: Project DGen_mod
Post by: Asura on February 20, 2013, 10:52:54 PM
As speak in Russia - Na zdorovie! (On health or please) :)

In general the generator does the only thing - creates the text.mis file to similarly full editor in game. It means that everything that it is possible to make in the full editor it is possible to realize in the generator. I with pleasure will add everything in the generator that will be useful for players as itself regularly I pass dynamic campaigns. :) And if you tell me as well as that in the full editor it is necessary to make to have a new opportunity and as it will be written down in.mis the file - I will add this opportunity much quicker.  ;)
Title: Re: Project DGen_mod
Post by: Asura on February 21, 2013, 04:03:29 AM
Small updating https://www.mediafire.com/?3f1z2serlah7612 (https://www.mediafire.com/?3f1z2serlah7612)

v2.0.0.5 (21/02/2013)
+ fix bugs in briefing system
+ fix bugs in calculation of the ships
+ fix bugs in use of files *Planes.dat

Simply replace DGen.exe
Title: Re: Project DGen_mod
Post by: Ian Boys on February 21, 2013, 11:23:38 AM
Can I use the to replace version 1010 or do I need other files too?
Title: Re: Project DGen_mod
Post by: Juri_JS on February 21, 2013, 11:44:41 AM
First install the files from 2.0.0.4:
https://www.mediafire.com/?am4z967x81p87r9

Then install the 2.0.0.5 DGen.exe file:
https://www.mediafire.com/?3f1z2serlah7612

But remember 2.0.0.x is still in a beta stage. If you find any bugs report them!
Title: Re: Project DGen_mod
Post by: Ian Boys on February 21, 2013, 01:35:44 PM
Thank you.

Have noticed there is no AllPlanes.DAT file in either download. Don't we need it anymore?
Title: Re: Project DGen_mod
Post by: Ian Boys on February 21, 2013, 02:56:47 PM
I have a Hs-123 campaign but I notice I am always airstarting (and I do have Takeoffs on in options). For all sorties incl recon etc. What do i need to change here please?

Edit: I found out which number to change in the new file by comparing.
Title: Re: Project DGen_mod
Post by: Asura on February 21, 2013, 11:01:52 PM
Have noticed there is no AllPlanes.DAT file in either download. Don't we need it anymore?

I divided files with data about planes and arms and as appropriate changed algorithms. Now for planes the AllPlaneDB.dat file and is responsible for AllWeapons.dat arms.

Local files *Planes.dat for campaigns continue to be used by  - if such file exists - from it all necessary data will be loaded. It can be used for control of a database of planes under concrete campaign.
Title: Re: Project DGen_mod
Post by: greybeard on February 22, 2013, 03:29:23 AM
I would add a special request for DGen_MOD about Rufe floatplane.

Thanks to Nimits help and performing some test, I got the idea that Starshoy set DGen to deal with A6M2N just for stock dedicated dynamic campaign "Rufe fighter", where player flys this floatplane from Tulagi to Iwo. It may get only two kinds of missions: Scramble and CAP. Related "ops" files are set accordingly, with only player's flight on Japanese side. So, in these kind of missions, adding a flight to player's one, it can be of A6M2N ... forced to take-off from runway! DGen processes this kinds of mission according to plane type and only if player's one is A6M2N, it places him (and his flight) on water. As a consequence, it looks impossible to have an AI-only flight of Rufe's. It's a pity!

Please, Asura, let me know what do you think about.

Thanks,
GB
Title: Re: Project DGen_mod
Post by: Lagarto on February 22, 2013, 05:54:24 AM
Generally, there is little use for all hydroplanes in DGen. They would be great for rescue type missions in fighter campaigns - escorted hydroplane flies out to sea, lands as if to pick up a downed airman, then takes off and flies back to base. Meanwhile friendly fighters protect it, while enemy interceptors try to shoot it down.
Title: Re: Project DGen_mod
Post by: Boelcke on February 22, 2013, 06:05:52 AM
I don´t think that the Rufe float planes are the most worse problems in dgen campaigns, atm it´s much more important to get a full workable dgen.exe which at first has the features from the old/stock dgen.exe in addition with the use of new planes and maps. After that there is enough room for improvements, with the previous mentioned base. 

btw, there are a lot of problems with the old dgen.exe like

- no night campaigns possible
- only one mission for each day possible
- problems with bomber/fighter formations/groups like mentioned before
- air/ground start in relation to the number of formations in a mission
- limitations to the number of groups and planes for each group
... and so on

if this can be solved and after this is done i would also be glad to have Rufe floatplanes in the campaigns, but as long as the previous problems are existing it´s of little interest for a campaign builder

Title: Re: Project DGen_mod
Post by: Semor on February 22, 2013, 06:38:56 AM
Code: [Select]
- no night campaigns possible
- only one mission for each day possible
- problems with bomber/fighter formations/groups like mentioned before
- air/ground start in relation to the number of formations in a mission
- limitations to the number of groups and planes for each group

+1
Title: Re: Project DGen_mod
Post by: Juri_JS on February 22, 2013, 07:19:44 AM
I have an unfinished Rufe campaign for the Solomons map on my HD, so I like to see the seaplane behaviour fixed too. But I agree that it doesn't have a high priority. First let's iron out the other remaining bugs and finish the final 2.0.0.x version, that is needed to release our current campaign projects. More complicated features can added later.
Title: Re: Project DGen_mod
Post by: greybeard on February 22, 2013, 12:19:53 PM
Sorry guys if it seemed I want Rufe as a priority; I agree that a fully working DGen_MOD, allowing new flyables and maps, is the highest priority. I meant my "special" request to be just added to list of things to do in a future. Glad I'm not alone in considering this unique floatplane (the sole fighter one) worth of an interest.

BTW: Boelcke, in PTO more than one mission a day can be played already with stock Dgen. Limit of one you mention applies only to ETO.

Regards,
GB
Title: Re: Project DGen_mod
Post by: Ian Boys on February 22, 2013, 12:26:55 PM
For Asura,

(But others please contribute their views)

It would be nice to have an accurate loadout situation so that we don't have very odd situations like 109G with WfGr in Russia against Bostons.

In particular:

- Yak-1: no rockets used after May 1942
- Yak-1b: no rockets were used.
- Yak-7b: no rockets used after May 1942
- Messer 109G6: Mk108 30mm prop cannon never used by Finns
- Messer 109G6: 30mm cannon wingpods only used by Germans (not Finns, Italy, Rumania or Hungary)
- Messer 109G6: WfGr only used by Germans and only over Germany. Never vs Russians so if enemy=Russia then delete please
- Messer 110: same re WfGr.

I am sure other examples will come up. I don't really know about US planes for example.

Thank you

ian
Title: Re: Project DGen_mod
Post by: Juri_JS on February 22, 2013, 12:51:24 PM
@Ian
For historically accurate loadouts you can create individual *planes.dat files for every sub-campaign.

@Boelcke
More than one mission per day in ETO campaigns is already possible in the latest DGen version.
Title: Re: Project DGen_mod
Post by: Lagarto on February 22, 2013, 01:03:24 PM
@Ian
For historically accurate loadouts you can create individual *planes.dat files for every sub-campaign.

Exactly, that's why *planes.dat files are so important. Without them campaigns often result in a mess, anything can pop up.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 22, 2013, 02:20:18 PM
Is there a file with everything in so we can erase what we don't need or do we have to build each time?
Title: Re: Project DGen_mod
Post by: Ian Boys on February 22, 2013, 02:23:14 PM
When I look at a dat file in the Dgen folder it has a lot of spaces but allplanes.dat has semi colons. Which do i use?
Title: Re: Project DGen_mod
Post by: Boelcke on February 22, 2013, 02:34:28 PM
Is there a file with everything in so we can erase what we don't need or do we have to build each time?

no, use the plane.dat files for the loadouts in your campaigns
Title: Re: Project DGen_mod
Post by: greybeard on February 23, 2013, 01:39:15 AM
I would add some flyables to DGen_MOD 2, but included Readme is still that of version 1. What are meanings of parameters in AllPlaneDB.dat which replaced AllPlanes.dat?

Thank you,
GB
Title: Re: Project DGen_mod
Post by: Asura on February 24, 2013, 11:34:06 PM
AllPlaneDB.dat:

Name      
Def. Faction - Axis or Allies   
MultiNation   - Sign for planes which consisted on arms at many countries.
Def. Nation1     
Def. Nation2 - List of the main countries   
Def. Nation3   
Flyable   
Type 1   
Type 2 - Main types (roles) of the plane.   
Type 3   
Type 4   
fmRange - range of flight   
fmCruiseSpeed - cruiser speed   
fmFuelMass (kg) - mass of fuel   
DT1FuelMass    
DT2FuelMass - fuel volume in drops tank (different configurations)   
DT3FuelMass
Title: Re: Project DGen_mod
Post by: greybeard on February 25, 2013, 01:58:01 AM
Thank you!

GB
Title: Re: Project DGen_mod
Post by: greybeard on February 25, 2013, 10:38:01 AM
Tried to launch an Italian career:

1). Briefing is in RUSSIAN. I already mentioned this issue about version 1.

2). Mission loading fails with error message "Can't load Regiment "356Squadriglia"". I saw this glitch was been already pointed out without a solution.  >:(

Can't understand what is utility to point out errors if errors remain there.
Title: Re: Project DGen_mod
Post by: Lagarto on February 25, 2013, 11:24:16 AM
Tried to launch an Italian career:

1). Briefing is in RUSSIAN. I already mentioned this issue about version 1.

2). Mission loading fails with error message "Can't load Regiment "356Squadriglia"". I saw this glitch was been already pointed out without a solution.  >:(

Can't understand what is utility to point out errors if errors remain there.

1) Go to MOD/Message folder, make a copy of "It_MessageEn" file and rename it "It_MessageRu". Make a backup of whatever you overwrite.
2) Open AllWing.dat file (in MOD folder) and change "356Squadriglia" to "356squadriglia" - with small "s".

Hope that helps.
I generate campaigns for the said unit with no problem, and have briefings in English.
Title: Re: Project DGen_mod
Post by: santobr on February 25, 2013, 11:47:32 AM
There is a new option inside dgen.ini included in the download for language, we don't need to change the files anymore.

Remember that this Dgen is in beta stage, bugs are expected.
Take it easy, modders hate angry people.



santobr.
Title: Re: Project DGen_mod
Post by: Lagarto on February 25, 2013, 11:51:47 AM
By the way, briefings in Russian come from using HSFX.
Title: Re: Project DGen_mod
Post by: greybeard on February 25, 2013, 12:26:15 PM
2) Open AllWing.dat file (in MOD folder) and change "356Squadriglia" to "356squadriglia" - with small "s".
Hope that helps.

Thanks, I'll try. But WHY "AllWing.dat" is still defective if this issue has been already pointed out time ago?
Title: Re: Project DGen_mod
Post by: greybeard on February 25, 2013, 12:30:41 PM
Take it easy, modders hate angry people.

I'm prepared to get NEW errors, getting angry when find OLD ones still there: this means for me that tester work (that is not quite easy) is not taken in account.
Title: Re: Project DGen_mod
Post by: greybeard on February 25, 2013, 12:32:12 PM
By the way, briefings in Russian come from using HSFX.

I'm using UP2.01 on 4.09m.

Regards,
GB

P.S.: now I can't start ANY Italian career; game locks up on loading screen (empty) right after I click on "start".
On the bright side, I started a IJA campaign; first segment - Singapore2 - gave me beautiful missions, including PBN and Australian Hurricane, as opponents, never seen before on this map. Option "Language=English" in DGen_mod.ini worked: briefings of IJA campaign are in English.
Title: Re: Project DGen_mod
Post by: Juri_JS on February 26, 2013, 12:10:57 AM
I just want to remind everyone here that it is necessary to do a proper bug report when an error is encountered in DGen, so Asura can fix it. Usually this means, that the DGen_mod.log, DGen_mod_proc.log and DGen_modERROR.log files of the mission that caused the error have to be send to Asura, with a detailed description of the error.
Title: Re: Project DGen_mod
Post by: Boelcke on February 26, 2013, 01:42:21 AM
Take it easy, modders hate angry people.

I'm prepared to get NEW errors, getting angry when find OLD ones still there: this means for me that tester work (that is not quite easy) is not taken in account.

i´m getting angry reading posts like this
Title: Re: Project DGen_mod
Post by: greybeard on February 26, 2013, 03:36:32 AM
I just want to remind everyone here that it is necessary to do a proper bug report when an error is encountered in DGen, so Asura can fix it. Usually this means, that the DGen_mod.log, DGen_mod_proc.log and DGen_modERROR.log files of the mission that caused the error have to be send to Asura, with a detailed description of the error.

Absolutely correct and I agree. Unfortunately, that kind of error gives NO ERROR files: system just locks-up. I can only hit CTRL+ALT+DEL to get Task Manager and force program to quit. Please let me know if I'm doing something wrong and/or I can do something better.

Regards,
GB
Title: Re: Project DGen_mod
Post by: Juri_JS on February 26, 2013, 04:23:16 AM
When no error file is created the last lines in the DGen_mod.log and DGen_mod_proc.log can give an information at which point of the mission generation process DGen stopped working.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 26, 2013, 05:51:48 AM
Take it easy, modders hate angry people.

I'm prepared to get NEW errors, getting angry when find OLD ones still there: this means for me that tester work (that is not quite easy) is not taken in account.

i´m getting angry reading posts like this

I absolutely agree with you Boelcke.

Greybeard, please remember that
1) Asura is doing a fantastic job for free and we should appreciate him very much.
2) You are not paying for anything so have no right to moan.
3) Many of us have been friends for 10 years and get annoyed at people who criticise those who do the work.
4) If you are happy here, please continue. If not, please leave.
Title: Re: Project DGen_mod
Post by: vpmedia on February 26, 2013, 06:08:32 AM
What Ian said.
We all can take constructive critique but no reason to be angry with a guy whos doing you a favor.
If you see that a bug is not fixed simply report it again.
Title: Re: Project DGen_mod
Post by: greybeard on February 26, 2013, 10:33:54 AM
When no error file is created the last lines in the DGen_mod.log and DGen_mod_proc.log can give an information at which point of the mission generation process DGen stopped working.

OK, thanks. I'll try again and report.

During my IJA campaign I got Blenheims with Japanese markings (red disks and big numbers): what i did wrong? Subcampaign I was playing is Singapore2.
Title: Re: Project DGen_mod
Post by: Ian Boys on February 26, 2013, 11:15:56 AM
It may be that no reconplane is listed in the Japanese side. I seem to remember something like that.

Assign a Japanese plane to recon type and see if that fixes it.
Title: Re: Project DGen_mod
Post by: greybeard on February 26, 2013, 03:52:31 PM
Assign a Japanese plane to recon type and see if that fixes it.

Thank you Ian. Maybe some more help instead of criticism would make me less nervous.  ;)

Now IJA campaign "beeped" at mission end (with empty briefing screen). DGen_modERROR report at its last line:
OpCode not found: oBlueFTransfer
it looks operations are picked from opsSingapore2.dat, but it has no "blue" operations - only "oJp" ones! All that I learned so far seem of little or no avail...

S!
GB
Title: Re: Project DGen_mod
Post by: greybeard on February 26, 2013, 03:59:26 PM
When no error file is created the last lines in the DGen_mod.log and DGen_mod_proc.log can give an information at which point of the mission generation process DGen stopped working.

I tried and both files are empty.
Title: Re: Project DGen_mod
Post by: SAS~Bombsaway on February 26, 2013, 04:22:43 PM
Greybeard, I understand that you are frustrated with the problem you are having but it doesnt do anyone any good to make complaints in the manor you have been posting. Ian was correct in his post on the last page of this thread. You need to remember that modders do all this for free and take many hours out of the life to make these mods and they post them here for you to use for free.

Constant complaing and what can also seem as belittling the maker of the mod is considered very rude. I'm sure you would not like a response of " learn to fix it yourself or shut up" so please try to control your frustration and list the issues you are having but try to do it in a more constructive manor.

If not, we will have to take actions that we really dont want or enjoy having to take.

Title: Re: Project DGen_mod
Post by: Asura on February 26, 2013, 10:41:28 PM
2). Mission loading fails with error message "Can't load Regiment "356Squadriglia"". I saw this glitch was been already pointed out without a solution.  >:(

Likely I not in all places still disconnected comparison match case, though rechecked several times. Send me the Italian campaign in which there is this mistake I surely I will correct.

After association of branches still there were code sites which were insufficiently tested and they should be debugged. Pleases that corrections which now become form a basis for further development - I don't plan to copy once again a program kernel as it was upon transition with 1.0 on 2.0, it suits me and for 100% is available to further development.

Thanks to all participants of tests - you very much help me! Well and small irritation it is possible to understand - all want the best and at once. :)
Title: Re: Project DGen_mod
Post by: Asura on February 26, 2013, 10:50:53 PM
Now IJA campaign "beeped" at mission end (with empty briefing screen). DGen_modERROR report at its last line:
OpCode not found: oBlueFTransfer
it looks operations are picked from opsSingapore2.dat, but it has no "blue" operations - only "oJp" ones! All that I learned so far seem of little or no avail...

After association of branches in the generator I replaced old division into Ru/De and Us/Jp with universal Blue/Red. In documentation I will write as to versions 2.0 these values it is possible to use in files of campaigns.

Concerning a mistake - you pass standard campaign or author's? Send me it, I will check in what a problem. And still add the confja.ini file from the DGen folder.
Title: Re: Project DGen_mod
Post by: greybeard on February 27, 2013, 01:42:08 AM
Bombsaway
This time my "complaining" was just kidding: I was trying to turn it fun and self-ironic. Sorry for misunderstanding. I shall refrain in the future.

Asura
Italian campaign that gives me the problem can be downloaded here:
http://www.mission4today.com/index.php?name=Downloads&file=details&id=4256 (http://www.mission4today.com/index.php?name=Downloads&file=details&id=4256)
Glad to be helpful - keep up your unique work.

About Japanese campaign, you may find it at following link:
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1579 (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1579)
here follows my confja.ini:
Code: [Select]
Hige,Haiiro,Kyoto,1919
IJA_F_S_59z
dir=missions\campaign\ja\DGen_P_Singapore2hige0
Language=Russian
instant=false
Singapore2 KI_43_IB
Burma42 KI_43_IB
NewGuinea KI_43_IB
Tarawa KI_43_II
BurmaD1 KI_43_II
BurmaD2 KI_43_IIKAI
BurmaD3 KI_43_IIKAI
Palau KI_61_IKO
Iwo KI_61_IOTSU
Okinawa KI_61_IHEI
Japan1 KI_100_IKO
If this may help, I never saw a transfer in PTO, maybe Pacific "ops" files do miss this kind of mission, now included in DGen_MOD. This is just my guess.

Regards,
GB
Title: Re: Project DGen_mod
Post by: Asura on February 27, 2013, 02:16:57 AM
Soon I will look. Thanks.
Title: Re: Project DGen_mod
Post by: greybeard on February 27, 2013, 04:16:57 AM
@Asura
You're welcome!

@All
Since it is stock, anyone already has KhalkhinGol's map files Towns.dat, AF.dat and BR.dat?

Thanks for any help,
GB
Title: Re: Project DGen_mod
Post by: Juri_JS on February 28, 2013, 12:21:27 AM
I am working on a Khalkhin Gol campaign.
Title: Re: Project DGen_mod
Post by: greybeard on February 28, 2013, 02:11:07 AM
I am working on a Khalkhin Gol campaign.

Great! In the meantime, I did myself the KhalkhinGol's map files Towns.dat and AF.dat. Now I've the campaign complete (campaigns, DB, planes, classes, squadrons, blue and red missions) but unfortunately... it does not work!  :( Campaign is generated, but it "beeps" and briefing screen is empty. ERROR log reports: "Can't select target type".

I sent you a PM - please read.

Regards,
GB
Title: Re: Project DGen_mod
Post by: Ian Boys on February 28, 2013, 07:00:05 AM
You have stationary trains, armour, trucks, HQ?

You have enemy within 100km?

You have recce and transport planes on both sides?
Title: Re: Project DGen_mod
Post by: Ian Boys on February 28, 2013, 07:55:51 AM
One potential problem with KG campaigns may be the date issue as it is outside 41-45.
Title: Re: Project DGen_mod
Post by: santobr on February 28, 2013, 09:05:47 AM
The date format was already modified.
Example:
old format = 20506
new format = 19420506



santobr.
Title: Re: Project DGen_mod
Post by: greybeard on February 28, 2013, 09:09:10 AM
I've stationary and moving objects, but no trains. What are armour and HQ?

I do have enemy close enough.

I do have recon on both sides but no transport planes. Do you mean DC-3 or alike?

I exploited Asura's DGen_mod capability to deal with dates outside 41-45 setting his own date format YYYYMMDD (e.g.: 19390520).

Thanks for your kind hints,
GB
Title: Re: Project DGen_mod
Post by: Ian Boys on February 28, 2013, 10:31:39 AM
Armour = group of 6 tanks.

HQ = Radio truck and 4 other objects like trucks.

Transport planes - Ju52, Me323, DC-3, Li-2, whatever the Japanese DC-3 is called.
Title: Re: Project DGen_mod
Post by: greybeard on February 28, 2013, 01:20:47 PM
Currently, DGen_mod in ERROR file gives me list of ALL targets =0 and I doubt of this, since in other part of log file AF are listed, for instance, so can't be AF=0. Could be a DGen_mod glitch.

Anyway, since now I learnt that Juri was already working with Asura to a Khalkhin Gol campaign, we agreed that was useless and virtually chaotic do same thing twice. So I'll wait for Juri's almost complete campaign, to pick, with his permission, some parts for mine.

Thanks for your kind help,
GB
Title: Re: Project DGen_mod
Post by: Ian Boys on March 01, 2013, 02:08:07 PM
Have just come across exactly the same thing - it was an error in the PlanesRuE.dat file (for choosing your plane in the campaign).
Title: Re: Project DGen_mod
Post by: Ian Boys on March 08, 2013, 05:20:44 PM
Making slightly slow progress in the second chapter of my Donbass Dgen - I keep getting distracted by actually enjoying the flying so much!
Title: Re: Project DGen_mod
Post by: Juri_JS on March 08, 2013, 11:05:48 PM
Making slightly slow progress in the second chapter of my Donbass Dgen - I keep getting distracted by actually enjoying the flying so much!

Has the problem with the aces section been solved?
Title: Re: Project DGen_mod
Post by: Ian Boys on March 09, 2013, 02:49:33 AM
Yeah, I deleted it. Never much liked it anyway. You get attacked at your base only and then your 8 planes and all the light AA gang up on 2 planes.
Title: Re: Project DGen_mod
Post by: Juri_JS on March 09, 2013, 03:18:28 AM
Did Asura say anything about the aces problem? It is strange, that aces work in all other campaigns, but are causing an error in your Donbass campaign. There must be something wrong that needs closer investigation.

Btw, you can also encounter aces during a mission, not only directly after take off.
Title: Re: Project DGen_mod
Post by: zeke1970 on March 09, 2013, 09:50:17 AM
I'm using DGen_mod2.0.0.5.

In Juri_JS Solomons Campaign,
When debriefing,there is nosound.

Is there any solution?
Title: Re: Project DGen_mod
Post by: Juri_JS on March 09, 2013, 10:34:36 AM
Do you mean the sounds that can be heard during briefings/debriefings? I also noticed, that these sounds disappear after flying a Solomons mission. It is not possible to influence these sounds with the DGen campaign files, so the problem is either caused by the DGen.exe file or by the game itself. That is something that needs to be checked by Asura.

By the way, at the moment I don't recommend to play my Solomons campaigns with DGen 2.0.0.5, they are not fully compatible. I will update the campaigns when the final version of 2.0.0.x is finished.
Title: Re: Project DGen_mod
Post by: zeke1970 on March 09, 2013, 07:46:38 PM
Thanks for reply.

Yes. I mean that you said.
And OK.

Use 1.0.0.7.

Thank you.
Title: Re: Project DGen_mod
Post by: Lagarto on March 10, 2013, 03:57:42 PM
I have a question about new ships/tanks/vehicles included in the HSFX 6.0 (or any other mod pack). There are many such objects which I want to use in my campaigns. However, some are either ignored by DGen as targets or they cause DGen to freeze.
My question - is it necessary to add these objects to the lists of objects stored in DGen/MOD (Amphibious, Tank, CapitalShip, Carriers and so on) to make DGen recognize them? For example, there are great-looking landing crafts included in the HSFX but when I added them to a campaign template, the program froze. The log showed that the program got stuck after the line: "ClusterList count", when it was supposed to generate the line: "FleetList count".
Title: Re: Project DGen_mod
Post by: greybeard on March 15, 2013, 03:51:45 AM
Hi guys!

I uploaded at M4T a renewed and dedicated version of "Asia for the Asians!" just for Asura's DGen_mod v1.0.1.0 (included into download). I've not fully tested it in UP2.01 and couldn't test at all in HSFX: please consider it a beta. I would be glad to receive your feedback by PM, not to "clog" this thread that must be reserved to current Asura's work.

Link for download:
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1295 (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1295)

Thank you,
GB
Title: Re: Project DGen_mod
Post by: greybeard on March 17, 2013, 12:07:46 PM
BTW, was solved that issue of game locking-up when clicking on "Apply" after a mission where player has been wounded? Did I miss something?
Title: Re: Project DGen_mod
Post by: Semor on March 18, 2013, 02:26:22 AM
BTW, was solved that issue of game locking-up when clicking on "Apply" after a mission where player has been wounded? Did I miss something?

+100  ;)
Title: Re: Project DGen_mod
Post by: Asura on March 21, 2013, 03:36:00 AM
Hi, everybody! I wasn't gone, a lot of work and very little free time was simple. :) Now peak behind and I continue work on the generator. Tomorrow or at the beginning of the next week there will be the following version in which I added drop tanks support for the plane of the player and AI. Now actively I check and I correct the errors sent by you.

greybeard
I checked your errors - in my version of the generator (2.0.0.6) the error of "Can't load Regiment "356Squadriglia"" doesn't repeat, but I faced other problem - if the file the name is written to mis with capital letter - 356Squadriglia - game doesn't load mission. I replaced the name in AllWing.dat.

Concerning Japanese campaign (Green Hell):
1 . In sections [Squadrons] in skin:RRG_11 Sentai lines - 1 Chutai.bmp can't be gaps (RRG_11th_Sentai_1st_Chutai.bmp)
2 . After removal of lines with gaps at me campaign earned without problems.

Try these campaigns once again with future version 2.0.0.6
Title: Re: Project DGen_mod
Post by: Asura on March 21, 2013, 05:21:57 AM
I closely approached to bringing an order to formation of groups of planes. Initially in the generator the simple scheme which contained in lines of the ops files was put:

oMissType RED Group1 Group2 BLUE Group1 Group2

Group2 always carries out protection (cover) of Group1. If the group one it carries out a task in itself. Now there were difficult designs from several polytypic groups. The generator certainly forms them, but interaction of these groups is completely broken after the first couple.

Let's think up convenient algorithm which will unambiguously process sequence of groups in the line ops. And still we will establish what there has to be an interaction of links in group. I wait for your offers.
Title: Re: Project DGen_mod
Post by: Juri_JS on March 21, 2013, 05:37:05 AM
To quote myself from a few pages ago (slightly edited):

My suggestion for the future:

A fighter group (F) after a bomber group (B, dB, hB, A or fB) in the ops file should always fly escort for the bombers, no matter how many bomber groups are in the ops file line and no escorting fighters should fly ahead of the bombers.

Example:
9B 8F 6B 4F

This should create two bomber groups one escorted by 8 fighters and one by 4 fighters.


Only a fighter group infront of the bomber group should fly ahead of the bombers.

Example:
4F 9B 8F

This should create 4 fighters flying ahead of the 9 bombers and a bomber escort of 8 fighters.
Title: Re: Project DGen_mod
Post by: greybeard on March 21, 2013, 06:06:12 AM
greybeard
I checked your errors - in my version of the generator (2.0.0.6) the error of "Can't load Regiment "356Squadriglia"" doesn't repeat, but I faced other problem - if the file the name is written to mis with capital letter - 356Squadriglia - game doesn't load mission. I replaced the name in AllWing.dat.

Concerning Japanese campaign (Green Hell):
1 . In sections [Squadrons] in skin:RRG_11 Sentai lines - 1 Chutai.bmp can't be gaps (RRG_11th_Sentai_1st_Chutai.bmp)
2 . After removal of lines with gaps at me campaign earned without problems.

Try these campaigns once again with future version 2.0.0.6

Thanks Asura!
Honestly, I had already tried both uppercase and lowercase "S" for "356Squadriglia" with no success: I shall try with your newer v2.0.0.6.
You are right about spaced skin name: now I corrected it and must retry.

GB
Title: Re: Project DGen_mod
Post by: Asura on March 21, 2013, 07:34:11 AM
How to process the following designs?

4F 9B 8F 4F

9B 8F 4Y

4A 4A 4A 4F 4Y

There is a lot of options :)
Title: Re: Project DGen_mod
Post by: Juri_JS on March 21, 2013, 08:10:34 AM
In my opinion in all these cases the last 4F or 4Y groups should be independend fighters, without an escort duty, because they are not directly after a bomber group. Which will make them fly ahead of the bombers in the mission (if their speed setting in the *planes.dat file is high enough).
Making them escort fighters for the escort fighter group infront of them or the bomber group that already has escort fighters wouldn't be a good idea, because it would create a large number of circling escort fighters, which will surely cause collisions.
Title: Re: Project DGen_mod
Post by: Lagarto on March 21, 2013, 11:10:17 AM
In my opinion in all these cases the last 4F or 4Y groups should be independend fighters, without an escort duty, because they are not directly after a bomber group. Which will make them fly ahead of the bombers in the mission.

Very much so! This is how USAAF flew over occupied Europe late in the war, sending large formations of fighters to clear the path for the heavy bombers, all the way to the target.
Title: Re: Project DGen_mod
Post by: santobr on March 21, 2013, 12:14:07 PM
I agree.

A bug that I noticed in my Coral Sea campaign is that some bombers are starting to flight almost at the sea level in the begining of the "attack carriers" mission.
The result is 3 or 4 bombers crashing on the water every attack mission.

I have a doubt.
How the links in "CoralSea.DB" work?
For example:
oUsIntercept oUsBombCarrier 0 oUsBombCarrier 0

What can happen when Dgen reads that line?


Thank you. :)



santobr.
Title: Re: Project DGen_mod
Post by: Asura on March 21, 2013, 11:38:38 PM
A bug that I noticed in my Coral Sea campaign is that some bombers are starting to flight almost at the sea level in the begining of the "attack carriers" mission.
The result is 3 or 4 bombers crashing on the water every attack mission.

I think this mistake I corrected at 2.0.0.6 - sometimes the generator put down to groups the initial point at the height of flight of 0 meters. Check this situation with the new version if it to repeat - as always log files are necessary to me :)

Quote
I have a doubt.
How the links in "CoralSea.DB" work?
For example:
oUsIntercept oUsBombCarrier 0 oUsBombCarrier 0

What can happen when Dgen reads that line?

I while disconnected in 2.x the linked missions, these algorithms should be copied taking into account full association of branches. It is enough lot of work and as this part of the generator is used quite seldom I I postponed this work until more convenient time.
Title: Re: Project DGen_mod
Post by: Asura on March 21, 2013, 11:58:22 PM
I offer such option of processing of groups:

RED G1 G2 G3 G4 G5 G6 G7...

In G1-G4 groups if the fighter or player code as the fighter is faced by a code of the attacking plane - the fighter or the player will carry out cover. G5-G7 groups... work separately.

1B 2F 3B 4F 5B 6F 7F - 2F escort 1B, 4F escort 3B, 5B 6F 7F - separate groups
1B 2F 3B 4F 5Y 6F 7F - 2F escort 1B, 4F escort 3B, 5Y 6F 7F - separate groups
1B 2Y 3B 4F 5A 6F 7F - 2Y escort 1B, 4F escort 3B, 5A 6F 7F - separate groups

1F 2F 3B 4F 5nB 6nB 7nF - 1F 2F - separate groups, 4F escort 3B, 5nB 6nB 7nF - separate groups
1F 2B 2B 4F 5nB 6nB 7nF - 1F 2B - separate groups, 4F escort 3B, 5nB 6nB 7nF - separate groups
1A 2A 3A 4A 5F - all separate groups

1Y 2F 3F 4F - 2F escort group of the player
Title: Re: Project DGen_mod
Post by: Juri_JS on March 22, 2013, 12:17:49 AM
I offer such option of processing of groups:

RED G1 G2 G3 G4 G5 G6 G7...

In G1-G4 groups if the fighter or player code as the fighter is faced by a code of the attacking plane - the fighter or the player will carry out cover. G5-G7 groups... work separately.

1B 2F 3B 4F 5B 6F 7F - 2F escort 1B, 4F escort 3B, 5B 6F 7F - separate groups
1B 2F 3B 4F 5Y 6F 7F - 2F escort 1B, 4F escort 3B, 5Y 6F 7F - separate groups
1B 2Y 3B 4F 5A 6F 7F - 2Y escort 1B, 4F escort 3B, 5A 6F 7F - separate groups

Why are G5 and G6 separate groups and not bombers + escort fighters? If separate G5-G7 groups are needed in a mission, they can be created by this line - 6F 7F 5B.
Title: Re: Project DGen_mod
Post by: santobr on March 22, 2013, 06:17:45 AM
Yes, please, I agree with Juri. :)
I think if a fighter group have a bomber group before, even if the bomber's group is the Player's group, the fighter group needs to escort that bomber group.
If separate bombers or fighters groups are needed we can put the bombers after the fighters in the end of the line and everything will be OK. ;)


I think this mistake I corrected at 2.0.0.6 - sometimes the generator put down to groups the initial point at the height of flight of 0 meters. Check this situation with the new version if it to repeat - as always log files are necessary to me :)
Thank you, Asura, but where is the 2.0.0.6 version? :)

I while disconnected in 2.x the linked missions, these algorithms should be copied taking into account full association of branches. It is enough lot of work and as this part of the generator is used quite seldom I I postponed this work until more convenient time.
This feature is essential for PTO.
For example, in Coral Sea's campaign, the course of the battle is defined by the recon airplanes.
If a recon plane reach the recon target (carriers fleet in this case), an attack will be imminent in the next mission, even if fighters shot down the recon planes later. ;)



santobr.
Title: Re: Project DGen_mod
Post by: Asura on March 22, 2013, 07:00:00 AM
https://www.mediafire.com/?9lof5r1c69wcbq8 (https://www.mediafire.com/?9lof5r1c69wcbq8)

v2.0.0.6 (22/03/2013)
+ algorithms of management are added by suspended fuel tanks
+ the delay of emergence of planes of the opponent in Defend and Patrol missions is added
+ the error with 356squadriglia is corrected
+ correction of algorithm of definition of type is more whole
+ the error is corrected at wound of the player (a message conclusion)
+ the error is corrected at a conclusion of a total briefing of subcampaign
+ other small errors are corrected
Title: Re: Project DGen_mod
Post by: Asura on March 22, 2013, 07:01:14 AM
Transfer of changes bad, I hope something it will be clear. Next week I will add a correct translation of the list of changes.
Title: Re: Project DGen_mod
Post by: Asura on March 22, 2013, 07:08:46 AM
Concerning groups: we adopt such law - if the attack plane is followed by the fighter - the fighter always covers the attack  plane.

How to be with plane of the player? If the player - a bomber, acts the previous rule. If the player the fighter and follows it fighter group - it is necessary to cover the player?

4F 4Y(F) 4F
Title: Re: Project DGen_mod
Post by: Juri_JS on March 22, 2013, 07:27:07 AM

How to be with plane of the player? If the player - a bomber, acts the previous rule. If the player the fighter and follows it fighter group - it is necessary to cover the player?

4F 4Y(F) 4F

When the 4Y are bombers, they are escorted by the last 4F group, the first 4F group will fly ahead of the player's flight.
When the 4Y are fighters, there will be three separate fighter groups. No escort for the player's group.
Title: Re: Project DGen_mod
Post by: santobr on March 22, 2013, 07:45:20 AM
I think fighters will never escort fighters in the role of fighter.



santobr.
Title: Re: Project DGen_mod
Post by: Ian Boys on March 22, 2013, 08:01:46 AM
Asura, why is this Dgen load failing please?

= DGen_mod 2.0.0.5 (21/02/2013) =
seed: 1216609
ParamStr: ru 5       
DGen_mod initialization. Side: ru, Rank: 5
RandomFlights=3
MaxFLAK=20
MaxBomberSkill=0
Distance=60 km
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: RuD
EnemyNation from settings: Germany
Load DGen\mod\AllPlaneDB.dat:
Load DGen\Don43APlanes.dat:
Donbass
Load DGen\mod\DonbassTowns.dat:
EnemyNation from stock: Germany
Cannot parse point
Title: Re: Project DGen_mod
Post by: Asura on March 22, 2013, 08:07:44 AM
Mistake in section [Schedule] - in a line less than two (2) elements. As the line in a mistake isn't removed - I suspect that there is an empty line.
Title: Re: Project DGen_mod
Post by: Ian Boys on March 22, 2013, 10:53:26 AM
ok thanks i will have a look there
Title: Re: Project DGen_mod
Post by: greybeard on March 22, 2013, 12:26:12 PM
I think fighters will never escort fighters in the role of fighter.

I think historically this is not quite correct: there are many possible examples, from WWI to Vietnam. Consider, for instance, Spitifire's covering Hurricane's attacking German bombers during BoB, or famous "blue" Bf 109G-10 protecting Fw 190 "Rammjaeger" of Reichsverteidigung.

GB
Title: Re: Project DGen_mod
Post by: Ian Boys on March 22, 2013, 12:55:59 PM
indeed. Or bf-109 escorting 110 heavies towards the bombers or fighters protecting fighter bombers like the Fw190F8.
Title: Re: Project DGen_mod
Post by: santobr on March 22, 2013, 12:59:20 PM
Fighters can fly at the same velocity if you make the right changes in the "dat" files.
They can fly together in a mission, they will protect each other, it's a kind of fake escort. :)
Bombers need escort because they are slower, the fighters will go ahead if they are not escorting.

Fighter-bombers are not "F". ;)



santobr.
Title: Re: Project DGen_mod
Post by: Ian Boys on March 22, 2013, 01:41:15 PM
Asura thanks! There was a blank line not visible in notepad but when I copied it to here it was visible. Sorted the problem!
Title: Re: Project DGen_mod
Post by: Boelcke on March 23, 2013, 09:49:49 AM
Asura thanks! There was a blank line not visible in notepad but when I copied it to here it was visible. Sorted the problem!

i´m using notepad++ for this reason, it´s a small but usefull tool:

http://notepad-plus-plus.org/

Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on March 24, 2013, 07:01:09 AM
Sorry to bother but I hope to see a tutorial in the next future , I'm a bit lost with lines....
Title: Re: Project DGen_mod
Post by: Asura on March 29, 2013, 02:00:48 AM
https://www.mediafire.com/?52dau12htjxezr4 (https://www.mediafire.com/?52dau12htjxezr4)

v2.0.0.7 (29/03/2013)
+ some bugs fixed
Title: Re: Project DGen_mod
Post by: Asura on March 29, 2013, 02:24:20 AM
At the moment I corrected all known errors and came a few to develop time functionality of the generator. That is planned at 2.0.0.8:

1 . Management of time of day, global and for separate campaigns. It will be possible to establish the borders day/night and for example to make campaign of the night fighter.
2 . Management of weather conditions for separate campaigns (for example it will be possible to clean rains but to leave fogs).
3 . To add weather elements which are available in extreme versions of game. The first that is remembered - a wind, but I will try to study in more detail this question and to add everything that is.
4 . To bring an order with groups to lines of the ops files - that it was clear what group whom follows and that does.
5 . Correction of mistakes which else will be.

At 2.0.0.9 I plan to deal with random planes in mission.  I will correct collisions of planes in air.

If there are wishes on random planes - with pleasure will listen. :)
Title: Re: Project DGen_mod
Post by: santobr on March 29, 2013, 06:22:26 AM
Thank you Jedi Master Asura. :)



santobr.
Title: Re: Project DGen_mod
Post by: Boelcke on March 30, 2013, 04:20:18 AM
I´ve tested the V 2.0.0.7 with a new created BoB campaign and had the problem, that frequently RAF Hurricanes are taking off from german airfields in France.

@ Asura: If it´s interesting for you i can send you the files for investigation. Just give me a message.

Title: Re: Project DGen_mod
Post by: santobr on March 31, 2013, 12:10:34 AM
This is what is waiting for you, guys: ;)
https://www.sas1946.com/main/index.php/topic,3623.msg363745.html#msg363745


I discovered why some bombers are crashing on the water, the problem is when there is 8 or 9 bombers in the same group.
If there is an waypoint with a sharp turn to the right, each bomber will dive a bit to avoid collision, in the end, the last two bombers will dive too much and will crash on the water.
It is occuring only with Devastator torpedo bombers.
The solution could be more altitude or less sharp turns when flying low, but I think less sharp turns will be more difficult because all flights have the same 3 waypoints to gain altitude in the begining.

Another bug that I noticed is sometimes one carrier is substituted by another ship, the carrier wasn't sunk in the last missions.



santobr.
Title: Re: Project DGen_mod
Post by: Boelcke on March 31, 2013, 03:49:03 AM
the mission distance doesn't work for me, also i have frequently german Blenheim bombers instead of the assigned Heinkels or Junkers

at least i had two crashes of the game with the whole screen full of messages which looked like messages of a log file - the only way to go on was to kill the Il2 exe file with the Task Manager
Title: Re: Project DGen_mod
Post by: Asura on April 01, 2013, 04:12:32 AM
I´ve tested the V 2.0.0.7 with a new created BoB campaign and had the problem, that frequently RAF Hurricanes are taking off from german airfields in France.

@ Asura: If it´s interesting for you i can send you the files for investigation. Just give me a message.

I thought that corrected it. Send me please your campaign - I will check.
Title: Re: Project DGen_mod
Post by: Asura on April 01, 2013, 04:15:01 AM
the mission distance doesn't work for me, also i have frequently german Blenheim bombers instead of the assigned Heinkels or Junkers

at least i had two crashes of the game with the whole screen full of messages which looked like messages of a log file - the only way to go on was to kill the Il2 exe file with the Task Manager

Send please the log files.
Title: Re: Project DGen_mod
Post by: Boelcke on April 01, 2013, 07:18:35 AM
the mission distance doesn't work for me, also i have frequently german Blenheim bombers instead of the assigned Heinkels or Junkers

at least i had two crashes of the game with the whole screen full of messages which looked like messages of a log file - the only way to go on was to kill the Il2 exe file with the Task Manager

Send please the log files.

done :)  - check your PM

Title: Re: Project DGen_mod
Post by: Boelcke on April 02, 2013, 01:05:05 AM
At the moment I corrected all known errors and came a few to develop time functionality of the generator. That is planned at 2.0.0.8:

1 . Management of time of day, global and for separate campaigns. It will be possible to establish the borders day/night and for example to make campaign of the night fighter.

...

more than one mission each day would be an usefull feature, it was added to the stock dgen.exe but never worked
Title: Re: Project DGen_mod
Post by: jeanba on April 02, 2013, 01:10:30 AM
Yes, for offensives (Dieppes, DDay, Mortain, 1st days at Kursk, Barbarossa ...)
Title: Re: Project DGen_mod
Post by: Juri_JS on April 02, 2013, 01:18:22 AM
More than one mission per day already works. I am using it for month now in my WIP campaigns.
Title: Re: Project DGen_mod
Post by: Boelcke on April 02, 2013, 01:30:03 AM
More than one mission per day already works. I am using it for month now in my WIP campaigns.

does it work "the old way"? with adding the number of missions to the date of the day? and is there a limit of missions for each day?
Title: Re: Project DGen_mod
Post by: Juri_JS on April 02, 2013, 01:50:11 AM
Yes, it works the old way. I haven't tested how many missions are possible.
Title: Re: Project DGen_mod
Post by: Boelcke on April 02, 2013, 02:11:57 AM
ok thx, will check it :)
Title: Re: Project DGen_mod
Post by: Boelcke on April 03, 2013, 07:29:13 AM
just tested my Defense of the Reich campaign with the new dgen.exe 2.0.0.7 ... and i´m quite happy!

the fighters are now a real escort, spwaning together with the heavies (!) and the repetitive recon intercept and free hunt missions are now obsolete (!) ... very good, i will alter the missions and DB files and release a first Beta for Asuras dgen.exe - many thx for making this possible :)

Title: Re: Project DGen_mod
Post by: Juri_JS on April 03, 2013, 09:31:39 AM
By the way, it's now also possible to set airstart points in the red and blue template files of European campaigns. Which means every map can now be used for airstart missions. This could offer some interesting campaign building possibilities. 
Title: Re: Project DGen_mod
Post by: jeanba on April 03, 2013, 09:46:02 AM
Great news !
I may recheck it when I am back
Title: Re: Project DGen_mod
Post by: Boelcke on April 04, 2013, 05:23:09 AM
argh, the game doesn´t use the cruising altitudes from the xxxxplane.dat files ... beside this it´s looking good, perhaps i have to wait for next version of dgen.exe
Title: Re: Project DGen_mod
Post by: Boelcke on April 06, 2013, 09:05:33 AM
had a freeze and the last dgen_mod.log file shows this at the end of the file:

Inherits operations from DGen\ops_Afrika4H.dat
Loading 134 operation from DGen\ops_Afrika4H.dat
MissionDistance set, testing DGen\NorthAfrica1Red0.mis
Can't open!
Loading 22 red moving group
Loading 661 red stationary units
Loading 595 red buildings
MissionDistance set, testing DGen\NorthAfrica1Blue0.mis
Can't open!
Loading 7 blue moving group
Loading 29 all moving group
Loading 775 blue stationary units
Loading 1436 all stationary units
Loading 4434 blue buildings
Loading 5029 all buildings
Load DGen\mod\Northern_Africa_JirAF.dat:
ShipList count 72 objects
ZoneList count 0 objects
ClusterList count 3 objects
FleetList count 1 objects
CarrierList count 0 objects
Dangerous areas - Red:2 Blue:17

any ideas whta´s the problem here?
Title: Re: Project DGen_mod
Post by: Boelcke on April 07, 2013, 04:16:38 AM
some more questios ...

i´ve tried to add some more planes to the files in the MOD folder, into the allplane.dat, allclssses.dat, etc. ... for example the Hurricane IId and put this line into the allplane.dat

HurricaneMkIId;Allies;1;England;USSR;None;1;FBomber;None;None;None;1000;220;318;0;0;0

i´m not sure if "FBomber;None;None;None" is ok - or has there to be a specific order for it? And havee all planes which are in the allplane.dat and allclasses.dat to be also in the allweapons.dat file, it looks to me that the xxxplanesxxx.dat files from the concerning campaigns are enough?

I found a problem with the P 36 in the plane.dat file from the MOD folder. The P36 didn´t work for France, i always got the message "can´t find P_36A". The P36 is listed in the plane.dat files as Axis plane, nation Finland:

P_36A3;Axis;0;Finland;None;None;0;Fighter;None;None;None;1000;310;454;0;0;0

adding France to it didn´t work. Only changing it into

P_36A3;Axis;0;France;None;None;0;Fighter;None;None;None;1000;310;454;0;0;0

made it possible to make it work in my campaign, but this will avoid it from working in campaign for Finland.



Concerning the settings files: What has there to be if more than one nation is enemy in a campaign? Until now there was the option

[EnemyNation]
concerning_subcampaign England

for example. What has to be there if England and USA are both enemy nations?

Title: Re: Project DGen_mod
Post by: Asura on April 08, 2013, 05:20:05 AM
argh, the game doesn´t use the cruising altitudes from the xxxxplane.dat files

I checked this moment. The generator correctly reads height of flight and height in an attack point from all files. But then procedure of "random installation of height" starts working. The dispersion on ustanvlenny height can from "minAlt/2 + 500" to "minAlt". (minAlt - value of height of flight from the planes files). I think it was made that planes didn't meet at the same height. For a change. And then one more procedure which levels height on all route works that there were no steep slopes and descents. I think absolutely it isn't necessary to clean this part. Can simply limit height change within 1000 meters? Instead of within height half.
Title: Re: Project DGen_mod
Post by: Asura on April 08, 2013, 05:26:10 AM
had a freeze and the last dgen_mod.log file shows this at the end of the file:

...
Dangerous areas - Red:2 Blue:17

any ideas whta´s the problem here?

Further the generator has to read the file *Topo.mis. In cases of lag of the generator proc logs is better to look - there will be the last procedure on which the program freeze.
Title: Re: Project DGen_mod
Post by: Asura on April 08, 2013, 05:44:35 AM
some more questios ...

Concerning the settings files: What has there to be if more than one nation is enemy in a campaign? Until now there was the option

[EnemyNation]
concerning_subcampaign England

for example. What has to be there if England and USA are both enemy nations?

HurricaneMkIId;Allies;1;England;USSR;None;1;FBomber;None;None;None;1000;220;318;0;0;0

1 - The sign that the plane can be used in several countries (MultiNation).

HurricaneMkIId;Allies;1;England;USSR;None;1;FBomber;None;None;None;1000;220;318;0;0;0

Three countries for which the plane can play. Further the generator selects finally the country for the plane from planes.dat files or establishes the country from [EnemyNation] or if the plane has a touch the party that the player - is established the country of the player.

HurricaneMkIId;Allies;1;England;USSR;None;1;FBomber;None;None;None;1000;220;318;0;0;0

The list of roles which the plane can carry out. This list is corrected on planes.dat files.

P_36A3;Axis;1;Finland;France;None;0;Fighter;None;None;None;1000;310;454;0;0;0 - This line will correctly fulfill two nations.

But I would advise not to correct files from the MOD catalog. Later I will add a set of files for DBW in which there will be all planes + additional separate mods. And a problem of several nations I recommend to solve through the DB files.

Quote
Old format
[Planes]
10 F4U1A
10 F4U1D SSkin.bmp WSkin.bmp
probability of emergence and plane name, summer and winter skin.

New format - option 1
[Planes]
Allies England 10 F6F5 - can set now a plane nationality forcibly

New format - option 2
[Planes]
Allies England 10 F6F5 --Reconplane - can in addition set plane type (in this example of F6F5 will appear only as the scout)
10 F6F5 SSkin.bmp WSkin.bmp --Reconplane

all combinations work.

Now such option is possible:
[Planes]
Axis Germany 45 BF_109G6
Axis Italy 45 BF_109G6
57 BF_109G6Late
Allies USSR 57 BF_109G6Late

These planes will appear at the same time in missions with the established nationalities.
Title: Re: Project DGen_mod
Post by: Boelcke on April 08, 2013, 05:58:40 AM
Thx for explanation, but what´s the matter with the settings file? What has to be there if there is more than one enemy nation existing?

Without a basic description about the files and the parameter it´s hard to create campaigns or test it. The readme from V 2.0.0.7 is from 2.0.0.1.

Title: Re: Project DGen_mod
Post by: Asura on April 08, 2013, 06:38:23 AM
Thx for explanation, but what´s the matter with the settings file? What has to be there if there is more than one enemy nation existing?

In the settings file the main opponent has to be specified.

Quote
Without a basic description about the files and the parameter it´s hard to create campaigns or test it. The readme from V 2.0.0.7 is from 2.0.0.1.

I will prepare documentation as soon as I will finish work on version 2 RC1. It is very big work - correctly to describe all opportunities of the generator, but I will surely make it.  :)
Title: Re: Project DGen_mod
Post by: santobr on April 08, 2013, 07:35:09 AM
Sorry to bother you, Asura, but any news about these?: :)
https://www.sas1946.com/main/index.php/topic,20104.msg363752.html#msg363752

And please, without the links in the "DB" file, some PTO campaigns has no logic.
Recon pilots were super heros for some battles in PTO. ;)
And super enemies too. :P



santobr.
Title: Re: Project DGen_mod
Post by: Asura on April 09, 2013, 02:16:05 AM
I will increase distances between groups at the beginning of mission, I will surely include mission links a bit later.
Title: Re: Project DGen_mod
Post by: santobr on April 09, 2013, 06:10:14 AM
Thank you very much, sir. :)



santobr.
Title: Re: Project DGen_mod
Post by: Asura on April 22, 2013, 06:37:01 AM
Hi, everybody! There was a big loading at work, in the generator almost wasn't engaged. Now became a little more free over time and work proceeds. I corrected the sent errors and I added new parameter in DGen_mod.ini - noWounded. It is parameter includes ignoring of wounds of the player - in the book of the pilot there will be a record about wound, and missions won't be passed.
Title: Re: Project DGen_mod
Post by: Boelcke on April 29, 2013, 01:47:45 AM
Some more observations:

It looks like the function to exclude airfields in the settings files don´t work on ETO maps. I´m always spawning from the airfield i had excluded. The settings for air-/groundstart in the settings file for allies and axis are also not considered in the campaigns.

EDIT: It didn´t work for me with the DRK_Circus map, North Africa map and the Westfront44 map for example.

The parameter in the mod.ini for the mission distance does also not work, when it´s set to 100 km for example, the distances in the missions are frequently about 200 km or more.

Title: Re: Project DGen_mod
Post by: Juri_JS on April 29, 2013, 02:57:20 AM

It looks like the function to exclude airfields in the settings files don´t work on ETO maps. I´m always spawning from the airfield i had excluded. The settings for air-/groundstart in the settings file for allies and axis are also not concidered in the campaigns.

For me it works, here as an example parts of the settings file from my Hungarian campaign:

[AF_OFF]
PG_Balaton1 Kazsok 40524 40830
PG_Balaton1 Donja_Dubrava 40524 40830
PG_Balaton3 Kazsok 40901 41107
PG_Balaton3 Donja_Dubrava 40901 41107
PG_Balaton2 Koszeg 50220 50302
PG_Balaton2 Szombathely 50220 50302
PG_Balaton2 Tapolca 50220 50326
PG_Balaton2 Szany 50220 50326
PG_Balaton2 Gyor 50220 50402
PG_Balaton2 Babolna 50220 50326
PG_Balaton2 Donja_Dubrava 50220 50402
[AirStart]
PG_Balaton1 Allies=True Axis=False
PG_Balaton3 Allies=True Axis=False
Title: Re: Project DGen_mod
Post by: Asura on May 27, 2013, 02:50:37 AM
Hi, everybody! Development of the next version took more time than there was a wish, but all that was planned is made.

v2.0.0.8 (24/05/2013)
+ added settings for begin and end of the night
+ added weather settings
+ added wind settings in the section [WEATHER]
+ changed groups processing order in ops files
+ KhalkhinGol map data by Juri_JS
+ Manchuria map data by Juri_JS
+ Battle of Britain map (CAN_EnglishChannel) data by Boelcke
+ Malta map (mrz_Malta) data by kowi76
+ some bugs fixed

https://www.mediafire.com/download/2iur424sh4brry3/DGen_MOD_2.0.0.8.zip (https://www.mediafire.com/download/2iur424sh4brry3/DGen_MOD_2.0.0.8.zip)

In new parameters DGen_mod.ini are added:

NightBeginW=17 - hour of the beginning of night in the winter
NightEndW=7 - hour of the termination of night in the winter
NightBeginS=20 - hour of the beginning of night in the summer
NightEndS=4 - hour of the termination of night in the summer

In the settingsXxX.dat files the optional section [MapNight] is added. For each map of campaign it is possible to determine the time of the beginning of night.

[MapNight]
SolomonsAug1942 Random 17 8
SolomonsOct1942 Random 16 9

The 1st parameter - the map name
The 2nd - type of night missions (Random - old algorithm of definition of possibility of creation of night missions, True - always night missions, False - always day missions)
The 3rd - hour of the beginning of night
The 4th - hour of the termination of night

In the settingsXxX.dat files the optional section [MapWeather] is added. For each map of campaign it is possible to establish probability as a percentage emergence of weather conditions.

[MapWeather]
Wake1943 30 40 16 5 3 3 3

[map] [cloudlessly] [clearly] [haze] [a weak fog] [fog] [rain/snow] [thunder-storm]

Wake1943 100 0 0 0 0 0 0 - always a clear weather.

In the settingsXxX.dat files the optional section [MapWind] is added. For each map of campaign it is possible to establish probability as a percentage emergence of a wind with a certain speed.

[MapWind]
Wake1943 60 30 8 2

[map] [0 - 3 ms breeze] [3 - 8 ms moderate] [8 - 11 ms fresh] [11 - 14 ms strong]

I while will freeze active completion of the generator and I will be engaged in preparation of the detailed instruction on all files and settings of the generator. In version 2.0.0.9 will be it is ruled mistakes and the full instruction of version 2.
Title: Re: Project DGen_mod
Post by: Juri_JS on May 27, 2013, 03:05:42 AM
Thank you. Finally we have the possibility to create night fighter missions in DGen. :)
Title: Re: Project DGen_mod
Post by: vtrelut on May 27, 2013, 03:58:42 AM
Sounds good! :)
Title: Re: Project DGen_mod
Post by: santobr on May 27, 2013, 04:27:26 AM
Thank you very much, Asura. :)



santobr.
Title: Re: Project DGen_mod
Post by: Semor on May 28, 2013, 12:11:57 AM
Some good news.Thank you very much,Asura
Title: Re: Project DGen_mod
Post by: Boelcke on May 28, 2013, 06:50:56 AM
sounds good, thx, will go on with trials
Title: Re: Project DGen_mod
Post by: Boelcke on May 28, 2013, 07:06:43 AM
is it possible that something went wrong with this file? All the campaigns which worked with 2.0.0.7 don´t even start, only error messages with "error in modul ..."
Title: Re: Project DGen_mod
Post by: jeanba on May 28, 2013, 07:50:45 AM
Do you mean : continuing a DGENmod campaign ?
I seem to have the same problem : I can create one, but I cannot continue it whether and olddgen one or a dgenmod one.
Title: Re: Project DGen_mod
Post by: Boelcke on May 28, 2013, 08:04:20 AM
i can even not generate a new campaign with 2.0.0.8, everything freezes - when using 2.0.0.7 again all works well
Title: Re: Project DGen_mod
Post by: Juri_JS on May 28, 2013, 08:06:57 AM
No problems for me. I can start and continue all the campaigns I tested so far.
Title: Re: Project DGen_mod
Post by: Boelcke on May 28, 2013, 08:17:23 AM
sorry, looks like my downloaded zip file was corrupt - trying again
Title: Re: Project DGen_mod
Post by: Boelcke on May 28, 2013, 08:50:57 AM
ok, downloading again did it ... working now :)

impressions at a first glance:

- in the Defense of the Reich campaign, the allied escort foighters are now staying with the bombers

- Started a BoB campaign and still had some problems with the altitude of the planes; the german bombers are flying at 7000 m and the fighters at low level, even when the fighters are assigned to 7000 m in the xxxxplanes.dat - the players RAF flight also does fly at around 500 m

- attacking ship targets, the bombers flew to the destination point, but no ship appeared, even when ship convois are existing in the mis files; attacking stationary ship in harnours works well

will do some more testing ...
Title: Re: Project DGen_mod
Post by: Juri_JS on May 28, 2013, 09:04:32 AM
- attacking ship targets, the bombers flew to the destination point, but no ship appeared, even when ship convois are existing in the mis files; attacking stationary ship in harnours works well


Creating attacks on moving ships is a little bit tricky. The target area for attacks on moving ships is always near the ships last waypoint. When the ships route is too long they will arrive too late at the target area. It is best to use shorter routes for ships. On the smaller maps routes of less than 40 minutes are usually enough, only on larger maps longer routes are needed.
Title: Re: Project DGen_mod
Post by: jeanba on May 28, 2013, 09:07:05 AM
sorry, looks like my downloaded zip file was corrupt - trying again
Ok, I will have to recheck what happened to me
Title: Re: Project DGen_mod
Post by: Boelcke on May 28, 2013, 09:16:27 AM
- attacking ship targets, the bombers flew to the destination point, but no ship appeared, even when ship convois are existing in the mis files; attacking stationary ship in harnours works well


Creating attacks on moving ships is a little bit tricky. The target area for attacks on moving ships is always near the ships last waypoint. When the ships route is too long they will arrive too late at the target area. It is best to use shorter routes for ships. On the smaller maps routes of less than 40 minutes are usually enough, only on larger maps longer routes are needed.

ok, will do so :)
Title: Re: Project DGen_mod
Post by: santobr on May 28, 2013, 10:29:40 PM
I have a bug.
When the mission starts and all the airplanes spawn, I have 36 collisions.
18 airplanes spawn at the same point of another 18 airplanes.
There are no errors or something.

And the carriers are still disappearing.
In the Allies side, the carrier sometimes is substituted with a destroyer, but in the Axis side, one carrier sometimes simply disappears.



santobr.
Title: Re: Project DGen_mod
Post by: Asura on May 29, 2013, 12:10:05 AM
Quote
- Started a BoB campaign and still had some problems with the altitude of the planes; the german bombers are flying at 7000 m and the fighters at low level, even when the fighters are assigned to 7000 m in the xxxxplanes.dat - the players RAF flight also does fly at around 500 m

- attacking ship targets, the bombers flew to the destination point, but no ship appeared, even when ship convois are existing in the mis files; attacking stationary ship in harnours works well

These points are planned to completion in the next versions.
Title: Re: Project DGen_mod
Post by: Asura on May 29, 2013, 12:20:11 AM
I have a bug.
When the mission starts and all the airplanes spawn, I have 36 collisions.
18 airplanes spawn at the same point of another 18 airplanes.
There are no errors or something.

Send me this mission and log files. I just take up the issue of collisions of big groups.

Quote
And the carriers are still disappearing.
In the Allies side, the carrier sometimes is substituted with a destroyer, but in the Axis side, one carrier sometimes simply disappears.

Not absolutely understood a problem - on a template there is an aircraft carrier, and it vanishes in mission? If so, check an aircraft carrier route - all points of its route have to is in the territory if though one gets on the territory of the opponent - the generator cleans object from mission.
Title: Re: Project DGen_mod
Post by: Juri_JS on May 29, 2013, 12:30:02 AM
Quote
And the carriers are still disappearing.
In the Allies side, the carrier sometimes is substituted with a destroyer, but in the Axis side, one carrier sometimes simply disappears.

Not absolutely understood a problem - on a template there is an aircraft carrier, and it vanishes in mission? If so, check an aircraft carrier route - all points of its route have to is in the territory if though one gets on the territory of the opponent - the generator cleans object from mission.


Yesterday I experienced the same in a DGen mission. There was no carrier and the carrier planes started in the water. When I restarted the mission everything was alright and all planes started from the carrier. So I am not sure if this is really a DGen problem or a mission loading issue of the game.
Title: Re: Project DGen_mod
Post by: Asura on May 29, 2013, 03:14:14 AM
I met such miracles but only on the modified versions of game.
Title: Re: Project DGen_mod
Post by: Juri_JS on May 29, 2013, 03:19:10 AM
I am testing DGen in the unmodded version of the game.
Title: Re: Project DGen_mod
Post by: Boelcke on May 29, 2013, 03:30:14 AM
thx for advise Asura

forgot to mention, the map data for canons BoB map is from Charlie Chap, i´ve done only some corrections for it
Title: Re: Project DGen_mod
Post by: santobr on May 29, 2013, 06:49:19 AM
Thank you, Asura, for your reply. :)
I'm not at home now, but I will send my Coral Sea campaign to you.
I'm sure you will like it. ;D



santobr.
Title: Re: Project DGen_mod
Post by: Asura on May 29, 2013, 08:05:28 AM
thx for advise Asura

forgot to mention, the map data for canons BoB map is from Charlie Chap, i´ve done only some corrections for it

I am sorry, I corrected :)
Title: Re: Project DGen_mod
Post by: Boelcke on May 30, 2013, 03:07:38 AM
- attacking ship targets, the bombers flew to the destination point, but no ship appeared, even when ship convois are existing in the mis files; attacking stationary ship in harnours works well


Creating attacks on moving ships is a little bit tricky. The target area for attacks on moving ships is always near the ships last waypoint. When the ships route is too long they will arrive too late at the target area. It is best to use shorter routes for ships. On the smaller maps routes of less than 40 minutes are usually enough, only on larger maps longer routes are needed.

thx, that did it

(http://i195.photobucket.com/albums/z55/Boelcke/300520139-03-08_zps8537f6fb.jpg) (http://s195.photobucket.com/user/Boelcke/media/300520139-03-08_zps8537f6fb.jpg.html)
Title: Re: Project DGen_mod
Post by: Wulfy on June 13, 2013, 01:35:44 PM
What exactly is this, is it a DGEN improvement?
Title: Re: Project DGen_mod
Post by: Juri_JS on June 14, 2013, 09:56:45 AM
What exactly is this, is it a DGEN improvement?
It's basically a complete rework of the DGen.exe file that fixes many of the campaign generator's shortcomings and gives campaign builders new options, for example the possibility to use new maps and planes, that were not supported by the old DGen. But it's not a rework of the old DGen campaigns.
Title: Re: Project DGen_mod
Post by: Vampire_pilot on June 15, 2013, 12:04:02 AM
heyo, great improvements done, i see!

wouldn't it make sense to link all the latest updates and versions in the opening post?
Title: Re: Project DGen_mod
Post by: Giuseppin on June 15, 2013, 03:18:18 AM
So, i would to play the old old DGen campaigns? I refer in particular the EnJoy’R Patches and his extensives Campaigns (BOE,TLD, OstFront…).
Title: Re: Project DGen_mod
Post by: Juri_JS on June 15, 2013, 03:36:12 AM
heyo, great improvements done, i see!

wouldn't it make sense to link all the latest updates and versions in the opening post?

+1

And adding some information about the features of the new DGen in the first post would be a good idea.

So, i would to play the old old DGen campaigns? I refer in particular the EnJoy’R Patches and his extensives Campaigns (BOE,TLD, OstFront…).
The old DGen campaigns should work with the new DGen.

Title: Re: Project DGen_mod
Post by: Boelcke on June 15, 2013, 10:12:34 AM
So, i would to play the old old DGen campaigns? I refer in particular the EnJoy’R Patches and his extensives Campaigns (BOE,TLD, OstFront…).

man, that stuff is hopelessly outdated, i don´t understand why people are still using this ancient stuff - all my campaigns which are included in enyor´s pack are updated serveral times until today (and BOE and TLD are also outdated and not needed anymore)
Title: Re: Project DGen_mod
Post by: Semor on June 15, 2013, 10:38:34 AM
You´re right Boelke.anicent ist the best word for it..I wait for some new stuff in the next Time from the talented guys like you,Juri_JS,etc. I have really enough from the Stock Maps/Stock Planes in DGen Campaigns.

Btw: @ Giuseppin,take a look at here.The Campaigns in this collection are a bit "fresher" like the EnJoy´R ones.

https://www.sas1946.com/main/index.php/topic,28612.0.html

 :)
Title: Re: Project DGen_mod
Post by: Giuseppin on June 16, 2013, 05:41:47 AM
Yes,yes, i know that these Enjoy’R DGen Campaigns are very old, outdated and sometimes unplayables with the last game updates. I Played your excellentes campaigns, Boelcke, But I'm just playing those old campaigns for several reasons:
-I only play offline
-I only play the Allied campaigns. I refuse to play Axis campaigns for strictly political reasons. (In fact I have never flown in a Focke Wulf or BF-109 not even for curiosity).
- I have not finished more than three or four of those campaigns.
Of course, I downloaded and played other campaigns. All Spanish Civil War I've found (Poltava you are great!) Republic side, obviously. Yes, I'm Spanish.
-I prefer the campaigns with medium or heavy bombers than fighters.
Finally, each player is a world, in a matter of taste there is nothing written. A greeting and thanks for answering. Salud.
Title: Re: Project DGen_mod
Post by: Fenrir on June 21, 2013, 03:32:29 PM
Hi Asura!

Thanks for all your great work; the ability to open DGen up for all the new content, official or otherwise is excellent - long may it continue.

I'm using 2.0.0.8 and am having issues with a modified version of the default BoE RAF Fighter campaign over Normandy.

After a lot of tweaking I got some extra squadrons in & successfully generating, put the B11 airfield into the airfield references and got DGen to recognise it, plus I added a custom made NormandyPlanes.dat file to get the fighter bombing Spitfires to fly a bit higher en route to target. All good.

The trouble is actually landing and ending the mission successfully. My airfield is close to the frontlines but definitely in the Red forces area yet I keep getting captured when I end the mission!

I know the capture scripting is based not necessarily on the frontlines but distance to closest ground units but there are many Red units based on the airfield and some within 3-5km of the airfield.

I have re-started the campaign 5 times now, flying out of three different red airfields and the result is always the same - fly mission, land, end mission and captured.

Any ideas?



Title: Re: Project DGen_mod
Post by: Boelcke on June 29, 2013, 02:57:05 AM
The first Beta of the NorthAfrica/MTO campaign is available now:

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?6439

Title: Re: Project DGen_mod
Post by: Wulfy on June 29, 2013, 06:05:57 AM
ehh why can i not find a DL link for DGen nod?
Title: Re: Project DGen_mod
Post by: Forager on June 29, 2013, 07:28:34 AM
Because you did not read back far enough.
Title: Re: Project DGen_mod
Post by: Boelcke on June 29, 2013, 07:42:08 AM
https://www.mediafire.com/download/2iur424sh4brry3/DGen_MOD_2.0.0.8.zip
Title: Re: Project DGen_mod
Post by: jeanba on June 30, 2013, 03:15:04 AM
Hello

I am under HSFX6.017 and using DGEN 2.0.0.8.
My OS is vista.
During the installation process, the installer did not work, I had to do everything by hand.

Now, my problem is that when I create a new campaign, everything works and the first mission is created, but I have a crash to desktop.
If I restart again, my campiagn is not available (but the files under misisons/campaign ..) are there

Any idea ?

Thnak you in advance
Title: Re: Project DGen_mod
Post by: Asura on June 30, 2013, 11:45:03 PM
I know the capture scripting is based not necessarily on the frontlines but distance to closest ground units but there are many Red units based on the airfield and some within 3-5km of the airfield.

I have re-started the campaign 5 times now, flying out of three different red airfields and the result is always the same - fly mission, land, end mission and captured.

Any ideas?

The generator receives information on captured of the pilot from game - in eventlog there is a line of" (0) was captured at" if it is - the pilot is considered captured. The front line moves on the key cities from section [Towns] of the DB file. You should deal with sections [Towns] and [Schedule].
Title: Re: Project DGen_mod
Post by: Asura on June 30, 2013, 11:47:49 PM
Hello

I am under HSFX6.017 and using DGEN 2.0.0.8.
My OS is vista.
During the installation process, the installer did not work, I had to do everything by hand.

Now, my problem is that when I create a new campaign, everything works and the first mission is created, but I have a crash to desktop.
If I restart again, my campiagn is not available (but the files under misisons/campaign ..) are there

Any idea ?

Thnak you in advance

What does the generator remove in DGen_mod.log? Search of a problem should be begun with viewing of the last lines of this file.
Title: Re: Project DGen_mod
Post by: jeanba on July 01, 2013, 12:25:22 AM
Nothing, unfortunatly :(
Title: Re: Project DGen_mod
Post by: Asura on July 01, 2013, 07:52:37 AM
Nothing, unfortunatly :(

Let's understand then one after another - send the log files at each stage. Let's look.
Title: Re: Project DGen_mod
Post by: Asura on July 01, 2013, 07:59:02 AM
https://www.mediafire.com/download/r8o4r79cfv80s4r/DGen_MOD_2.0.0.9.zip (https://www.mediafire.com/download/r8o4r79cfv80s4r/DGen_MOD_2.0.0.9.zip)

v2.0.0.9 (01/07/2013)
+ data on planes for version 4.12
+ installation program 2.1
+ support of a long code of campaign (1-10 letters)
+ some bugs fixed

"shared kills"  will be realized in 2.0.0.10
Title: Re: Project DGen_mod
Post by: Cloyd on July 01, 2013, 01:30:54 PM
Is the new installer working properly? I installed the new version, but got the "BEEP" when I tried to generate any campaign. The error log said "Can't find AllplanesDB.dat" I had selected 4.12 when installing, but that file did not get copied to the MOD folder. I deleted everything, did a manual install, and it seems to be working.

Cloyd
Title: Re: Project DGen_mod
Post by: Asura on July 01, 2013, 11:34:15 PM
https://www.mediafire.com/download/e5r83dhlua8k9lo/DGen_MOD_2.0.0.9.zip (https://www.mediafire.com/download/e5r83dhlua8k9lo/DGen_MOD_2.0.0.9.zip)

The setup is corrected
Title: Re: Project DGen_mod
Post by: Boelcke on July 02, 2013, 12:00:37 AM
The new version works faster when loading new missions. Tried to spawn with two large bomber formations with 39 heavy bombers each and they spawned without crashes between the formations, that is very cool, i was able to create missions with two heavy bomber formations and one 12 fighter escort squadron. :)

Still one problem is existing, every now and then my squadron is relocation to a new airfield which is in the enemy territory.

Title: Re: Project DGen_mod
Post by: hello on July 04, 2013, 03:56:44 AM
Boelcke, I have a question regarding this campaign in combination with Asura's DGen mod.
Is it already possible to get the briefings in an other language as Russian or do I have to wait a bit longer (two weeks) for this?

Sofar, enjoying this immensely, meaning to say: thank you and of course Asura!

Best regards,
H.
Title: Re: Project DGen_mod
Post by: Boelcke on July 04, 2013, 08:32:50 AM
Boelcke, I have a question regarding this campaign in combination with Asura's DGen mod.
Is it already possible to get the briefings in an other language as Russian or do I have to wait a bit longer (two weeks) for this?

Sofar, enjoying this immensely, meaning to say: thank you and of course Asura!

Best regards,
H.

Check the dgen_mod.ini in the IL2 root folder and copy these line into it before starting a campaign:

Language=English

Title: Re: Project DGen_mod
Post by: hello on July 04, 2013, 09:36:41 AM
Thank you!

Now, over the desert and beyond...
Title: Re: Project DGen_mod
Post by: Boelcke on July 05, 2013, 04:02:33 AM
Thank you!

Now, over the desert and beyond...

there is more coming next

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?6523

Title: Re: Project DGen_mod
Post by: jeanba on July 05, 2013, 04:31:10 AM
Nothing, unfortunatly :(

Let's understand then one after another - send the log files at each stage. Let's look.
I reinstalled properly 2.0.0.9 and now it is basically working :
I noticed that I can create only one campaign per session, there is a crash in the second one

Title: Re: Project DGen_mod
Post by: hello on July 05, 2013, 06:07:23 AM
Quote
there is more coming next

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?6523


Just looked at those screenies... VERY nice!
But it looks like it 's time to upgrade again. Do youhave a rig that can run that smoothly?
Title: Re: Project DGen_mod
Post by: Boelcke on July 05, 2013, 12:31:17 PM
np for me, intel 2500K, 8 Gigs RAM and Radeon 7950

Title: Re: Project DGen_mod
Post by: CWMV on July 05, 2013, 02:35:19 PM
Does 4.12 give the option to have bombers in an actual box formation?
Title: Re: Project DGen_mod
Post by: Wulfy on July 05, 2013, 05:50:07 PM
nope... :(
Title: Re: Project DGen_mod
Post by: CWMV on July 05, 2013, 10:11:38 PM
(http://www.kurmudgeonkards.com/WebStore/Products/TSHIRTS/20101106_422_KK3_what_f_bad_word.jpg)
Title: Re: Project DGen_mod
Post by: Juri_JS on July 05, 2013, 10:42:07 PM
Heavy bombers are flying in combat boxes in DGen when the hB entry is used in the ops files. This worked since the BoE addon was release many years ago.
Title: Re: Project DGen_mod
Post by: CWMV on July 05, 2013, 11:06:31 PM
Then why is it not present in ANY Dgen campaign around?
Title: Re: Project DGen_mod
Post by: Juri_JS on July 06, 2013, 12:06:08 AM
We never use them to give people like you something to whine about.  :P

But seriously, why don't you try one of Boelcke's campaigns.
Title: Re: Project DGen_mod
Post by: CWMV on July 06, 2013, 12:12:01 AM
Not trying to whine I'm just shocked!
Ive flown all of Bolckes campaigns, never seen bombers in box formation without Frogs formation mod.
Title: Re: Project DGen_mod
Post by: Juri_JS on July 06, 2013, 12:16:32 AM
I am not an expert on ww2 formations, but as far as I know the heavy bomber formations in DGen are very close to the combat boxes the Americans used during the war. Only the distance between the individual 3-plane flights seems a little bit small.
Title: Re: Project DGen_mod
Post by: Boelcke on July 06, 2013, 04:18:51 AM
The DBW AI is the problem, in HSFX and stocl il2 the box formation is present
Title: Re: Project DGen_mod
Post by: Juri_JS on July 06, 2013, 04:51:28 AM
I just tested my Hungarian campaign in 4.12 and DBW. There are combat box formations in DBW at mission start, but it seems the AI can't hold their positions correctly and the longer the mission takes, the greater the distance between the different flights in the formation becomes.
Title: Re: Project DGen_mod
Post by: jeanba on July 23, 2013, 05:45:18 AM
Hello

I have a problem with asura's dgen 2.0.0.9 and Boelcke's MTO campaigns :
In the Tobruck RAF 1941 campaign, the Hurricanes are flying very very low (100-150 m) whatever the mission (3 missions), with a lot of ground collisions :
Edit : Here are the 3 missions created by your DGEN campaign  :
LINK REMOVED BY ADMIN

Thank you in advance
Title: Re: Project DGen_mod
Post by: Boelcke on July 23, 2013, 06:13:29 AM
Hello

I have a problem with asura's dgen 2.0.0.9 and Boelcke's MTO campaigns :
In the Tobruck RAF 1941 campaign, the Hurricanes are flying very very low (100-150 m) whatever the mission (3 missions), with a lot of ground collisions :
Here is the campaign :
Link removed by admin

Thank you in advance

Jeanba,

would you please be so kind and NOT upload the campaign elsewhere please!

And this problem was dicussed in the past here and in the concerning thread about my campaign where it belongs to:

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?6441

So please remove this download link, you´ve posted above.
Title: Re: Project DGen_mod
Post by: jeanba on July 23, 2013, 06:24:16 AM
Hello

I have a problem with asura's dgen 2.0.0.9 and Boelcke's MTO campaigns :
In the Tobruck RAF 1941 campaign, the Hurricanes are flying very very low (100-150 m) whatever the mission (3 missions), with a lot of ground collisions :
Here is the campaign :
https://www.mediafire.com/?21m3ibae8p0jw38

Thank you in advance

Jeanba,

would you please be so kind and NOT upload the campaign elsewhere please!

And this problem was dicussed in the past here and in the concerning thread about my campaign where it belongs to:

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?6441

So please remove this download link, you´ve posted above.
Sorry, there is a misunderstanding : this is NOT the DGEN campaign, this is the set of missions created by "your DGEN campiagn" :
directory : dgen_z_africa0100
Containing : 19410427-0 (mis anfd prop), ... and all the files created by Dgen for the first three missions

Hope it is ok
Title: Re: Project DGen_mod
Post by: Boelcke on July 23, 2013, 06:30:31 AM
ok
Title: Re: Project DGen_mod
Post by: Boelcke on August 02, 2013, 12:35:03 AM
Any news from this mod?
Title: Re: Project DGen_mod
Post by: Asura on August 05, 2013, 02:16:08 AM
Any news from this mod?

I now prepare the AllClasses.dat, AllPlaneDB.dat and AllWeapons.dat files for MOD of versions of game. Without them at me it is impossible to test fully MOD of the version of campaigns. Unfortunately it is very laborious work and there is a lot of MOD planes. :) In the middle of this week I will make a pause in this work and I will look at the current errors of the generator, I will probably issue the intermediate version. I will let out version 2 release after preparation of all files of data and the main intsruktion of the user.
Title: Re: Project DGen_mod
Post by: Boelcke on August 05, 2013, 04:25:17 AM
cool, thx for reply, any expansion for the AllClasses.dat, AllPlaneDB.dat and AllWeapons.dat files will be welcome
Title: Re: Project DGen_mod
Post by: Semor on August 05, 2013, 06:11:29 AM
Any news from this mod?

I now prepare the AllClasses.dat, AllPlaneDB.dat and AllWeapons.dat files for MOD of versions of game. Without them at me it is impossible to test fully MOD of the version of campaigns. Unfortunately it is very laborious work and there is a lot of MOD planes. :) In the middle of this week I will make a pause in this work and I will look at the current errors of the generator, I will probably issue the intermediate version. I will let out version 2 release after preparation of all files of data and the main intsruktion of the user.

as Boelke says,Tnx for the reply.! still waiting for the new version.
Title: Re: Project DGen_mod
Post by: Asura on August 06, 2013, 12:49:15 AM
Summer very hard time for hobbies - while warmly, long day and good weather it is necessary to manage to have a rest, redo the collected affairs, to go to trips. But the autumn will come already soon, so will be much more time for the generator. :)
Title: Re: Project DGen_mod
Post by: RealDarko on August 12, 2013, 04:47:44 AM
Where can I get the latest version of Dgen?
Title: Re: Project DGen_mod
Post by: Boelcke on August 12, 2013, 05:15:37 AM
Where can I get the latest version of Dgen?

just two pages backwards ...

https://www.mediafire.com/download/r8o4r79cfv80s4r/DGen_MOD_2.0.0.9.zip
Title: Re: Project DGen_mod
Post by: leszek957 on August 12, 2013, 10:25:57 AM
In DGen_mod for 4.12.1 we have new files with new structure. Manual is still v. 1.0.
Please explain structure of AllPlane.DB.dat:
>> ...
BF_109E4B;Axis;0;Germany;None;None;1;FBomber;None;Fighter;None;480;360;296;0;0;0
BF_109E7;Axis;0;Germany;None;None;1;FBomber;None;Fighter;None;480;360;296;300;0;0
...<<
 and AllWeapons.dat:
>> ...
FW_190A4;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;r1sc500;All
FW_190A4;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;r6wfrgr21;All
...<<
Title: Re: Project DGen_mod
Post by: RealDarko on August 13, 2013, 03:05:01 AM
Thanks. Installing.
Title: Re: Project DGen_mod
Post by: Marjak on August 29, 2013, 09:08:04 AM
In DGen_mod for 4.12.1 we have new files with new structure. Manual is still v. 1.0.
Please explain structure of AllPlane.DB.dat:
>> ...
BF_109E4B;Axis;0;Germany;None;None;1;FBomber;None;Fighter;None;480;360;296;0;0;0
BF_109E7;Axis;0;Germany;None;None;1;FBomber;None;Fighter;None;480;360;296;300;0;0
...<<
 and AllWeapons.dat:
>> ...
FW_190A4;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;r1sc500;All
FW_190A4;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;r6wfrgr21;All
...<<


AllPlaneDB.dat:

Name     
Def. Faction - Axis or Allies   
MultiNation   - Sign for planes which consisted on arms at many countries.
Def. Nation1     
Def. Nation2 - List of the main countries   
Def. Nation3   
Flyable   
Type 1   
Type 2 - Main types (roles) of the plane.   
Type 3   
Type 4   
fmRange - range of flight   
fmCruiseSpeed - cruiser speed   
fmFuelMass (kg) - mass of fuel   
DT1FuelMass   
DT2FuelMass - fuel volume in drops tank (different configurations)   
DT3FuelMass


What the numbers of AllWeapons.dat mean I don`t know. 500; 500 is minAlt and attAlt, I guess.

Title: Re: Project DGen_mod
Post by: ddr on September 28, 2013, 12:19:37 PM
thank you for this new DGen, Asura!! i like very much this improvement, and hope to see soon new dgen campaigns! :)

... e gazie mario per il chiarimento :)
Title: Re: Project DGen_mod
Post by: Asura on October 21, 2013, 04:35:20 AM
Long ago there were no new versions of the generator, but it doesn't mean that the project calmed down.  All this time of Boelcke, Juri_JS and Motorhead checked version 2 which united all the best that was made for two main parts of game.  Now the generator really uniform and as game doesn't depend on theater of operations.
True development of the generator will begin with version 2.0.1.0 - now it is possible to add quietly new opportunities, the base is for this purpose created. According to the link stable DGen_MOD version.

https://www.mediafire.com/download/3pdo3c7b4e2yyvm/DGen_MOD_2.0.1.0.zip (https://www.mediafire.com/download/3pdo3c7b4e2yyvm/DGen_MOD_2.0.1.0.zip)

About plans on development I will write a bit later when they will finally be created for now you look new campaigns from Boelcke, Juri_JS and Motorhead for DGen_MOD 2.0 ;)
Title: Re: Project DGen_mod
Post by: Juri_JS on October 21, 2013, 05:50:59 AM
(http://i1103.photobucket.com/albums/g466/Juri_JS/ScreenManchuria_zps7a64f9de.jpg)

I have released my Manchuria and Khalkhin Gol campaigns for Asura's new DGen:
http://www.axis-and-allies-paintworks.com/download.php?view.808

CAMPAIGNS AND FLYABLE PLANES

Soviet Air Force fighter pilot:
I-15, I-16, I-153, LA-5, LA-7, LAGG-3, P-39Q, P-63, YAK-3, YAK-9

Soviet Air Force bomber pilot:
A-20, B-25, Il-2, Il-4, Il-10, Pe-2, SB-2, TB-3

Imperial Japanese Army Air Force fighter pilot:
Ki-27, Ki-43, Ki-45; Ki-84


SUB-CAMPAIGNS

Lake Khasan, July - August 1938
Khalkhin Gol, June - July 1939
Khalkhin Gol, August - September 1939
Manchuria, August 1945


REQUIREMENTS

Il2-Sturmovik 1946 4.12.1 or later. The campaigns should also work with mod packs based on 4.12.1, for example HSFX 7.
Asura's DGen_MOD version 2.0.1.0 or later.

The official discussion thread is here:
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?7624.post
Title: Re: Project DGen_mod
Post by: tbauchot on October 21, 2013, 11:58:52 AM
Hello Asura,

Is your latest version 2.0.1.0 compatible with DBW and 4.10.1 ?
I look that it is for 4.11 & 4.12 versions of the game...
May I put in your latest DGen  the AllClasses and AllPlanes For UP3 DBW find in your DGen MOD 1.0.1.0 ?

Best regards and many thanks for your beautiful work, Thierry.
Title: Re: Project DGen_mod
Post by: Asura on October 22, 2013, 04:21:31 AM
Files from Dgen_MOD 1.0.1.0 don't approach for 2.0.1.0. Now I prepare files for use with DBW, it is necessary to wait a little.
Title: Re: Project DGen_mod
Post by: PA_Willy on October 22, 2013, 04:51:57 AM
Using your DGen 2.0.1.0 over 4.12, now all my DGen menus are in Russian. Although I have chosen English language in installer...
Title: Re: Project DGen_mod
Post by: Boelcke on October 22, 2013, 05:16:33 AM
Using your DGen 2.0.1.0 over 4.12, now all my DGen menus are in Russian. Although I have chosen English language in installer...

check the Dgen_mod.ini in the IL2 root folder and check if there is a line like this included:

Language=English

Title: Re: Project DGen_mod
Post by: PA_Willy on October 22, 2013, 05:37:44 AM
Using your DGen 2.0.1.0 over 4.12, now all my DGen menus are in Russian. Although I have chosen English language in installer...

check the Dgen_mod.ini in the IL2 root folder and check if there is a line like this included:

Language=English



Thank you.

This is what I found there:

Quote
[DGen_mod]
LogLevel=2
MaxFLAK=10
AirIntensity=Medium
GroundIntensity=Medium
MaxBomberSkill=0
CampaignMissions=Normal
CampaignAI=Normal
CampaignLength=VeryLong
CampaignDifficulty=Normal
SlowFire=1
PromotionRate=1.9
;Language=English

You can see that the Language line is disabled, I don't know why. All was made through the installer, automatically.
Title: Re: Project DGen_mod
Post by: Boelcke on October 22, 2013, 05:43:36 AM
so enable that line and start a campaign ...

edit: the installer doesn´t do anything with the dgen_mod.ini file
Title: Re: Project DGen_mod
Post by: Boelcke on October 22, 2013, 05:46:46 AM
forgot to mention: the DGEN_mod.ini is the same like the former conf.ini for dgen settings

Asuras dgen.exe only uses the dgen settings which are included in the DGEN_mod.ini, you are free to tweak the settings like done before in the conf.ini.
Title: Re: Project DGen_mod
Post by: Asura on October 24, 2013, 06:45:38 AM
I can't but share very good news! I understood as to reach Java of a code of game and found out as the part which is responsible for creation of dynamic campaigns works. As a result I am known how to add any country in the interface of campaigns and without problems to start campaign for example for Legion Condor. Is wishing to be engaged in such campaign? ;) Naturally it everything for moded of versions of game with an additional set of the countries and squadrons.
Title: Re: Project DGen_mod
Post by: heidelergensis on October 24, 2013, 10:00:34 AM
These are amazing news, Asura...your dedication is outstanding. 8)
Title: Re: Project DGen_mod
Post by: greybeard on October 24, 2013, 11:49:46 AM
... I am known how to add any country in the interface of campaigns...

Would be great to have Italians fighting together with Germans already in stock maps (e.g.: sandsoftime) without current inconvenience to have the former with German markings and speaking German on the radio as well!  :(
Title: Re: Project DGen_mod
Post by: BravoFxTrt on October 24, 2013, 07:18:44 PM
 Greybeard, you come up with the coolest ideas.  ;)
Title: Re: Project DGen_mod
Post by: Asura on October 24, 2013, 11:47:38 PM
... I am known how to add any country in the interface of campaigns...

Would be great to have Italians fighting together with Germans already in stock maps (e.g.: sandsoftime) without current inconvenience to have the former with German markings and speaking German on the radio as well!  :(

I didn't understand in what a problem. It is possible to pass campaign in the current version of the generator for Italy, with the Italian signs and thus nearby there will be Bf.109 and Ju.87 with the German signs.
Title: Re: Project DGen_mod
Post by: Juri_JS on October 25, 2013, 06:51:49 AM
(http://i1103.photobucket.com/albums/g466/Juri_JS/PumaScreen_zps41b09fbc.jpg)

My next new campaign for Asura's Dgen:
http://www.axis-and-allies-paintworks.com/download.php?view.812

Discussion thread:
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?7659
Title: Re: Project DGen_mod
Post by: jeanba on October 25, 2013, 07:00:49 AM
... I am known how to add any country in the interface of campaigns...

Would be great to have Italians fighting together with Germans already in stock maps (e.g.: sandsoftime) without current inconvenience to have the former with German markings and speaking German on the radio as well!  :(

I didn't understand in what a problem. It is possible to pass campaign in the current version of the generator for Italy, with the Italian signs and thus nearby there will be Bf.109 and Ju.87 with the German signs.
I think this is a reference to an old bug : in DGEN, some radio messages were in German even if there was no German in the campaign and only Italian
Title: Re: Project DGen_mod
Post by: greybeard on October 25, 2013, 10:39:51 AM
I didn't understand in what a problem. It is possible to pass campaign in the current version of the generator for Italy, with the Italian signs and thus nearby there will be Bf.109 and Ju.87 with the German signs.

Yes, of course. Actually, I did so for "Africa settentrionale" campaign.

But in a campaign for Germany, with Italian allies these latter often appear with German insignas on their planes and they also speak German on the radio.

I think this is due to original lack of an Italian folder, speaking etc. which caused also sort of missing Italian interface also in DGen.

I can't refrain from complain with Oleg and TD for this shameful lack: even from original "Russian" point of view of IL2 1.0, Italian Regia Aeronautica did play a significant role, for sure not inferior to Finland and Romania, included in game from the beginning, while Italy is still missing even from TD updates.

I would hope that your DGen could fix this.
Title: Re: Project DGen_mod
Post by: PA_Willy on October 25, 2013, 11:19:59 AM
But in a campaign for Germany, with Italian allies these latter often appear with German insignas on their planes and they also speak German on the radio.

You are right.
Title: Re: Project DGen_mod
Post by: Asura on October 28, 2013, 12:07:33 AM
Actually the problem with Italians isn't present. If the plane is registered with the Italian squadron it in missions created by the generator will be with the Italian signs and AI will speak in Italian. It is visible that key value which operates a nationality of the plane is squadron. Unfortunately in all campaigns only one squadron - 356Squadriglia is used; wFighter; Axis; Italy. He destructive and the generator chooses him only for fighters. Other planes in mission receive squadron a cap - g01; wAll; Axis; Germany, universal squadron, but German. From here German signs and German radio negotiations. It is possible to correct it having processed campaigns and dobaviya all necessary squadrons.
Title: Re: Project DGen_mod
Post by: greybeard on October 28, 2013, 01:43:14 AM
Other planes in mission receive squadron a cap - g01; wAll; Axis; Germany, universal squadron, but German. From here German signs and German radio negotiations.

Ah! Now I understand!
Since the extremely short list of italian squadrons is the following:

i01                          [It] Italy (No Unit)
356squadriglia           [It] Squadriglia 356 (Fighter)


I guess that adding "i01" to Order Of Battle like in following example won't help:

[OOB]
=i01=Stab_JG27=I_JG27=II_JG27=III_JG27=III_JG5_3=7_ZG26_=8_ZG26_=9_ZG26_=II_StG2=356squadriglia=RAF_No033SQN=RAF_No112SQN=


Quote
It is possible to correct it having processed campaigns and dobaviya all necessary squadrons.

dobavleniye=adding (...miracle of Google translator. I don't speak Russian)

What do you mean with "processed campaigns"; I tried in the past to add further squadrons to 356a Squadriglia (of course using your DGen v.1.0.1.0), but program either ignore it or hangs if I choose it as player's squadron (e.g. 79a Squadriglia).

Thanks for your kind attention. Please help Italians to recover their history!

Greetings,
GB
Title: Re: Project DGen_mod
Post by: Asura on October 28, 2013, 03:24:08 AM
i01 too the cap, their generator uses it automatically, but the cap is determined only by the main conflicting countries. If you play for Germany against the USSR, the generator uses only two caps of g01 and r01. For the correct work of Italians in campaign for Germany it is necessary to add in squadrons [OOB] for bombers, transport, etc. and a number of the general, for example:

236Squadriglia;wDBomber;Axis;Italy
59Squadriglia;wBomber;Axis;Italy
388Squadriglia;wAttack;Axis;Italy
2CG-ANR-gto;wAll;Axis;Italy

The complete list of squadrons available in the generator can be found in AllWing.dat
Title: Re: Project DGen_mod
Post by: Boelcke on October 28, 2013, 05:39:34 AM
i´ve used a batch of italian squadrons in my MTO campaign, which are working flawlessly as players squadron also
Title: Re: Project DGen_mod
Post by: greybeard on October 28, 2013, 11:35:12 AM
Thanks for instruction and info.
Title: Re: Project DGen_mod
Post by: jeanba on October 28, 2013, 01:09:30 PM
Version 2.0.1.0 is great : worked flawlessly so far
Title: Re: Project DGen_mod
Post by: Asura on October 28, 2013, 11:36:14 PM
Version 2.0.1.0 is great : worked flawlessly so far

It is Boelcke and Juri_JS merit, they found many mistakes which I simply corrected. :)
Title: Re: Project DGen_mod
Post by: mark_009_vn on November 01, 2013, 12:02:39 AM
Hello, I'm a new forum user.


Well first, I have some bugs to report, I'm not sure if it's because of any bad changes I made... But I wanted to report here anyways:


1)Sometimes, briefing texts won't get created, I don't know what happened and it's hard for me to recreate this bug, I also don't know if it's on my part or not but it seems to be happening at random right about now. I'll do some more tests on this.


2)In oDeAttackAF missions (played as german of course), the briefing text told you to "attack a german air field".


3)Planes tend to crash into the ground at map start sometimes. Might be my part because I set the ops codes wrongly, but I don't know

For example I have a defend script that proved problematic:

oDeDefendBridge              VVS 9Ff 9P 9P 9P 9P 9P 9F          LW 8Y 4F


The script worked fine ingame most of the time, but whenever a Bf-110 spawns it will crash into the ground (and always a Bf-110, never have a problem with the Bf-109). Further investigations showed that while the Bf-110's waypoints was spawned correctly, the first waypoint's altitude was set at 0, the reason for the crash. Is it because Dgen wanted to spawn the Bf-110 at the airfield (for take-off), but somehow it cannot?

EDIT: I presume this is part of the well known "planes flying at low alt bug" that remained unable to be fixed right now?


4)I regularly have the "too many planes on airdromes" error. Can you script the way Dgen distribute it's planes for take-off to account for this limit? Also in the case the mission variant Dgen selected have too much planes for airfields to support, could you script Dgen to forgo that mission variant and choose others?

The "too many planes on airdromes" is quite a serious bug/limitation of Dgen that severely limits the plane count of each mission variant... It would be nice if you address this.




And secondly, I need to state the real reason why I wanted to post in this thread: some suggestions for future versions.

Some time ago I tried to mod Dgen for personal enjoyment, only to be put off by various hard-coded issues and limitations with the ops codes. However, ever since I've discovered your revival of Dgen, it is for the first time that it is possible to use many ops codes exclusive for PF (like for example Ff, Br and Bx) in the Eastern Front... something Dgen could not do.

I experimented with these new PF code thoroughly and figured that ops files hold massive potentials in mission designs. Unfortunately, hard-coded limitations in the original Dgen still present, only when these limits are expanded, Dgen_mod can finally generate missions that match the quality of hand crafted campaigns, something DCG can never do.

These are the limitations that are most crippling right now:

1) The code Bx and Br (which spawns bombers close to the target) are extremely useful. It can spawn bombers at will around the target area, creating a wide level of opportunities such as simulating multiple waves of air assaults, missions where you have to catch the bombers on their return trips, etc, etc. However, there are way too much limitations with this type.

First, you cannot specify the amount of escorts (only 3 for LW and 4 for VVS per flight) so it is not possible to do something like spawning un-escorted bombers en-route, or large formations of en-route bombers having adequate escorts. Maybe add a "Bxy" code that would spawn bombers without escorts, and "Bxz" code that would spawn bombers with more than 8 planes escorting?

Second, the direction of the flight with Bx and Br is randomized, while this is great, I wanted more control on where the bombers might come, especially if I want a large formation of bombers to come from one direction. If possible, maybe add a "Bxf" code that would spawn bomber from the same direction as the player's waypoint?

Third, Br and Bx is limited to calling any bomber types (while the By and Bz codes can call HBomber types), I wanted the capacity to call different types like Attack, FBomber, Paratroop, Recon, DBomber as well... If this is achieved, the possibility is endless, like having recon planes acting as a path finder before a mass formation of dive bombers follow it... If you can, could you allow "A", "dB", "R", "P",...,... to have the following "spawn at target" variants like "Ax", "dBx", "Rx", "Px",...,... as well?



2) The Ff code, borrowed from Pacific Fighter, is exceptionally handy for having random fighters approaching the target from multiple directions. It allows you to create everything from random patrols to aerial superiority in bomber missions. Unfortunately, this code is glitched and only work as intended for the attacking side, but not for the defending side, the plane that spawned for defenders will immediately try to land at the closest airfield, instead of been spawned 20-30 kms away. Can you fix the glitch so that the code will work for both sides?

Because of this bug I've always have to rely on the Bx code as a workaround for spawning fighters randomly, it's just not working so well...

However, when experimenting earlier this week, I discovered that this glitch also create interesting results, in airfield attack missions or scramble missions, these planes will try to land at the player field at map start. It's good fun seeing AI fighters strafing planes when they try to land, tons of confusion... :3

So... maybe to preserve this glitch an "L" code to spawn aircrafts that will land at the nearest airfield at map start?



OTHER UNIMPORTANT SUGGESTIONS/ FOOD FOR THOUGHT: This one is JUST a suggestion, but if you somehow managed to achieve this it would be the holy grail of dynamic campaign generation: The ability for the campaign maker to set AI planes to attack the nearest airfields, clusters, etc, independently from the main target.

For example, the campaign maker wants a mission where you as an IL-2 will strike some armor, while a another IL-2 squadron will strike the airfield close to the armor spawning fighters. The code might look like this:

oRuAttackArmor            VVS {8Y}:Main    {8B}:NearestAF        LW {8F}:Main    {8F};Main

Where "Main" specify that your squadron will attack (or as the Luftwaffe will defend) the main target of the mission, where "NearestAF" specify that the other bomber squad will attack (or as the Luftwaffe will defend) the nearest airfield from the primary target of the mission.

Think about it, if this is possible you can create complex missions with this setup, like one where you are tasked with attacking an airfield to clear the way for bombers to attack a bridge. But when you start said mission, a formation of bombers attacked your airfield instead, so you either have to choose to engage the bombers or continue with the mission. I know that Random Flights can achieve something similar, but random flights are unreliable, limited, and unpredictable, the above allow you to make the mission looks like a comprehensive air operation that took months of planning...

But since this might take some rewriting of the script, which is something quite difficult to pull off and I'm not expecting anything. So I'm not urging you to do it, in fact doing it might be a venture that could be conflicting with your other plans. But still it is some good food for thought.



In the end. Many thanks for the people that have created, tested, and make campaigns for Dgen_mod, I greatly appreciate all your efforts.
Title: Re: Project DGen_mod
Post by: Juri_JS on November 01, 2013, 12:48:37 AM
Some good suggestions Mark.

Quote
Second, the direction of the flight with Bx and Br is randomized, while this is great, I wanted more control on where the bombers might come, especially if I want a large formation of bombers to come from one direction. If possible, maybe add a "Bxf" code that would spawn bomber from the same direction as the player's waypoint?
I think it would be more useful to let Bxf spawn bombers from the direction of the nearest enemy airfield.

By the way, I think I will steal your idea of using Ff flights in missions, I had never thought about this possibility before. ;)
Title: Re: Project DGen_mod
Post by: Asura on November 01, 2013, 02:18:20 AM
mark_009_vn

I will consider your offers on further development of the generator.  Thanks for ideas.  Any concrete completions we will discuss here a little later when I will densely be engaged in completions.
Concerning mistakes - send me missions and the log files that I could check the problems which have arisen at you.
Title: Re: Project DGen_mod
Post by: greybeard on November 07, 2013, 04:53:51 AM
I'm building a campaign with your Dgen_mod v.2.0.1.0 and want to thank you for the outstanding work.

I'm particularly impressed by detailed briefings, finally showing all needed information about weather (as well as those regarding flight).

Now we're getting serious!

Best regards,
GB
Title: Re: Project DGen_mod
Post by: Asura on November 08, 2013, 03:21:23 AM
In plans still there is a lot of interesting... :) I will open a small secret - while at me very little free time and I can't take completion of a big piece yet, but gradually I do some new types of missions, working names - FauRecon, FauIntercept, FauAttack. ;)
Title: Re: Project DGen_mod
Post by: greybeard on November 08, 2013, 09:59:22 AM
Passion is like a fire that burns and warms you, I know what it means, just be careful not to burn yourself! ;D

As a campaign maker, I would beg you to complete current version 2 (which honestly looks to me already a miracle of ability) with needed instruction: files like AllPlaneDB.dat still lacks official explanation, while AllWeapons.dat and AllClasses.dat make me wander in the dark.  :)
Title: Re: Project DGen_mod
Post by: pandacat on November 08, 2013, 10:45:43 AM
Possible to have DGen_mod downloading and installation steps set in a separate thread as sticky? So that one doesn't have to flip 60+pages to figure out how to install this?
Title: Re: Project DGen_mod
Post by: greybeard on November 09, 2013, 08:38:50 AM
I've a problem with static planes. I can't get them with Italian national markings (three fasces). They still show German ones (black cross). No matter the type of aircraft: G.50, S.79, Fi.156... all!

The typical line of related [episode_name]Blue.mis is as follows:

  352_Static vehicles.planes.Plane$CR_42 2 5979.88 47479.77 439.10 0.0 it

so plane is specified as belonging to Italy RA; this notwithstanding, its insignia remain German.

Same campaign, started with stock Dgen 4.0.8.6 shows Italian national markings on same parked aircraft.

Environment is 4.09 + UP 2.01.

Please, help!
Title: Re: Project DGen_mod
Post by: herbertx on November 10, 2013, 10:40:09 AM
Great work by Asura.    Not sure where to post this bug but using DGEN 2.0.0.9 I am not getting credit for any kills during a mission.  Neither air to air nor air to ground.    In other words after I hit apply at end of mission the summary shows no kill credits.  I`m using 4.12.1 with hsfx7.0 but same thing happens just using 4.12.1.     It may not be a dgen problem but would appreciate any suggestions.
Title: Re: Project DGen_mod
Post by: greybeard on November 11, 2013, 12:57:56 AM
...would appreciate any suggestions.

Try downloading and installing latest version 2.0.1.0:

https://www.sas1946.com/main/index.php/topic,20104.msg414483.html#msg414483 (https://www.sas1946.com/main/index.php/topic,20104.msg414483.html#msg414483)

 ;)
Title: Re: Project DGen_mod
Post by: Asura on November 11, 2013, 04:51:28 AM
Passion is like a fire that burns and warms you, I know what it means, just be careful not to burn yourself! ;D

As a campaign maker, I would beg you to complete current version 2 (which honestly looks to me already a miracle of ability) with needed instruction: files like AllPlaneDB.dat still lacks official explanation, while AllWeapons.dat and AllClasses.dat make me wander in the dark.  :)

The instruction becomes in parallel, but very slowly :) About files in detail I told here -

https://www.sas1946.com/main/index.php/topic,37455.0.html (https://www.sas1946.com/main/index.php/topic,37455.0.html)
Title: Re: Project DGen_mod
Post by: Asura on November 11, 2013, 04:53:25 AM
Possible to have DGen_mod downloading and installation steps set in a separate thread as sticky? So that one doesn't have to flip 60+pages to figure out how to install this?

The instruction on installation is attached to the generator, lies in archive in the form of pdf. The link to the fresh version is in the first message of a subject.
Title: Re: Project DGen_mod
Post by: Asura on November 11, 2013, 05:07:14 AM
I've a problem with static planes. I can't get them with Italian national markings (three fasces). They still show German ones (black cross). No matter the type of aircraft: G.50, S.79, Fi.156... all!

It is necessary to understand, but the generator of a line of objects takes as is, without changes. Something changed at 4.12 with signs of static planes.
Title: Re: Project DGen_mod
Post by: greybeard on November 12, 2013, 02:11:45 AM
Something changed at 4.12 with signs of static planes.

Sorry, I forgot to mention that I'm playing 4.09.
Title: Re: Project DGen_mod
Post by: greybeard on November 14, 2013, 03:44:26 AM
From a few tests I did, I would point out that following statements in DGen_mod Manual v2.0.1.0 (page 3):

"DGen_MOD is based upon the source code of DGen 4.0.4.1 and is fully compatible with IL-2 Sturmovik version 4.071m or above."

and at page 6:

"The old date format is still supported for backward compatibility with the existing dynamic campaigns."

applies exactly with the only exception of campaigns where dates are NOT before 1941; I mean, some episode, like China 1940 in the old Ojcar's "Asia for the Asians", which uses the date format 00913 (13 Sep. 1940), lets start with first mission, but at its end program hangs. To fix, both dates in DB and OPS files must be rewritten in the new date format (e.g.  "00101:50814:A" in ops file ---> "19400101:19450814:A").

HTH
Title: Re: Project DGen_mod
Post by: Juri_JS on November 14, 2013, 12:25:52 PM
I've a problem with static planes. I can't get them with Italian national markings (three fasces). They still show German ones (black cross). No matter the type of aircraft: G.50, S.79, Fi.156... all!

It is necessary to understand, but the generator of a line of objects takes as is, without changes. Something changed at 4.12 with signs of static planes.

The problem has nothing to do with 4.12, it is a problem of the old DGen code by Starshoy. When stationary planes of minor nations (Hungary, Italy, Australia, etc.) are placed in the red and blue template files, their nationality is changed in the missions and they appear with German, British or American markings. If you need an example look at my Hungarian campaigns. I have placed Hungarian Bf-109 at Veszprem airfield, but in the missions they show German markings.
Title: Re: Project DGen_mod
Post by: greybeard on November 15, 2013, 03:25:18 PM
...it is a problem of the old DGen code by Starshoy. ... in the missions they show German markings.

 :(
Title: Re: Project DGen_mod
Post by: un9249 on November 24, 2013, 05:19:10 AM
Good day to all!

Can somebody pls give me an  AllClasses.dat, AllPlanes.dat, Allweapons.dat  etc  for 4.10.1 + up3?

All links re broken for v1.0.0.3 (03/2012)?

Thank you in advance!
Title: Re: Project DGen_mod
Post by: pandacat on January 07, 2014, 08:09:20 PM
Is there any way to change default fuel load for a certain plane?  For instance 100% fuel is rarely needed for P51s for most of the missions in game.  I'd prefer a 50% or 40% load for typical short range escort missions. Is there any way I can set that in any of the files?  User selectable fuel load is only available for squadron and flight leaders.  If you start your career at low ranks, you can't set it.
Title: Re: Project DGen_mod
Post by: greybeard on January 08, 2014, 01:22:37 AM
... If you start your career at low ranks, you can't set it.

Not exactly. You can always edit mission in FMB, setting fuel quantity for each flight at will.
Title: Re: Project DGen_mod
Post by: pandacat on January 08, 2014, 07:51:12 AM
I see. Another question.  I edited Allplanes, allweapons and planedb files for P51D25na,which is not a stock plane, but a HSFX plane.  When I start the mission, I got a big pink propeller and no cockpit.  I know some folks have succesfully added planes into dgen mod.  Just wonder what I am missing here?
Title: Re: Project DGen_mod
Post by: Asura on January 08, 2014, 10:30:45 PM
Is there any way to change default fuel load for a certain plane?  For instance 100% fuel is rarely needed for P51s for most of the missions in game.  I'd prefer a 50% or 40% load for typical short range escort missions. Is there any way I can set that in any of the files?  User selectable fuel load is only available for squadron and flight leaders.  If you start your career at low ranks, you can't set it.

Unfortunately now it isn't possible. Also it isn't sure that I will make it in the future. It isn't possible to make calculation of necessary amount of fuel practically. The expense strongly depends on power setting, and addition in the generator of all parameters of all engines isn't reasonably labor-consuming.
Title: Re: Project DGen_mod
Post by: Asura on January 08, 2014, 10:32:42 PM
I see. Another question.  I edited Allplanes, allweapons and planedb files for P51D25na,which is not a stock plane, but a HSFX plane.  When I start the mission, I got a big pink propeller and no cockpit.  I know some folks have succesfully added planes into dgen mod.  Just wonder what I am missing here?

Check arms for P51D25n in the AllWeapons.dat file. The incorrect arms cause such consequences.
Title: Re: Project DGen_mod
Post by: greybeard on January 09, 2014, 02:01:17 AM
Asura,

I replaced PBN with PBY in a campaign and it works, but the PBY always starts in midair with its engines off, so it soon crashes.

I too noticed that its start altitude is always set to 0 (zero) metres, on the contrary of other "airstarting" planes who get 1000 m.

I'm using your DGen_mod v.2.0.1.0. I added PBY only to AllPlane.DB copying PBN values. Other features are detailed in the *Planes.dat file.

I've PBY in "Pacific War" campaign (still working with DGen_mod v1.0.1.0) where it has no glitches.
Title: Re: Project DGen_mod
Post by: pandacat on January 09, 2014, 07:36:45 AM
I see. Another question.  I edited Allplanes, allweapons and planedb files for P51D25na,which is not a stock plane, but a HSFX plane.  When I start the mission, I got a big pink propeller and no cockpit.  I know some folks have succesfully added planes into dgen mod.  Just wonder what I am missing here?

Check arms for P51D25n in the AllWeapons.dat file. The incorrect arms cause such consequences.

Ok, I'll take a look.  Btw, did those folks from 242 give you the updated HSFX plane list?  I thought they were working on it.
Title: Re: Project DGen_mod
Post by: pandacat on January 09, 2014, 07:16:43 PM
I see. Another question.  I edited Allplanes, allweapons and planedb files for P51D25na,which is not a stock plane, but a HSFX plane.  When I start the mission, I got a big pink propeller and no cockpit.  I know some folks have succesfully added planes into dgen mod.  Just wonder what I am missing here?

Check arms for P51D25n in the AllWeapons.dat file. The incorrect arms cause such consequences.

I realized it was the name of the bombs not getting recognized.  I tried 2x500lb; 2x500lb bombs etc.  None of them worked.  How do I get Dgen to recognize the weapons?
Title: Re: Project DGen_mod
Post by: Asura on January 09, 2014, 10:31:29 PM
I replaced PBN with PBY in a campaign and it works, but the PBY always starts in midair with its engines off, so it soon crashes.

The generator doesn't operate behavior of the plane, I faced problems at start of engines in MOD game versions. Check in the simple editor if engines don't work it is necessary to deal with additions.

Quote
I too noticed that its start altitude is always set to 0 (zero) metres, on the contrary of other "airstarting" planes who get 1000 m.

I'm using your DGen_mod v.2.0.1.0. I added PBY only to AllPlane.DB copying PBN values. Other features are detailed in the *Planes.dat file.

I've PBY in "Pacific War" campaign (still working with DGen_mod v1.0.1.0) where it has no glitches.

Add arms in the AllWeapons.dat file, this file the main, and * Planes.dat simply corrects admissible arms and parameters of its application. Because of absence of data in AllWeapons.dat you receive zero height.
Title: Re: Project DGen_mod
Post by: Asura on January 09, 2014, 10:33:30 PM
Ok, I'll take a look.  Btw, did those folks from 242 give you the updated HSFX plane list?  I thought they were working on it.

I while received nothing
Title: Re: Project DGen_mod
Post by: Asura on January 09, 2014, 10:38:26 PM
I realized it was the name of the bombs not getting recognized.  I tried 2x500lb; 2x500lb bombs etc.  None of them worked.  How do I get Dgen to recognize the weapons?

In the AllWeapons.dat file it is necessary to add the internal name of arms as it is established in the full editor. Here arms from DBW:

P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;default;All
P_51D25NA;5000;5000;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;none;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x250;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x500;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x1000;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_6x45;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x250_6x45;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x500_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;1;0;0;6xM2_APIT_2x75Tank_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;6xM2_APIT_2x110Tank_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_6xHVAR;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x250_4xHVAR;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x500_4xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;1;0;0;6xM2_APIT_2x75Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;6xM2_APIT_2x108Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;6xM2_APIT_2x110Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;1;6xM2_APIT_2x165Tank_4xHVAR;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;1;0;0;6xM2_APIT_2x75Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;6xM2_APIT_2x108Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;6xM2_APIT_2x110Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;1;6xM2_APIT_2x165Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;4xM2_APIT;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x250;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x500;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_6x45;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x250_6x45;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x500_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;1;0;0;4xM2_APIT_2x75Tank_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;4xM2_APIT_2x110Tank_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_6xHVAR;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x250_4xHVAR;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x500_4xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;1;0;0;4xM2_APIT_2x75Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;4xM2_APIT_2x108Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;4xM2_APIT_2x110Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;1;4xM2_APIT_2x165Tank_4xHVAR;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;1;0;0;4xM2_APIT_2x75Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;4xM2_APIT_2x108Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;4xM2_APIT_2x110Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;1;4xM2_APIT_2x165Tank;All
Title: Re: Project DGen_mod
Post by: greybeard on January 10, 2014, 01:50:40 AM
Add arms in the AllWeapons.dat file, this file the main, and * Planes.dat simply corrects admissible arms and parameters of its application. Because of absence of data in AllWeapons.dat you receive zero height.

Thanks Asura; this is a key point that I have missed.
Title: Re: Project DGen_mod
Post by: pandacat on January 10, 2014, 08:14:11 AM
I realized it was the name of the bombs not getting recognized.  I tried 2x500lb; 2x500lb bombs etc.  None of them worked.  How do I get Dgen to recognize the weapons?

In the AllWeapons.dat file it is necessary to add the internal name of arms as it is established in the full editor. Here arms from DBW:

P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;default;All
P_51D25NA;5000;5000;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;none;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x250;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x500;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x1000;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_6x45;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x250_6x45;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x500_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;1;0;0;6xM2_APIT_2x75Tank_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;6xM2_APIT_2x110Tank_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_6xHVAR;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x250_4xHVAR;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;6xM2_APIT_2x500_4xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;1;0;0;6xM2_APIT_2x75Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;6xM2_APIT_2x108Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;6xM2_APIT_2x110Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;1;6xM2_APIT_2x165Tank_4xHVAR;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;1;0;0;6xM2_APIT_2x75Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;6xM2_APIT_2x108Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;6xM2_APIT_2x110Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;1;6xM2_APIT_2x165Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;4xM2_APIT;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x250;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x500;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_6x45;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x250_6x45;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x500_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;1;0;0;4xM2_APIT_2x75Tank_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;4xM2_APIT_2x110Tank_6x45;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_6xHVAR;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x250_4xHVAR;All
P_51D25NA;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;4xM2_APIT_2x500_4xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;1;0;0;4xM2_APIT_2x75Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;4xM2_APIT_2x108Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;1;0;4xM2_APIT_2x110Tank_6xHVAR;All
P_51D25NA;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;1;4xM2_APIT_2x165Tank_4xHVAR;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;1;0;0;4xM2_APIT_2x75Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;4xM2_APIT_2x108Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;4xM2_APIT_2x110Tank;All
P_51D25NA;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;1;4xM2_APIT_2x165Tank;All

Awesome.  It worked.  Just another observation.  For the pacific maps such as Tarawa, the cloud height is so low.  Some touch the water.  Is there any way that I can put clouds at the right altitude?
Title: Re: Project DGen_mod
Post by: pandacat on January 10, 2014, 07:38:47 PM
Btw, how does the campaign know which aircraft to upgrade when I advance from one campaign to another?  Is there a file that dictates that?
Title: Re: Project DGen_mod
Post by: greybeard on January 11, 2014, 02:24:12 AM
Asura

I added lines for new aircraft in AllWeapons.dat file, but I've still difficulties to clearly understand some expression I found on currently available explanation. I can't find meaning of "weeds to a point", while I just guess that "maintenance" is for "patrol". Furthermore, for some aircraft like Ki-61 I notice ventral tank gets the "true" value (1) at place that in your instruction is for "Torpedo":

KI_61_IHEI;4500;4500;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;2x150dt;All
KI_61_IHEI;4500;4500;0;0;0;0;0;0;1;1;1;0;0;1;0;1;0;0;1x150dt;All
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on January 11, 2014, 11:06:19 AM
Hi all
I have install this mod in order to play the awsome MTO and Reich Defense campaigns by Boelcke over a 4.12.2 + HSFX7

At the beginning the campaigns are superb but I'm having a problem. After play a mission in whatever campaign and press the apply button.
The game freeze and I have to kill it. After that when I try to acces to the campaign I see that this its empty or corrupted... ???

Please, if someone can help me...?

Thanks in advance
Title: Re: Project DGen_mod
Post by: caprera on January 11, 2014, 12:34:42 PM
Using SAS modact how do I install this Dgen ? Does it goes in the main folder or should I use another one ?
Title: Re: Project DGen_mod
Post by: greybeard on January 12, 2014, 02:48:14 AM
Using SAS modact how do I install this Dgen ? Does it goes in the main folder or should I use another one ?

Please read "DGen_UserManual_En.pdf" which comes with DGen_mod.

At any rate, firstly, DGen_mod does not require per se any ModPack like SAS modact (as well as HSFX etc.): it just replaces in the main game folder (usually "IL-2 Sturmovik 1946") stock DGen.exe by Starshoy, working in a different way. Secondly, DGen_mod requires to be installed essentially the two files DGen.exe (obviously the Asura's one) and DGen_mod.ini (this latter can be personalized at will, according to instruction contained inside the above mentioned manual) and its MOD folder, this latter dropped into the game DGen folder.

Of course, you must have done a backup of original DGen.exe, if you want to restore it lately.

That's all,
GB
Title: Re: Project DGen_mod
Post by: caprera on January 12, 2014, 03:42:15 AM
Thanks, anyway I did read the manual but I just wasn't sure I understood how it works :)
Title: Re: Project DGen_mod
Post by: vonOben on January 12, 2014, 08:16:21 AM
Good day to all!

Can somebody pls give me an  AllClasses.dat, AllPlanes.dat, Allweapons.dat  etc  for 4.10.1 + up3?

All links re broken for v1.0.0.3 (03/2012)?

Thank you in advance!

Monty has included DGen 2.0.0.9 in #DBW_DGen-TFM-MOD-01 which is available here:

https://www.sas1946.com/main/index.php?topic=36018.0
Title: Re: Project DGen_mod
Post by: Boelcke on January 12, 2014, 09:43:44 AM
Good day to all!

Can somebody pls give me an  AllClasses.dat, AllPlanes.dat, Allweapons.dat  etc  for 4.10.1 + up3?

All links re broken for v1.0.0.3 (03/2012)?

Thank you in advance!

Monty has included DGen 2.0.0.9 in #DBW_DGen-TFM-MOD-01 which is available here:

https://www.sas1946.com/main/index.php?topic=36018.0

guys, that´s an outdated version of Asuras dgen.exe mod, with a lot of bugs and troubles - please do only use the up to date version of the files, version 2.0.1.0 yet, no one on earth can give propper support when people are using various and outdated versions
Title: Re: Project DGen_mod
Post by: vonOben on January 12, 2014, 01:22:12 PM
Ok, thanks for the info Boelcke.

I got the impression that version 2.0.1.0 was not to be used for 4.10.1 since there are  dat files only for 4.11 and 4.12.

Asura wrote (regarding DBW):

Files from Dgen_MOD 1.0.1.0 don't approach for 2.0.1.0. Now I prepare files for use with DBW, it is necessary to wait a little.
Title: Re: Project DGen_mod
Post by: Boelcke on January 13, 2014, 12:35:52 AM
Files for DBW isn´t related to Il2 versions, it´s related to the data for the mod planes.
Title: Re: Project DGen_mod
Post by: Asura on January 13, 2014, 02:50:25 AM
Awesome.  It worked.  Just another observation.  For the pacific maps such as Tarawa, the cloud height is so low.  Some touch the water.  Is there any way that I can put clouds at the right altitude?

Anything strange - simply correct lines of arms, same as the full editor removes. :) To a question of clouds - the generator establishes height of clouds from 500 meters and above and it doesn't depend on map. Can do it there was a haze or fog?
Title: Re: Project DGen_mod
Post by: Asura on January 13, 2014, 02:58:22 AM
Asura

I added lines for new aircraft in AllWeapons.dat file, but I've still difficulties to clearly understand some expression I found on currently available explanation. I can't find meaning of "weeds to a point", while I just guess that "maintenance" is for "patrol". Furthermore, for some aircraft like Ki-61 I notice ventral tank gets the "true" value (1) at place that in your instruction is for "Torpedo":

KI_61_IHEI;4500;4500;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;2x150dt;All
KI_61_IHEI;4500;4500;0;0;0;0;0;0;1;1;1;0;0;1;0;1;0;0;1x150dt;All

Name     minAlt    attAlt   Mov   Arm   Gro   Bri   Shi   Poi   Go   Rec   Stuf   Tran   Para   Int   Torp   LR1   LR2   LR3   Weapons   Nation

The position correct is arms is used in the first long range type.
Title: Re: Project DGen_mod
Post by: Asura on January 13, 2014, 03:07:12 AM
Hi all
I have install this mod in order to play the awsome MTO and Reich Defense campaigns by Boelcke over a 4.12.2 + HSFX7

At the beginning the campaigns are superb but I'm having a problem. After play a mission in whatever campaign and press the apply button.
The game freeze and I have to kill it. After that when I try to acces to the campaign I see that this its empty or corrupted... ???

Please, if someone can help me...?

Thanks in advance

What in this case is in log files? Also check in conf.ini has to be so:

eventlog=eventlog.lst
eventlogkeep=0
Title: Re: Project DGen_mod
Post by: Boelcke on January 13, 2014, 04:39:08 AM
Hi all
I have install this mod in order to play the awsome MTO and Reich Defense campaigns by Boelcke over a 4.12.2 + HSFX7

At the beginning the campaigns are superb but I'm having a problem. After play a mission in whatever campaign and press the apply button.
The game freeze and I have to kill it. After that when I try to acces to the campaign I see that this its empty or corrupted... ???

Please, if someone can help me...?

Thanks in advance

What in this case is in log files? Also check in conf.ini has to be so:

eventlog=eventlog.lst
eventlogkeep=0

it was a double post, i´ve answered the question here:

https://www.sas1946.com/main/index.php/topic,37532.60.html
Title: Re: Project DGen_mod
Post by: vonOben on January 13, 2014, 01:18:40 PM
Files for DBW isn´t related to Il2 versions, it´s related to the data for the mod planes.

Sorry but I don't quite understand.

In the DGen 2.0.1.0 zip-file there are two folders 4.11 and 4.12 containing these files: AllWeapons.dat, AllPlaneDB.dat,AllClasses.dat and the manual describes the installation and shows a picture where you are to select program version: 4.11 or 4.12.
That gave me the impression DGen 2.0.1.0 didn't work with other versions.

Does it work with other versions and if it does what should I do during the installation where I only can select version 4.11 or 4.12? 

I'm using version 4.10.1 + UP3 + DBW.
Title: Re: Project DGen_mod
Post by: Asura on January 14, 2014, 01:00:39 AM
I'm using version 4.10.1 + UP3 + DBW.

Put to itself files for version 4.11. All main campaigns will work without problems. Soon files for DBW will be ready, then it will be possible to use additional planes in campaigns.
Title: Re: Project DGen_mod
Post by: greybeard on January 14, 2014, 01:10:10 AM
KI_61_IHEI;4500;4500;0;0;0;0;0;0;1;1;1;0;0;1;0;0;1;0;2x150dt;All
KI_61_IHEI;4500;4500;0;0;0;0;0;0;1;1;1;0;0;1;0;1;0;0;1x150dt;All

Name     minAlt    attAlt   Mov   Arm   Gro   Bri   Shi   Poi   Go   Rec   Stuf   Tran   Para   Int   Torp   LR1   LR2   LR3   Weapons   Nation

The position correct is arms is used in the first long range type.

Sorry, I had misunderstood the sequence.

Please, could you explain the meaning of "Go"?
Title: Re: Project DGen_mod
Post by: greybeard on January 14, 2014, 01:51:23 AM
That gave me the impression DGen 2.0.1.0 didn't work with other versions.

Does it work with other versions and if it does what should I do during the installation where I only can select version 4.11 or 4.12? 

What DGen_mod really needs is to find data for working planes (essentially, those that you call in DB files of your campaign). Exempli gratia: in the following excerpt from a DB file, you may see a stock plane (green) and a non-stock one (red);

[Squadrons]
IJA_F_S_50z KI_44_IIOTSU
skin:Ki44_50Sentai_Burma1944.bmp
IJA_F_S_59z KI_43_II
skin:Macwan_KI43IIb_Sen59_Chu2_43unmkd.bmp
[Planes]
10 KI_44_IIOTSU $J44_Ki-44-II_Generic_4-1.bmp
10 KI_43_II AI-Ki43-0-1-7.bmp

DGen_mod will search in its AllPlaneDB.dat, AllWeapons.dat and AllClasses.dat related data. Since it can't find KI_44_IIOTSU, you'll get a beep and an error message in your DGen_modERROR.log like: "Can't find KI_44_IIOTSU".

The inverse, that's to say redundant planes in above mentioned DAT files does not harm.

For instance, I play 4.09+UP2.01 with DGen_mod 2.0.1.0 and its DAT files for 4.12, adding required lines for extra planes as I add them to my campaign. Asura's team is working to have sets of DAT files ready for main available modpacks, as DBW, to facilitate their users.

HTH
Title: Re: Project DGen_mod
Post by: vonOben on January 14, 2014, 01:20:05 PM
Hi Greybeard

Nice to "see" you here!

Thanks for the information Asura and Greybeard!

Now I understand!

Cheers

vonOben
Title: Re: Project DGen_mod
Post by: Asura on January 15, 2014, 01:44:30 AM
Please, could you explain the meaning of "Go"?

It is usual flight from a point to a point, for example maintenance of bombers, or a transfer on other airfield.
Title: Re: Project DGen_mod
Post by: jeanba on January 15, 2014, 02:08:46 AM
That makes me think of a possible imporvement :
Add the initial airfield position of a squadron by adding an "airfield" entry
[Squadrons]
IJA_F_S_50z KI_44_IIOTSU
skin:Ki44_50Sentai_Burma1944.bmp
Airfield : "name of the Airfield"

Obviously, no airfield : as before.
This would give the possibility to add a more historicity and also avoid the case where planes are "spawned" too far from the frontline
Title: Re: Project DGen_mod
Post by: Boelcke on January 15, 2014, 10:29:23 AM
That makes me think of a possible imporvement :
Add the initial airfield position of a squadron by adding an "airfield" entry
[Squadrons]
IJA_F_S_50z KI_44_IIOTSU
skin:Ki44_50Sentai_Burma1944.bmp
Airfield : "name of the Airfield"

Obviously, no airfield : as before.
This would give the possibility to add a more historicity and also avoid the case where planes are "spawned" too far from the frontline

not a bad idea but i don´t work when the frontlines are moving and the unit has to transfer to other airfields near to the frontline
Title: Re: Project DGen_mod
Post by: jeanba on January 15, 2014, 10:37:03 AM
That makes me think of a possible imporvement :
Add the initial airfield position of a squadron by adding an "airfield" entry
[Squadrons]
IJA_F_S_50z KI_44_IIOTSU
skin:Ki44_50Sentai_Burma1944.bmp
Airfield : "name of the Airfield"

Obviously, no airfield : as before.
This would give the possibility to add a more historicity and also avoid the case where planes are "spawned" too far from the frontline

not a bad idea but i don´t work when the frontlines are moving and the unit has to transfer to other airfields near to the frontline

It is logical to me that airfield transfer will depend on the situation, therefore due to the dynamic nature of DGEN that the transfer may diverge from history.
Title: Re: Project DGen_mod
Post by: Juri_JS on January 16, 2014, 12:01:12 AM
That makes me think of a possible imporvement :
Add the initial airfield position of a squadron by adding an "airfield" entry
[Squadrons]
IJA_F_S_50z KI_44_IIOTSU
skin:Ki44_50Sentai_Burma1944.bmp
Airfield : "name of the Airfield"

Obviously, no airfield : as before.
This would give the possibility to add a more historicity and also avoid the case where planes are "spawned" too far from the frontline

A good idea, as long as it is only intended for the players unit. For AI units it will surely cause problems. In my opinion it is also better to put this option in the Settings file.
Title: Re: Project DGen_mod
Post by: jeanba on January 16, 2014, 01:21:00 AM
Boelcke, Juri : you're the expert, so I trust your evaluation of my idea
Title: Re: Project DGen_mod
Post by: greybeard on January 16, 2014, 01:55:12 AM
It is usual flight from a point to a point, for example maintenance of bombers, or a transfer on other airfield.

Asura
Thanks for the kind reply

Jeanba
Don't forget there's a UseParkedPlanes option in the settings file.
Title: Re: Project DGen_mod
Post by: jeanba on January 16, 2014, 02:33:28 AM
1- Boelcke told me that in his campaigns, it could create havoc
2- It is not exactly the same here : I am talking about a unit (player unit especially) so thatb I can control its position in the game
Title: Re: Project DGen_mod
Post by: Boelcke on January 16, 2014, 03:51:39 AM
1- Boelcke told me that in his campaigns, it could create havoc

it can cause havoc when used in the dgen_mid.ini - in the settings file it´s an option for the campaign builder only, that´s another case and does make sense

therfore i have asked Asura some time before to disable the effect from UesParkedPlanes when used in the dgen_mod.ini file

Title: Re: Project DGen_mod
Post by: jeanba on January 16, 2014, 04:08:27 AM
Thank you Boelcke, I understand better
Title: Re: Project DGen_mod
Post by: greybeard on January 17, 2014, 01:15:39 AM
Boelcke is right: UseParkedPlanes as settings option is for campaign builder only and it has been always inadvisable for user to activate this option from INI file (I mean also for stock DGen).

Being a campaign builder, I got biased.  :-[
Title: Re: Project DGen_mod
Post by: Boelcke on January 19, 2014, 04:39:30 AM
I have uploaded the plane data files for the HSFX 7 planes, available here:

http://www.axis-and-allies-paintworks.com/download.php?view.840

Many thx to IV/JG7_4Shades and Charlie Chap who provided these files.
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on January 24, 2014, 09:01:51 AM
After reinstall the DGen Mod to the last version in my IL2 4.12.2 + HSFX7.01 when I finish the first mission and press the apply button the game freeze and a window with and application error tittle appears in the screen:
"Exception EAccessViolation in module DGen.exe at 00029DCF.
Access violation at adress 00429DCF in module 'DGen.exe'. Read of adress 000000008."

This happend after the first mission in NAfrica with a bf109E7N. There isn't Dgen_mod_error file!!!!
Title: Re: Project DGen_mod
Post by: greybeard on January 25, 2014, 02:06:56 AM
That happens when you start a campaign in 1940.

You must edit the relevant DB file (should be "Africa40.DB") by NotePad and replace all dates like in the example below:

before
[Schedule]
00801 16
00909 0
01018 0
01025 0
...

after
[Schedule]
19400801 16
19400909 0
19401018 0
19401025 0
...

Then start again (not retake) from its begin the campaign, deleting the crashed one.
Title: Re: Project DGen_mod
Post by: Boelcke on January 26, 2014, 09:01:40 AM
That happens when you start a campaign in 1940.

You must edit the relevant DB file (should be "Africa40.DB") by NotePad and replace all dates like in the example below:

before
[Schedule]
00801 16
00909 0
01018 0
01025 0
...

after
[Schedule]
19400801 16
19400909 0
19401018 0
19401025 0
...

Then start again (not retake) from its begin the campaign, deleting the crashed one.

don´t know what you´re talking about - did you ever see the campaign? I doubt this.
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on January 26, 2014, 11:31:08 AM
I'm talking about Boelcke MTO campaign last update from january 17.

Whith the Murmanks campaign happened the same exception.

 >:( >:(
Title: Re: Project DGen_mod
Post by: Asura on January 26, 2014, 10:31:50 PM
I'm talking about Boelcke MTO campaign last update from january 17.

Whith the Murmanks campaign happened the same exception.

 >:( >:(

Show that in DGen_mod.log and check conf.ini - there have to be such lines:
eventlog=eventlog.lst
eventlogkeep=0
Title: Re: Project DGen_mod
Post by: greybeard on January 27, 2014, 03:02:09 AM
don´t know what you´re talking about - did you ever see the campaign? I doubt this.

I couldn't know which was the campaign since Darth_Dooboss didn't specify it. I just guessed it could be same problem I experienced with campaigns starting in 1940, which work with stock DGen and instead give exactly the error described by Darth_Dooboss when played by Asura's DGen_mod.
I fixed them as I described above. So I was sure about cause and remedy, simply they do not apply to your campaigns which look to have peculiar problems.

I already highlighted this compatibility problem: examples are Ojcar's "Asia for the Asians" and Ijekio's "Africa". Was just this latter's DB file that I reported above.

Regards,
GB
Title: Re: Project DGen_mod
Post by: Boelcke on February 01, 2014, 02:53:17 PM
DarthBooth, you are double posting again and again the same ... i mentioned before in my thread that something may be wrong with your install.

You are the only one with these problems, what sense does it make to post it again and again?
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on February 03, 2014, 03:08:45 PM
I'm sorry

My apologies for all the members

I have deleted the mod because trying to solve it I have spend my time to play.
Title: Re: Project DGen_mod
Post by: ddr on February 13, 2014, 05:23:56 AM
Hi to all! i hope this is the right place to post my question.
I have 4.12.2 with asura's dgen 2.0.1.0, and have a problem with all dgen campaign (but i don't know if this is related with new dgen or some old dgen files): in all missions, with different pilot profiles and with all nations i have the same debrifing message, and is impossible to play a new mission.
i tried to re-install dgen, but without results...


this is my DGen_mod log file: why the game want a "crimea.log" ?

= DGen_mod 2.0.1.0 (21/10/2013) =
seed: 576343
ParamStr: debrief missions/campaign/ru/DGen_L_Finland40gagarin0/ 1932727877119 0 0 dgen/debrifing.txt   
===== DGen_mod_H:\Programmi\Ubisoft\IL-2 Sturmovik 1946\Missions\Campaign\RU\Crimea\crimea.log =====
does not exist
-------------
MaxFLAK=10
MaxBomberSkill=0
Distance=Any
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=0.90
Debrief:Can't open DGen_mod_H:\Programmi\Ubisoft\IL-2 Sturmovik 1946\Missions\Campaign\RU\Crimea\crimea.log

[EDIT]: and this is the debrifing that i'have after all missions i flow (the last manchuria dgen mission i had flow before this problem)

SOUND samples/sounds/Airbase1.wav samples/sounds/Airbase2.wav samples/sounds/Airbase3.wav
COMBAT REPORT
 DATE: 10 August 1938
TIME: Takeoff: 1525 Contact: 1546 
MISSION:Combat Air Patrol
 FORCES ENGAGED:
OWN: 9 I-16s
      Kudrin Gagarin Kerestesh
      Ruvinskiy Bespalov Tarabarin
      Hripunov Eremeev Antsupov
 ENEMY: 10 Ki-21s, 10 Ki-27s, 10 Ki-30s
 RESULTS:
ENEMY LOSSES:
l-t. Gagarin - 1 kill
st.l-t. Ruvinskiy - 1 kill
ml.l-t. Bespalov - 1 kill
l-t. Eremeev - 1 kill
l-t. Antsupov - 1 kill
OWN LOSSES:
l-t. Gagarin - KIA
 During this mission you've destroyed:
Confirmed Kills: 1
 During your career you've destroyed:
Confirmed Kills: 8
Ships: 2
Vehicles: 20
  You were killed.

excuse me for the log post  :-[
thank you for help, and bye! :)
Title: Re: Project DGen_mod
Post by: Asura on February 14, 2014, 02:51:45 AM
In conf.ini make so:

[game]
...
eventlog=eventlog.lst
eventlogkeep=0
Title: Re: Project DGen_mod
Post by: ddr on February 14, 2014, 02:54:15 AM
thank you Asura, i will try :)
Title: Re: Project DGen_mod
Post by: leszek957 on February 14, 2014, 04:10:06 AM
What can I do?
https://www.sas1946.com/main/index.php/topic,39399.0.html
Title: Re: Project DGen_mod
Post by: greybeard on February 16, 2014, 01:56:13 AM
I cannot build French campaigns which work regularly. I mean, I build campaign, regiment is Normandie Niemen, map is Normandy, time is 1940, and all works fine for a few missions. Then all gets messed up: British planes have American markings (and speak American on the radio), French planes have British markings, most missions start in midair, and so on.

Same campaign, when played on British side works well: all missions start on a runway, British are British and French allies are French, always with French markings and speaking French on the radio. There are NO Americans...
Title: Re: Project DGen_mod
Post by: rollnloop on February 16, 2014, 02:02:10 PM
Did you try NOT using Normandie Niemen ?
Title: Re: Project DGen_mod
Post by: greybeard on February 17, 2014, 02:42:24 AM
Did you try NOT using Normandie Niemen?

Yes I did, with no avail.
--------------------------
P.S.: just for info, trying to start same campaign by stock DGen (after proper conversion), this latter gives error:

BOE not installed!

Can't understand why BOE is requested only for French!
Title: Re: Project DGen_mod
Post by: rollnloop on February 19, 2014, 04:34:57 PM
I think BoE is required for any Normandy dgen campaign, isn't it ?
Title: Re: Project DGen_mod
Post by: greybeard on February 20, 2014, 01:22:35 AM
I think BoE is required for any Normandy dgen campaign, isn't it ?

Honestly, I don't know. :-[

At any rate, I found a work-around: just left the British fly French fighters and American the British bombers, BUT setting French skins for the former and British ones for the latter. The only inconvenience is hearing on the radio French mates of secondary flights speaking english and British bomber crews in american slang. :(

Thanks for your attention and help. Greetings,
GB
Title: Re: Project DGen_mod
Post by: Treetop64 on February 20, 2014, 10:58:13 PM
Asura,

I just wanted to thank you and those helping you for all the work you've done with the DGen mod.

I've been building DGen campaigns for years now, through several versions of the game.  They're experimental in nature and only been for my own enjoyment - such as it is - and I've never uploaded them because they are not quite at the quality I would like to have my signature attached to for the public.  This is mostly because the default DGen is so damned obnoxiously restrictive in allowing what you can and (mostly) can't do in campaign building!  It leaves hardly any room for experimentation, which has been very frustrating.

I've recently downloaded your latest version (v2.0.1.0) and it is a massive improvement over not only the default DGen, but earlier version of your work!  Maybe I'll finally be able to create something that's worth uploading now after all.  Thank you!

Just a couple of questions:

I noticed that when starting a campaign all of the AI pilots in the players unit get flooded with awards and medals in the first few days of the campaign.  Is this a known issue, and are there plans to fix this?

Also, in generating random flights, does "AirIntensity" and "RandomFlights" serve different purposes in the current version of the DGen mod?  In the default version of DGen, "AirIntensity" added or subtracted the number of aircraft in the flights called up in the chosen line of the campaign's .ops file for both European and Pacific campaigns, in addition to also generating random flights only on Pacific campaigns.  "RandomFlights", however, just generated random flights on European campaigns - it had no effect on Pacific campaigns.

I'm asking if those two commands now have distinctly separate, exclusive functions in the new DGen:  Does "AirIntensity" now only have the job of adding extra aircraft to the mission's flights called up in the .ops file, without generating random flights on Pacific campaigns?  Does "RandomFlights" now create random flights on both European and Pacific maps?  It would be nice to have the flexibility in having distinctly separate configurable functions that control how many aircraft are generated for mission flights, and in how many separate random flights are generated, if any, to equal measure on both European and Pacific maps.  The lack of this flexibility was a major sore spot when creating missions and .ops files in the default version of the generator.

Again, thank you so much for all the work.  It is very well appreciated!
Title: Re: Project DGen_mod
Post by: greybeard on February 21, 2014, 12:19:31 AM
I think RandomFlights has been disabled in v.2: indeed, whilst mentioned in Manual of version 1, it is missing from v.2 one.

I notice that random flights are now generated in all theaters like before in PTO only, so should be function of AirIntensity, which works like before about adding or removing aircraft from ops file mission flights.

Other two functions have been disabled, as stated on v.2 Manual: CampaignLength and MissionDistance.

I think Asura can confirm this.

Title: Re: Project DGen_mod
Post by: Asura on February 23, 2014, 10:34:40 PM
Initial installation of awards and quantity of perfect departures was made for approach to reality - seldom fighting groups were formed of one beginners. Already there were requests to make at the initial stage all group with zero values, it is possible later I will add through parameter in ini the file.

And the AirIntensity parameter works without changes - increases or reduces the predetermined quantities of planes in groups of their ops file.

In the version 2.x the algorithm of RandomFlights from Pacific in which the RandomFlights parameter doesn't work is realized. Completion of algorithm of RandomFlights one of the main immediate tasks after which realization this parameter again can earn.
Title: Re: Project DGen_mod
Post by: RealDarko on February 27, 2014, 02:05:24 PM
Where can I get the more up to date 4.10 version?
Title: Re: Project DGen_mod
Post by: RealDarko on February 28, 2014, 12:16:32 AM
Solved!
Title: Re: Project DGen_mod
Post by: IJNfan_PL on March 08, 2014, 12:07:21 PM
Hello Guys!  :)

I tried to start Campaign in Kiev (DGen Campaigns by Juri_JS from M4T) in HSFX 7.02 with latest Asura's Dgen_mod. Kiev43 works fine but Kiev41 wasn't created. Game 'beeps' and DGen_mod_proc.log and Dgen_modERROR.log files end with information: "Invalid RED element number: Y".
I tried to find any information about this error but without success. So can someone advice me solution how to fix this error?

Title: Re: Project DGen_mod
Post by: Juri_JS on March 08, 2014, 01:12:19 PM
It seems Asura's DGen doesn't like my opsKiev41-N file. Open it and go to the end of the file. Delete the blank line below the last text and save the file. Please tell me if this fixes the problem.
Title: Re: Project DGen_mod
Post by: IJNfan_PL on March 08, 2014, 08:53:15 PM
Juri_JS thank you for your solution and for your campaigns! Everything works fine now. :)
Title: Re: Project DGen_mod
Post by: Skunk on March 13, 2014, 05:38:00 PM
I dont know if any one else has run into this problem before but after installing this exactly like instructions say to, all my Dgen Campaigns were in Russian.

The solution lies in opening dgen_mod.ini in notepad and removing the ; in the last line so it reads Language=English.
Title: Re: Project DGen_mod
Post by: flugkapitan on March 21, 2014, 03:39:21 PM
Hi All,

I'm having a Devil of a time getting this to work in IL2 1946 v 4.12.2M/HSFX 7.0. When I use the installer it copies every thing over into the IL2 installation except the DGen.exe file. When I copy that in manually, then generate and attempt to start a stock or custom campaign, the game and the computer lock up and I have the following message on the desktop:

(https://a4-images.myspacecdn.com/images04/1/95248d532f71422096dd34afd01a0284/full.jpg)

I have also installed Asura's Plane Database files for HSFX.

I have this modded DGen working quite well with IL2 V 4.12.2M SAS Modact 5.3.

Any suggestions would be greatly appreciated

Thanks,
Scott
Title: Re: Project DGen_mod
Post by: Tony4mori on March 21, 2014, 06:05:33 PM
you can change MissionDistance and MissionLenght?
Title: Re: Project DGen_mod
Post by: flugkapitan on March 21, 2014, 06:22:17 PM
Hi Tony, Thanks for the reply.

Not sure what you mean. These are not campaigns/careers created by me. It happens with all the stock careers and a couple of Boelcke's after I generate a career and hit the start button (on the page where you can pick what unit, a/c, you want to start the campaign/career with).

Regards,
Scott
Title: Re: Project DGen_mod
Post by: Juri_JS on March 22, 2014, 01:31:41 AM
you can change MissionDistance and MissionLenght?

Not yet. It will be possible in future versions.
Title: Re: Project DGen_mod
Post by: Asura on March 23, 2014, 11:38:54 PM
Hi All,

I'm having a Devil of a time getting this to work in IL2 1946 v 4.12.2M/HSFX 7.0. When I use the installer it copies every thing over into the IL2 installation except the DGen.exe file. When I copy that in manually, then generate and attempt to start a stock or custom campaign, the game and the computer lock up and I have the following message on the desktop:

Any suggestions would be greatly appreciated

Thanks,
Scott

What campaign you try to start?
Title: Re: Project DGen_mod
Post by: flugkapitan on March 24, 2014, 02:43:29 AM
Hi Asura,

Thank you for the reply. I've  only tried Luftwaffe campaigns, either a stock one, or Boelcke's (West Front for HSFX or Murmansk). I get the error with HSFX 7.0 and also with a 7.02 install.

Regards,
Scott
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on March 27, 2014, 11:48:20 AM
Hi Asura

I'm making a campaign in the western front map for the battle of the bulge and I would like to include the B-26 for the USAAF.
Can you tell me what files I have to modify. I got a 4.12.2m HSFX7.0.2.

Other question is if you can set the airfield from what the player can be based in order to do more accurately campaigns.
I have tried to put all the others airfields under the [AC OFF] but doesn't work, you appears in the air...

Thanks for your work
Title: Re: Project DGen_mod
Post by: Asura on March 27, 2014, 11:42:33 PM
I'm making a campaign in the western front map for the battle of the bulge and I would like to include the B-26 for the USAAF.
Can you tell me what files I have to modify. I got a 4.12.2m HSFX7.0.2.

AllClasses.dat
B_26B;false;GROUND;1;0;0

AllPlaneDB.dat
B_26B;Allies;1;USA;England;None;1;Bomber;Attack;Reconplane;None;1800;350;2618;0;0;0

AllWeapons.dat
B_26B;5000;5000;0;0;0;0;0;0;1;1;1;0;0;0;0;0;0;0;default;All
B_26B;5000;5000;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;none;All
B_26B;1000;1000;1;0;1;0;1;1;0;0;0;0;0;0;0;0;0;0;100xParaF;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;20x100lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;*30x100lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;10x250lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;*16x250lbs;All
B_26B;1000;1000;1;0;1;0;1;1;0;0;0;0;0;0;0;0;0;0;10x260lbsFragBombs;All
B_26B;1000;1000;1;0;1;0;1;1;0;0;0;0;0;0;0;0;0;0;*16x260lbsFragBombs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;10x300lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;*16x300lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;6x500lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;*8x500lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;4x1000lbs;All
B_26B;3000;3000;1;0;1;1;0;1;0;0;0;0;0;0;0;0;0;0;2x2000lbs;All
B_26B;700;60;0;0;0;0;1;0;0;0;0;0;0;0;1;0;0;0;1xTorpMk13;All
B_26B;700;60;0;0;0;0;1;0;0;0;0;0;0;0;1;0;0;0;1xTorpMk13Late;All
B_26B;3000;3000;0;0;0;0;0;0;0;0;0;1;0;0;0;0;0;0;4xSupplyBoxes;All
B_26B;1000;1000;1;0;1;0;1;1;0;0;0;0;0;0;0;0;0;0;12xM26IncendiaryClusters;All

Add these lines in the specified files and B-26 will work in DGen

Quote
Other question is if you can set the airfield from what the player can be based in order to do more accurately campaigns.
I have tried to put all the others airfields under the [AC OFF] but doesn't work, you appears in the air...

Shutdown of airfields a bad way, use "ParkedPlanes"
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on March 28, 2014, 10:17:59 AM
Thank you very much Asura for this fast answer!!!

I have tested the parkedplanes and now it works perfect...I didn't know this funtionality.
I put in order to be historically accurate:
[MapWeather]
WF_1944Bulge 5 5 0 0 70 10 10
but the most of the missions are with almost clear
Title: Re: Project DGen_mod
Post by: flugkapitan on March 28, 2014, 10:18:31 AM
Hi Asura,

I was just wondering if you had any suggestions for the problem I'm having that I posted...?

Thanks,
Scott
Title: Re: Project DGen_mod
Post by: Asura on March 30, 2014, 11:36:14 PM
Thank you very much Asura for this fast answer!!!

I have tested the parkedplanes and now it works perfect...I didn't know this funtionality.
I put in order to be historically accurate:
[MapWeather]
WF_1944Bulge 5 5 0 0 70 10 10
but the most of the missions are with almost clear

"5 5 0 0 70 10 10" - it is percent of probability of emergence of a certain weather, the sum has to be equal 100.
Title: Re: Project DGen_mod
Post by: Asura on March 30, 2014, 11:37:13 PM
Hi Asura,

I was just wondering if you had any suggestions for the problem I'm having that I posted...?

Thanks,
Scott

I didn't manage to understand yet
Title: Re: Project DGen_mod
Post by: flugkapitan on March 31, 2014, 02:21:09 AM
OK, thanks.
Title: Re: Project DGen_mod
Post by: verde13 on April 02, 2014, 04:52:45 AM
Any plans about making the RandomFlights and MissionDistance parameters work again? Both of them are very useful, especially the former one which really helps with the immersion.
Title: Re: Project DGen_mod
Post by: Tony4mori on April 02, 2014, 09:36:57 AM
especially the "missiondistance"  "missionlenght" , it is very frustrating having to play one mission per day. If you want to start in Poland 1939, before arriving in Berlin 1945 you will have to play 6.000 missions.
Title: Re: Project DGen_mod
Post by: Treetop64 on April 02, 2014, 12:21:39 PM
Any plans about making the RandomFlights and MissionDistance parameters work again? Both of them are very useful, especially the former one which really helps with the immersion.

I second this.

Random Flights in particular was great for immersion.  A great shame this no longer works.

Also, you might want to reconsider how AI awards are issued.  For example, in a German campaign, all of the junior and middle-level AI squadmates are being awarded a flood medals at the very start of a campaign, including Knights Crosses and the further decorated Knights Crosses beyond, for doing absolutely nothing.  The default DGen handling of awards was good enough, was fairly accurate, and was user-configurable in the config.ini.  There was no need to accelerate it to the point where it is now, as it's now completely unrealistic.

I mostly like what you've done for the new DGen, but now some of the changes are actually hurting the game instead of enhancing it.
Title: Re: Project DGen_mod
Post by: Treetop64 on April 02, 2014, 12:27:51 PM
especially the "missiondistance" , it is very frustrating having to play one mission per day. If you want to start in Poland 1939, before arriving in Berlin 1945 you will have to play 6.000 missions.

What you're talking about is a function of the mission schedule in a campaign's .DB files, and is not affected by Mission Distance.  Mission Distance only sets a preference of the distance flown to an objective on the map.
Title: Re: Project DGen_mod
Post by: greybeard on April 04, 2014, 05:32:48 AM
Any plans about making the RandomFlights and MissionDistance parameters work again?

I would only point out that RandomFlights is not at all missing: it is harmonized with AirIntensity. That's to say that random flights are still generated, just tied in quantity to general aerial activity. Perusing DGen_mod.log, for instance, often you may notice that a "vulcher" flight may be generated close to player's starting base, simulating an unpredicted enemy attack (of course, I'm not speaking of scramble missions). I think this is an improvement in respect of previous one, as well as the original DGen RandomFlights option, since it is not a "customary" staff flight, soon landing after mission start, and of no significance in mission deployment.
Title: Re: Project DGen_mod
Post by: verde13 on April 04, 2014, 08:35:08 AM
Any plans about making the RandomFlights and MissionDistance parameters work again?

I would only point out that RandomFlights is not at all missing: it is harmonized with AirIntensity. That's to say that random flights are still generated, just tied in quantity to general aerial activity. Perusing DGen_mod.log, for instance, often you may notice that a "vulcher" flight may be generated close to player's starting base, simulating an unpredicted enemy attack (of course, I'm not speaking of scramble missions). I think this is an improvement in respect of previous one, as well as the original DGen RandomFlights option, since it is not a "customary" staff flight, soon landing after mission start, and of no significance in mission deployment.

Now that you mention it I've noticed that there's usually one friendly and one enemy flight unrelated to the player. I don't think that that is an improvement however as the sky still feels empty. I remember that with the old DGen I would often see 5 or more random flights and I would often get reinforcements when i requested help, the AI would also engage more forces etc.

It used to feel more immersive than now when there are at most 2 flights from each side airborne over a large air space.
Title: Re: Project DGen_mod
Post by: Tony4mori on April 04, 2014, 11:13:06 AM
especially the "missiondistance" , it is very frustrating having to play one mission per day. If you want to start in Poland 1939, before arriving in Berlin 1945 you will have to play 6.000 missions.

What you're talking about is a function of the mission schedule in a campaign's .DB files, and is not affected by Mission Distance.  Mission Distance only sets a preference of the distance flown to an objective on the map.

sorry, I meant mission length
Title: Re: Project DGen_mod
Post by: Treetop64 on April 04, 2014, 03:47:52 PM
Any plans about making the RandomFlights and MissionDistance parameters work again?

I would only point out that RandomFlights is not at all missing: it is harmonized with AirIntensity. That's to say that random flights are still generated, just tied in quantity to general aerial activity. Perusing DGen_mod.log, for instance, often you may notice that a "vulcher" flight may be generated close to player's starting base, simulating an unpredicted enemy attack (of course, I'm not speaking of scramble missions). I think this is an improvement in respect of previous one, as well as the original DGen RandomFlights option, since it is not a "customary" staff flight, soon landing after mission start, and of no significance in mission deployment.

The RandomFlights function often generated more than just the staff flights you refer to, and they were a minority of random flights created.  Moreover, no matter how insignificant they might seem to the actual mission, those "returning" staff flights still added a level of immersion to the game that is now missing.

The problem with tying the random flights function with air intensity is that in order for the player to see random flights generated during campaigns, he must also increase the quantity of elements of flights that are directly called for in the ops file.  Frankly, with AirIntensity set to high, I'm still not seeing random flights, while the mission-specific flights (the flights and numbers of aircraft specifically called up for in the ops file) are certainly altered.

The latter is not always desirable, especially for European campaigns, and particularly for certain phases of air combat on the Eastern Front.

Firstly, when using the default DGen, and with AirIntensity and RandomFlights being separate functions, increasing Air Intensity actually decreased the chance of seeing random flights generated, even if RandomFlights is set at 5.  There is no indication given that this situation has been rectified in any version of the DGen mod.  Secondly, eluding to European and Eastern Front campaigns, increasing AirIntensity is not always desirable from an aesthetic, "feel of the mission" point of view, depending on the campaign design.  Usually mission designers set up the ops files according to how they want the actual misison-specific flights to be generated, with AirIntensity set to normal, and letting DGen take care of extra generated random flights with RandomFlights set to 5.  Setting AirIntensity to High increases not only the number of aircraft in an element, but increases the number of elements within a flight as well (i.e. 4Y becomes 4Y 4F; 2F becomes 3F 3F; 6F becomes 4F 4F, etc.).  Obviously, in addition to reducing the chances that random flights are generated, this significantly skews the composition of the mission-specific flights on both sides, and this effect is not always desired, depending on how the designer aims to make a particular phase of the campaign feel.

Everything changes on Pacific campaigns (or any campaign using the pacific mission generation mechanics).  In the default DGen, RandomFlights did not function for Pacific campaigns, while AirIntensity still functioned.  However, the campaign designer could assign more than one mission a day for Pacific campaigns, something that could not be done for European campaigns.  I'm only speculating based on my own experiences using it, but it seems as though DGen Mod uses the Pacific mission generation mechanics for both Pacific and European campaigns, while doing away with the European mechanics (and it's benefit of generating random flights) altogether.

There is a level of flexibility in having separate functions for AirIntensity and RandomFlights that is now lacking in the current setup of tying them together under one switch, which is presumably "have them both or not at all".  With AirIntensity set to Normal and RandomFlights set to 5 (for both the default config and the DGen mod config), I fly Eastern Front campaigns on both the latest default DGen (v4.0.8.7), and the latest DGen mod, and I can assure you that the level of random flights generated on the default generator is much more apparent than on mission generated from the mod DGen, where random flights don't seem to ever appear.  This is also the case when I set the DGen mod config AirIntensity to high; As expected, I get more aircraft in mission-specific flights, but still no random flights that are out doing their own thing.
Title: Re: Project DGen_mod
Post by: greybeard on April 05, 2014, 02:08:03 AM
Frankly, with AirIntensity set to high, I'm still not seeing random flights

Speaking of DGen_mod, I'm getting random flights with AirIntensity set to Low.

Quote
However, the campaign designer could assign more than one mission a day for Pacific campaigns, something that could not be done for European campaigns.

It's a while that I'm no more using stock DGen, but AFAIK third number in each [Schedule] row works for both ETO and PTO as follows:

negative (e.g.: -1) = night mission
null (i.e.: 0) = dawn or dusk mission
positive (e.g.: 2) = number of missions in that day

Quote
There is a level of flexibility in having separate functions for AirIntensity and RandomFlights that is now lacking in the current setup of tying them together under one switch

Of course. Also, I agree about avoiding to alter AirIntensity, when possible.
Title: Re: Project DGen_mod
Post by: Juri_JS on April 05, 2014, 05:38:11 AM
I just wanted to say that RandomFlights is only partially working at the moment. I am not sure, but I think the setting is always RandomFlights=3, no matter what number is used in the DGen_mod.ini file. But don't worry, the RandomFlights option and a number of other things are on Asura's things-to-do list.
Title: Re: Project DGen_mod
Post by: Saska on April 05, 2014, 10:42:12 AM
I am trying to add DO 335 V13 to the russian fighter campaign (dont ask me why I want to do this...)
I have changed the ALLPLANES.dat to make the fighter allies-USSR (used definition from another fighter basically)
I then added it to the planesRUF.dat
I can see the plane and able to select it in the campaign creation menu
I am able to generate campaign with the fighter

The troubles start when I am about to launch the mission :
1) I cannot select "Arming" menu, the button clicks but nothing happens
2) when I launch the mission, I stare at a tree with no plane being spawned (I assume). I am unable to control anything/fire guns etc.

What am I missing?

Also, I am running UP3 which has flyable B-17, I tried adding B_17G to the AllClasses as well as changing B17 to USSR, to be able to use it in the USSR heavy bomber campaign, but :

- I am unable to select the plane from the drop down menu when I generate the campaign
- When I force the plane through adding it to the already made campaign (conf and status edits) the Dgen crashes with error message that "The plane cannot be found in AllClasses.dat". While the plane is there, is flyable, and I checked the spelling which is correct (as I was copy pasting, not writing it myself).
Title: Re: Project DGen_mod
Post by: greybeard on April 06, 2014, 02:09:29 AM
I am trying to add DO 335 V13 to the russian fighter campaign

AFAIK, adding a new plane to DGen_mod inventory to have it flyable in relevant campaigns requires following steps:

1). Edit AllPlaneDB.dat adding related string (BTW, Do 335V-13 is already included in DGen_mod 2.0.1.0!) wherever you want (preferably in alphabetical order):

Code: [Select]
DO_335V13;Axis;0;Germany;None;None;1;Fighter;Fbomber;None;None;1800;420;1164;0;0;0
2). Edit AllWeapons.dat adding all required rows (one for each available ordnance, including "default" and "none"):

Code: [Select]
DO_335V13;4500;4500;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;default;All
DO_335V13;4500;4500;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;none;All
DO_335V13;500;500;1;1;1;0;0;0;0;0;0;0;0;0;0;0;0;0;2sc250;All
DO_335V13;500;500;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;0;1sc500;All
DO_335V13;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;8sc50;All
DO_335V13;500;500;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;8sc70;All
DO_335V13;500;500;1;0;1;0;0;1;0;0;0;0;0;0;0;0;0;0;2xab250;All
DO_335V13;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;1sd500;All
DO_335V13;500;500;1;0;1;0;0;1;0;0;0;0;0;0;0;0;0;0;1ab500;All
DO_335V13;500;500;1;1;1;1;1;1;0;0;0;0;0;0;0;0;0;0;1sc1000;All

This is where I too stumbled earlier; missing rows cause the plane starting mission at low level, with its engines off, soon crashing.

3). Edit AllClasses.dat (mandatory only if that plane is set flyable in AllPlaneDB.dat) adding relevant row:

Code: [Select]
DO_335A0;true;ALL;0;0;0
Good luck!
GB
Title: Re: Project DGen_mod
Post by: Saska on April 06, 2014, 02:37:57 AM
Thanks for your answer!

I am doing pretty much exactly what you said,
AllPlaneDB :
B_17G;Allies;0;USSR;None;None;1;HBomber;None;Reconplane;None;3220;290;7500;0;0;0
DO_335V13;Allies;0;USSR;None;None;1;FBomber;Fighter;None;None;1800;420;1164;0;0;0

AllClasses :
B_17G;false;BOMBER;1;0;0
<Default DO line>

AllWeapons :
<Already had entries for DO and B17, which I left as default>

That is my current setup which results in the issues I mentioned earlier.
Title: Re: Project DGen_mod
Post by: greybeard on April 07, 2014, 12:02:39 AM
Saska,

do you mean you replaced existing lines in AllPlaneDB and added B_17G to AllClasses?

If yes, you didn't need really all that: you can set in campaigns any plane at any side and any nation, indeed (e.g.: I've in my campaigns Hurricane I, which is Axis, set to Allies, with no changes in AllPlaneDB), you just should set "1" (for "flyable") in B_17G row (in addition to adding the line for this latter to AllClasses, as you already did).

Honestly, I think error relies elsewhere in your campaign construction; you may still try semplifying as I mentioned the two files, then, if error persist, still try asking (although personally I fear to be unable to help).

Cheers,
GB

P.S.: did you make a [episode_name]Planes.dat file?
Title: Re: Project DGen_mod
Post by: Treetop64 on April 07, 2014, 01:41:03 PM
I just wanted to say that RandomFlights is only partially working at the moment. I am not sure, but I think the setting is always RandomFlights=3, no matter what number is used in the DGen_mod.ini file. But don't worry, the RandomFlights option and a number of other things are on Asura's things-to-do list.

I appreciate this, Juri.  It is consistent with what I have been experiencing.
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on April 23, 2014, 11:16:31 AM
Hi all
In a 4.12.2 HSFX7.0.2 with Assura last version

I'm creating a pair of campaigns about german jets over the Ardennas. WF44 map
I have created all the neccesary files and the campaign it's running for the Me262A2(debugging phase) but with the Ar234 doesnt work even load.
When I select the campaign the screen only show the background... nothing!!! No beep
In essence are the same files, only change the ops file, to test it I only use this: oDeBombBridge, oDeBombTown, oBlueFTransfer.

I have set the AllClasses file to AR_234B2;true;BOMBER;0;0;0

I don't know WTF is going on... Can someone help me?
thanks in advance
Title: Re: Project DGen_mod
Post by: Juri_JS on April 23, 2014, 11:46:31 AM
Hi all
In a 4.12.2 HSFX7.0.2 with Assura last version

I'm creating a pair of campaigns about german jets over the Ardennas. WF44 map
I have created all the neccesary files and the campaign it's running for the Me262A2(debugging phase) but with the Ar234 doesnt work even load.
When I select the campaign the screen only show the background... nothing!!! No beep
In essence are the same files, only change the ops file, to test it I only use this: oDeBombBridge, oDeBombTown, oBlueFTransfer.

I have set the AllClasses file to AR_234B2;true;BOMBER;0;0;0

I don't know WTF is going on... Can someone help me?
thanks in advance

oDeBombBridge and oDeBombTown aren't ground attack missions, they are bomber escorts. You have to use oDeAttackxxx missions in your ops file. Moreover oDeFTransfer is only for fighters, you will need oDeBTransfer.

I don't think it is necessary to change the AllClasses file. It is better not to touch any of the files in the DGen\MOD folder. 
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on April 23, 2014, 12:06:00 PM
Thanks for this fast answer Juri...
But after change all the ops for that you say, and let the MOD folder like the original, the outcome its the same.
After select the campaign, rank and settings, press start...and only the background screen, nothing happends.. :(

Title: Re: Project DGen_mod
Post by: Asura on April 23, 2014, 11:37:08 PM
Thanks for this fast answer Juri...
But after change all the ops for that you say, and let the MOD folder like the original, the outcome its the same.
After select the campaign, rank and settings, press start...and only the background screen, nothing happends.. :(

Check the campaigns*.dat, planes*.dat and squadrons*.dat files for your campaign. In these files there are values which game isn't able to process. As a rule it names squadrons, planes or subcampaigns.

campaignsDe¤.dat

* Boelckes Kuban campaign
Dynamic campaign for II./JG52.
F_Kuban42 Kuban 1942: Rush for asia
F_Kuban43 Kuban 1943: Kuban 1943

planesDe¤.dat

[F_Kuban42]   - these names have to coincide completely in two files by quantity and writing
BF_109G2                                   - names of planes from air.ini
[F_Kuban43]
BF_109G2

In your situation game yet didn't start DGen as there were problems at a stage of a choice of the plane and the first campaign.
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on April 24, 2014, 10:07:01 AM
Thank you very much Assura... you are the MASTER!!!

In fact, in the process of copy/paste one letter was missing... >:(

I hope that after test both campaign all the people can enjoy of them  ;)

Best regards for all the community
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on May 05, 2014, 08:18:33 AM
Hi all

Im testing my new campaign and always had the same error. Its an armour attack:
oBlueAttackArmor 19390101:19450509      RED 2F       BLUE 4fB 4Y
The RED flight dont appear never, the BLue reach all the goals and return and landing, but always a fail in dgen with this caption:
Exception EConvertError in module DGen.exe at 00007902
'[1413' isnt a valid integer
the number between '??' change depending of the enemies destroyed (at, after landing)
Title: Re: Project DGen_mod
Post by: Stromboli on May 07, 2014, 02:08:19 PM
Hi All,
I know this problem has been talked about before but I have searched and could not find it. I'm having air starts in Juri's Manchuria Khalkingol Campaign with the SB-2. Could someone direct me to that fix?

Thanks,
Stromboli
Title: Re: Project DGen_mod
Post by: Juri_JS on May 07, 2014, 03:13:04 PM
It is caused by wrong entries in the AllPlanesDB file for HSFX.

change the line:
SB_2M100A;Allies;0;USSR;None;None;0;Bomber;None;Reconplane;None;2187;210;1130;0;0;0
to:
SB_2M100A;Allies;0;USSR;None;None;1;Bomber;None;Reconplane;None;2187;210;1130;0;0;0
Title: Re: Project DGen_mod
Post by: Stromboli on May 07, 2014, 05:05:47 PM
Juri,

Where is the AllPlanesDB file located in HSFX?

Stromboli
Title: Re: Project DGen_mod
Post by: Juri_JS on May 08, 2014, 12:05:37 AM
In the DGen\MOD folder.
Title: Re: Project DGen_mod
Post by: Xjrtaz on May 08, 2014, 02:42:23 PM
I have a question regarding Asuras Dgen file.
I am currently running Boelcke's Westfront campaign and getting strange results. Firstly kill numbers are very weird, sometimes up in the thousands and secondly I am getting constantly killed especially on successful completion of missions. I even tried running it through without contact, returned to base, landed, ended the mission and again was told I had been killed.
Is there a bug or two in this file? Has anyone else been experience anomalies in the campaign
It is a shame as it is ruining the campaign for me and making it unplayable

Krys
Title: Re: Project DGen_mod
Post by: Asura on May 17, 2014, 08:22:49 AM
I have a question regarding Asuras Dgen file.
I am currently running Boelcke's Westfront campaign and getting strange results. Firstly kill numbers are very weird, sometimes up in the thousands and secondly I am getting constantly killed especially on successful completion of missions. I even tried running it through without contact, returned to base, landed, ended the mission and again was told I had been killed.
Is there a bug or two in this file? Has anyone else been experience anomalies in the campaign
It is a shame as it is ruining the campaign for me and making it unplayable

Krys

Send me campaign files from the Missions\Campaign... folder and all log files. I will check.
Title: Re: Project DGen_mod
Post by: Xjrtaz on May 21, 2014, 12:32:58 PM
Which files and how do I send them to you. I restarted the campaign and all ran well for 6 missions, then 7th mission killed me again and been killed every subsequent mission. I was going to try the Luftwaffe version to see if the campaign runs ok, what do you think, is it worth it
And thanks for replying.
Title: Re: Project DGen_mod
Post by: greybeard on May 24, 2014, 02:58:15 AM
When I try to start stock Midway sub-campaign  (part of the IJN fighter career) with Asura's DGen_mod installed, IL-2 hangs and I get following message:


(http://s30.postimg.cc/aaejrdtrl/Midway_Error.jpg) (http://postimage.org/)

It happens only with Midway, among sub-campaigns of above mentioned stock career.

The same Midway sub-campaign starts with Starshoy's DGen.
Title: Re: Project DGen_mod
Post by: Asura on May 25, 2014, 11:24:43 PM
It is necessary to check files of this sub-campaign - where the mistake and the generator can't correctly sort that lines.
Title: Re: Project DGen_mod
Post by: greybeard on May 26, 2014, 12:38:19 AM
It is necessary to check files of this sub-campaign...

Campaign identification is IN1 (campaignsIN1.dat, etc.). They are all files dated 2004. I am unable to perform such a control.
Title: Re: Project DGen_mod
Post by: Asura on June 19, 2014, 11:43:52 PM
After a long break the next version of the generator is ready. In it while there are no big changes, time was spent on debugging of available algorithms and on addition of data for different versions of game. In the following versions precisely there will be new types of missions and other changes. For now here:

v2.0.1.2 (20/06/2014)
+ user manual v.2.1
+ the algorithm of use drop tanks is reworked
+ added data on aircraft (528 lines) and armament (over 6000 lines)
+ corrected errors, caused collisions of large aircraft groups during the start of a mission
+ the MissionDistance parameter reworked - allowed values: Full - full flight distance, Medium - 75%, Short - 50%
+ the CampaignLength parameter reworked - it works as in the first version, but also takes into account the number of flights during the day
+ other errors corrected

v2.0.1.1 (01/04/2014)
+ corrected routes for strike groups, attacking moving targets
+ corrected markings of stationary aircraftmarkings
+ added data for Bessarabia and Slovakia maps (by Juri_JS and Lagarto)
+ added aircraft data for DBW 1.71
+ added aircraft data for HSFX 7 (by IV/JG7_4Shades and Charlie Chap)
+ other errors corrected

https://www.mediafire.com/download/j3k2wdebgzop190/DGen_MOD_2.0.1.2.zip (https://www.mediafire.com/download/j3k2wdebgzop190/DGen_MOD_2.0.1.2.zip)
Title: Re: Project DGen_mod
Post by: Marjak on June 20, 2014, 04:49:27 AM
Asura, that`s great. A long awaited update, thanks a lot.
Title: Re: Project DGen_mod
Post by: Baffrah on June 20, 2014, 05:15:47 AM
Thank you!!!
Title: Re: Project DGen_mod
Post by: Juri_JS on June 20, 2014, 09:12:51 AM
For people having problems with Mediafire the new DGen version is also available at Axis & Allies Paintworks:
http://www.axis-and-allies-paintworks.com/download.php?view.807
Title: Re: Project DGen_mod
Post by: jeanba on June 20, 2014, 10:33:44 AM
Thank you very much asura
Is it working well with Asura's or Boelcke campaigns or shall we wait for "patches" ?
Title: Re: Project DGen_mod
Post by: Juri_JS on June 20, 2014, 11:15:22 AM
The changes in 2.0.1.2 are mostly bug fixes and some new features. Theoretically a campaign that works without problems in 2.0.1.0 should also work in 2.0.1.2.

Nonetheless I will rework most of my campaigns over the next month to use some of the new features.
Title: Re: Project DGen_mod
Post by: Treetop64 on June 20, 2014, 05:47:41 PM
Thank you Asura!  :)

Title: Re: Project DGen_mod
Post by: greybeard on June 21, 2014, 01:54:34 AM
Is it working well with Asura's or Boelcke campaigns ... ?

FYI, Asura never made campaigns, while you're missing Juri, who build a lot of them. Even a certain Greybeard did, say, a dozen campaigns for Asura's DGen.
Title: Re: Project DGen_mod
Post by: RealDarko on June 21, 2014, 02:35:27 PM
How we solve the briefings in Russian?
Title: Re: Project DGen_mod
Post by: Juri_JS on June 21, 2014, 03:04:44 PM
In the DGen_mod.ini file:
Language=English (or German)
Title: Re: Project DGen_mod
Post by: RealDarko on June 21, 2014, 04:18:20 PM
Thanks! Work like a charm!
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on June 23, 2014, 05:40:10 AM
Hi all

I'm having problems with the kills acount, the program doesn't count any kill after update to the new version.
In fact I begin a new campaign and the outcome it's the same, no kills!!!
And after played 2 missions in both Bolecke campaigns over Normandy (7 B17 shootdown) and Tunisia (6 B24 shootdown) my feelings are very sad...
Too, I have problems with a campaign for the Me262&Ar234 in the WF44 map, before the update the campaign load and now I got an error...
Code: [Select]
= DGen_mod 2.0.1.2 (20/06/2014) =
seed: 13702503
ParamStr: de 0       
DGen_mod initialization. Side: de, Rank: 0
MaxFLAK=40
MaxBomberSkill=0
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: DeDoo262
Campain set de, Army - 44WF262, NewMap set as True
Plane ME_262A1A found: fighter - true, plclass - FIGHTER.
Plane ME_262A1A: Side - Axis, Nation - Germany, Range - 1050 km, Fuel - 1418 kg.
naval set as False (ME_262A1A, 44WF262)
Unable to delete directory: missions\campaign\de\DGen_Doo262_44WF262doe0
EnemyNation from settings: USA
Load DGen\mod\AllPlaneDB.dat:
Load DGen\44WF262Planes.dat:
WestFront44:44WF262
Inherits 44WF262
Load DGen\mod\WestFront44Towns.dat:
EnemyNation from stock: USA
ReadDB sorties:1
Load DGen\mod\AllWing.dat:
TestWing(Axis,I_KG51a): I_KG51a 0 00
TestWing(Axis,II_TG3): II_TG3 4 10
TestWing(Axis,III_TG4): III_TG4 4 10
TestWing(Axis,NAGr1a): NAGr1a 4 10
TestWing(Axis,NAGr13): NAGr13 4 10
TestWing(Axis,Stab_SG4): Stab_SG4 4 10
TestWing(Axis,I_SG4): I_SG4 4 10
TestWing(Axis,II_SG4): II_SG4 4 10
TestWing(Axis,III_SG4): III_SG4 4 10
TestWing(Axis,I_LG1): I_LG1 4 10
TestWing(Axis,II_LG1): II_LG1 4 10
TestWing(Axis,I_KG53a): I_KG53a 4 10
TestWing(Axis,II_KG53a): II_KG53a 4 10
TestWing(Axis,III_KG53a): III_KG53a 4 10
TestWing(Axis,I_KG66): I_KG66 4 10
TestWing(Axis,III_KG76): III_KG76 4 10
TestWing(Axis,Stab_JG1a): Stab_JG1a 4 10
TestWing(Axis,I_JG1): I_JG1 4 10
TestWing(Axis,II_JG1): II_JG1 4 10
TestWing(Axis,III_JG1): III_JG1 4 10
TestWing(Axis,Stab_JG2): Stab_JG2 4 10
TestWing(Axis,I_JG2): I_JG2 4 10
TestWing(Axis,II_JG2): II_JG2 4 10
TestWing(Axis,III_JG2): III_JG2 4 10
TestWing(Axis,Stab_JG3): Stab_JG3 4 10
TestWing(Axis,I_JG3): I_JG3 4 10
TestWing(Axis,III_JG3): III_JG3 4 10
TestWing(Axis,IV_JG3): IV_JG3 4 10
TestWing(Axis,Stab_JG4): Stab_JG4 4 10
TestWing(Axis,I_JG4): I_JG4 4 10
TestWing(Axis,II_JG4): II_JG4 4 10
TestWing(Axis,III_JG4): III_JG4 4 10
TestWing(Axis,IV_JG4): IV_JG4 4 10
TestWing(Axis,Stab_JG11): Stab_JG11 4 10
TestWing(Axis,I_JG1_1): I_JG1_1 4 10
TestWing(Axis,II_JG1_1): II_JG1_1 4 10
TestWing(Axis,III_JG1_1): III_JG1_1 4 10
TestWing(Axis,JG6_Stab): JG6_Stab 4 10
TestWing(Axis,JG6_I): JG6_I 4 10
TestWing(Axis,JG6_II): JG6_II 4 10
TestWing(Axis,JG6_III): JG6_III 4 10
TestWing(Axis,Stab_JG26): Stab_JG26 4 10
TestWing(Axis,I_JG26): I_JG26 4 10
TestWing(Axis,II_JG26): II_JG26 4 10
TestWing(Axis,III_JG26): III_JG26 4 10
TestWing(Axis,Stab_JG27): Stab_JG27 4 10
TestWing(Axis,I_JG27): I_JG27 4 10
TestWing(Axis,II_JG27): II_JG27 4 10
TestWing(Axis,III_JG27): III_JG27 4 10
TestWing(Axis,IV_JG27): IV_JG27 4 10
TestWing(Axis,Stab_JG53): Stab_JG53 4 10
TestWing(Axis,II_JG5_3): II_JG5_3 4 10
TestWing(Axis,III_JG5_3): III_JG5_3 4 10
TestWing(Axis,III_JG54): III_JG54 4 10
TestWing(Axis,IV_JG54): IV_JG54 4 10
TestWing(Axis,Stab_JG77): Stab_JG77 4 10
TestWing(Axis,I_JG77): I_JG77 4 10
TestWing(Axis,II_JG77): II_JG77 4 10
TestWing(Axis,III_JG77): III_JG77 4 10
TestWing(Axis,Stab_KG51a): Stab_KG51a 4 10
TestWing(Axis,I_KG51a): I_KG51a 0 00
TestWing(Axis,I_KG51a): I_KG51a 0 00
TestWing(Axis,II_KG51a): II_KG51a 4 10
TestWing(Axis,II_KG51a): II_KG51a 4 10
TestWing(Allies,RAF_No174SQN): RAF_No174SQN 4 10
TestWing(Allies,RAF_No175SQN): RAF_No175SQN 4 10
TestWing(Allies,RAF_No184SQN): RAF_No184SQN 4 10
TestWing(Allies,RAF_No003SQN): RAF_No003SQN 4 10
TestWing(Allies,RAF_No056SQN): RAF_No056SQN 4 10
TestWing(Allies,RAF_No080SQN): RAF_No080SQN 4 10
TestWing(Allies,RAF_No274SQN): RAF_No274SQN 4 10
TestWing(Allies,RAF_No486SQN): RAF_No486SQN 4 10
TestWing(Allies,RAF_No137SQN): RAF_No137SQN 4 10
TestWing(Allies,RAF_No181SQN): RAF_No181SQN 4 10
TestWing(Allies,RAF_No182SQN): RAF_No182SQN 4 10
TestWing(Allies,RAF_No247SQN): RAF_No247SQN 4 10
TestWing(Allies,RAF_No130SQN): RAF_No130SQN 4 10
TestWing(Allies,RAF_No610SQN): RAF_No610SQN 4 10
TestWing(Allies,RCAF_No401SQN): RCAF_No401SQN 4 10
TestWing(Allies,RCAF_No402SQN): RCAF_No402SQN 4 10
TestWing(Allies,RCAF_No411SQN): RCAF_No411SQN 4 10
TestWing(Allies,RCAF_No412SQN): RCAF_No412SQN 4 10
TestWing(Allies,RCAF_No442SQN): RCAF_No442SQN 4 10
TestWing(Allies,RCAF_No403SQN): RCAF_No403SQN 4 10
TestWing(Allies,RCAF_No416SQN): RCAF_No416SQN 4 10
TestWing(Allies,RAF_No168SQN): RAF_No168SQN 4 10
TestWing(Allies,RCAF_No438SQN): RCAF_No438SQN 4 10
TestWing(Allies,RCAF_No439SQN): RCAF_No439SQN 4 10
TestWing(Allies,RCAF_No440SQN): RCAF_No440SQN 4 10
TestWing(Allies,RCAF_No400SQN): RCAF_No400SQN 4 10
TestWing(Allies,RCAF_No414SQN): RCAF_No414SQN 4 10
TestWing(Allies,RCAF_No430SQN): RCAF_No430SQN 4 10
TestWing(Allies,RAF_No164SQN): RAF_No164SQN 4 10
TestWing(Allies,RAF_No183SQN): RAF_No183SQN 4 10
TestWing(Allies,RAF_No198SQN): RAF_No198SQN 4 10
TestWing(Allies,RAF_No609SQN): RAF_No609SQN 4 10
TestWing(Allies,RAF_No302SQN): RAF_No302SQN 4 10
TestWing(Allies,RAF_No066SQN): RAF_No066SQN 4 10
TestWing(Allies,RAF_No127SQN): RAF_No127SQN 4 10
TestWing(Allies,RAF_No322SQN): RAF_No322SQN 4 10
TestWing(Allies,RAF_No331SQN): RAF_No331SQN 4 10
TestWing(Allies,RAF_No332SQN): RAF_No332SQN 4 10
TestWing(Allies,RAF_No349SQN): RAF_No349SQN 4 10
TestWing(Allies,RAF_No485SQN): RAF_No485SQN 4 10
TestWing(Allies,RAF_No341SQN): RAF_No341SQN 4 10
TestWing(Allies,RAF_No329SQN): RAF_No329SQN 4 10
TestWing(Allies,RAF_No193SQN): RAF_No193SQN 4 10
TestWing(Allies,RAF_No197SQN): RAF_No197SQN 4 10
TestWing(Allies,RAF_No257SQN): RAF_No257SQN 4 10
TestWing(Allies,RAF_No263SQN): RAF_No263SQN 4 10
TestWing(Allies,RAF_No266SQN): RAF_No266SQN 4 10
TestWing(Allies,RAF_No002SQN): RAF_No002SQN 4 10
TestWing(Allies,RAF_No004SQN): RAF_No004SQN 4 10
TestWing(Allies,RAF_No268SQN): RAF_No268SQN 4 10
TestWing(Allies,RAF_No098SQN): RAF_No098SQN 4 10
TestWing(Allies,RAF_No180SQN): RAF_No180SQN 4 10
TestWing(Allies,RAF_No320SQN): RAF_No320SQN 4 10
TestWing(Allies,RAF_No016SQN): RAF_No016SQN 4 10
TestWing(Allies,RAF_No069SQN): RAF_No069SQN 4 10
TestWing(Allies,RAF_No140SQN): RAF_No140SQN 4 10
TestWing(Allies,8AF_352FG_328FS): 8AF_352FG_328FS 4 10
TestWing(Allies,8AF_352FG_486FS): 8AF_352FG_486FS 4 10
TestWing(Allies,8AF_352FG_487FS): 8AF_352FG_487FS 4 10
TestWing(Allies,9AF_036FG_22FS): 9AF_036FG_22FS 4 10
TestWing(Allies,9AF_036FG_23FS): 9AF_036FG_23FS 4 10
TestWing(Allies,9AF_036FG_53FS): 9AF_036FG_53FS 4 10
TestWing(Allies,9AF_048FG_492FS): 9AF_048FG_492FS 4 10
TestWing(Allies,9AF_048FG_493FS): 9AF_048FG_493FS 4 10
TestWing(Allies,9AF_048FG_494FS): 9AF_048FG_494FS 4 10
TestWing(Allies,9AF_354FG_353FS): 9AF_354FG_353FS 4 10
TestWing(Allies,9AF_354FG_355FS): 9AF_354FG_355FS 4 10
TestWing(Allies,9AF_354FG_356FS): 9AF_354FG_356FS 4 10
TestWing(Allies,9AF_362FG_377FS): 9AF_362FG_377FS 4 10
TestWing(Allies,9AF_362FG_378FS): 9AF_362FG_378FS 4 10
TestWing(Allies,9AF_362FG_379FS): 9AF_362FG_379FS 4 10
TestWing(Allies,9AF_365FG_386FS): 9AF_365FG_386FS 4 10
TestWing(Allies,9AF_365FG_387FS): 9AF_365FG_387FS 4 10
TestWing(Allies,9AF_365FG_388FS): 9AF_365FG_388FS 4 10
TestWing(Allies,9AF_404FG_506FS): 9AF_404FG_506FS 4 10
TestWing(Allies,9AF_404FG_507FS): 9AF_404FG_507FS 4 10
TestWing(Allies,9AF_404FG_508FS): 9AF_404FG_508FS 4 10
TestWing(Allies,8AF_056FG_61FS): 8AF_056FG_61FS 4 10
TestWing(Allies,8AF_056FG_62FS): 8AF_056FG_62FS 4 10
TestWing(Allies,8AF_056FG_63FS): 8AF_056FG_63FS 4 10
TestWing(Allies,8AF_479FG_434FS): 8AF_479FG_434FS 4 10
TestWing(Allies,8AF_479FG_435FS): 8AF_479FG_435FS 4 10
TestWing(Allies,8AF_479FG_436FS): 8AF_479FG_436FS 4 10
TestWing(Allies,B_8AF_034BG_004BS): B_8AF_034BG_004BS 4 10
TestWing(Allies,B_8AF_034BG_007BS): B_8AF_034BG_007BS 4 10
TestWing(Allies,B_8AF_034BG_018BS): B_8AF_034BG_018BS 4 10
TestWing(Allies,B_8AF_034BG_391BS): B_8AF_034BG_391BS 4 10
TestWing(Allies,B_8AF_091BG_322BS): B_8AF_091BG_322BS 4 10
TestWing(Allies,B_8AF_091BG_323BS): B_8AF_091BG_323BS 4 10
TestWing(Allies,B_8AF_091BG_324BS): B_8AF_091BG_324BS 4 10
TestWing(Allies,B_8AF_091BG_401BS): B_8AF_091BG_401BS 4 10
TestWing(Allies,B_8AF_493BG_860BS): B_8AF_493BG_860BS 4 10
TestWing(Allies,B_8AF_493BG_861BS): B_8AF_493BG_861BS 4 10
TestWing(Allies,B_8AF_493BG_862BS): B_8AF_493BG_862BS 4 10
TestWing(Allies,B_8AF_493BG_863BS): B_8AF_493BG_863BS 4 10
PlaneNationCheck: C_47 before - USA, after - USA
Blue skill set: 10 40 50
Red skill set: 10 70 20
TestWing(Axis,III_JG54): III_JG54 4 10
TestWing(Axis,III_JG54): III_JG54 4 10
TestWing(Axis,III_JG54): III_JG54 4 10
TestWing(Axis,I_JG26): I_JG26 4 10
TestWing(Axis,Stab_JG26): Stab_JG26 4 10
TestWing(Axis,Stab_JG3): Stab_JG3 4 10
TestWing(Axis,I_JG2): I_JG2 4 10
TestWing(Axis,II_JG2): II_JG2 4 10
TestWing(Axis,II_JG4): II_JG4 4 10
TestWing(Axis,II_JG4): II_JG4 4 10
TestWing(Axis,II_JG4): II_JG4 4 10
TestWing(Axis,I_JG3): I_JG3 4 10
TestWing(Axis,II_JG1_1): II_JG1_1 4 10
TestWing(Allies,8AF_056FG_61FS): 8AF_056FG_61FS 4 10
TestWing(Allies,8AF_056FG_61FS): 8AF_056FG_61FS 4 10
TestWing(Allies,8AF_056FG_61FS): 8AF_056FG_61FS 4 10
TestWing(Allies,RAF_No080SQN): RAF_No080SQN 4 10
TestWing(Allies,RAF_No080SQN): RAF_No080SQN 4 10
TestWing(Allies,RAF_No331SQN): RAF_No331SQN 4 10
TestWing(Allies,RAF_No181SQN): RAF_No181SQN 4 10
Inherits operations from DGen\ops44WF262.dat
Loading 33 operation from DGen\ops44WF262.dat
Loading 107 red moving group
Loading 1438 red stationary units
Loading 29 red buildings
Loading 93 blue moving group
Loading 200 all moving group
Loading 502 blue stationary units
Loading 1940 all stationary units
Loading 262 blue buildings
Loading 291 all buildings
Load DGen\mod\WestFront44AF.dat:
Skip: Asch
Skip: Athies
Skip: Berck_sur_Mer
Skip: Bierset
Skip: Bonninghardt
Skip: Boxted
Skip: Bradwell
424723.81 200043.31 424047.81 198871.47 Budsweilerhof
Skip: Chievres
Skip: Clastres
Skip: Creil
Skip: Deelen
Skip: Deurne
Skip: Douzy
Skip: Drucat
Skip: Eindhoven
420239.37 247145.28 421085.1 245932.13 Essen
Skip: Evere
Skip: Fort_Rouge
Skip: Fresnoy_Folny
Skip: Grave
Skip: Glisy
Skip: Hawkinge
Skip: Heesh
Skip: Hilversum
389598.88 218390.28 389055.03 217852.19 Holt
427081.84 279298.06 426152.63 279302.09 Kirchellen
403929.66 241734.64 403061.13 242615.88 Krefeld
Skip: LeCulot
414335.34 228583.53 413656.03 228582.31 Lohausen
Skip: Longuenesse
Skip: Maldegem
Skip: Manston
Skip: Marck
Skip: Melsbroeke
Skip: Merville
Skip: Merzbruck
Skip: Niergnies
Skip: Odendorf
Skip: Ophoven
430274.71 195878.96 430888.13 196944.99 Ostheim
Skip: Raydon
Skip: Reims-Champagne
Skip: Sandweiler
Skip: Schaffen
Skip: Soesterberg
Skip: St-Denis_en_Westrem
Skip: St_Hubert
Skip: St_Trond
Skip: Thionville
Skip: Tille
Skip: Trier_Heuren
Skip: Tournes-Belval
418263.16 331202.47 417541.56 332744.83 Twente
Skip: Ursel
Skip: Vendeville
Skip: Venlo
Skip: Vitry_en_Artois
Skip: Vlissingen
Skip: Volkel
Skip: Waalhaven
398353.39 273467.94 397506.17 273618.15 Wesel_west
Skip: Wevelghem
Skip: Woensdrecht
Load DGen\mod\WestFront44BR.dat:
ShipList count 38 objects
ZoneList count 0 objects
ClusterList count 60 objects
FleetList count 0 objects
CarrierList count 0 objects
Dangerous areas - Red:5 Blue:18
DGen\MOD\MessageEn.dat
Brifing ID: 44WF262Br
Brifing string: 44WF262Br\n \n
FindParked is OK: 7
In CombatMissionN. orgAF= 7. x=0.00 y=0.00 OlOpName=()
FighterTargetCheck - AlAx
Allies: AF:0 Amp:0 Tnk:22 Art:39 Bdg:34 Carr:0 Car:22 Con:0 Dep:0 HQ:0 Prt:2 Ship:38 Rail:0 Sea:0 Land:0 Trn:8 Trp:13 Zone:0 Constr:0 Clust:54 Soft:84
SelectTarget: oBlueAttackArmor, 294296.22 82866.89
Variant selected:
oBlueAttackArmor 19390101:19450509     RED 6fB 4fB   BLUE 6Y 4Ff
SetTaskForceN
ground: 417541.56 - 332744.83, air: 415846.49 - 336367.91, glide: 419958.23 - 327579.39, land: 418263.16 - 331202.47, name: Twente
CheckDT - distantion to target - 278 km, Plane range - 288 km
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 24r4m_2xMK108, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xSC250, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xSC250_2xMK108, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xSC500, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xSC500_2xMK108, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xWfrGr21, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xWfrGr21_2xMK108, aTank, Bomber, Attack)
GetWeapons before: CruiseSpeed-500.00, minAlt-5000.00, attAlt-5000.00
GetWeapons after: CruiseSpeed-500.00, minAlt-5000.00, attAlt-5000.00
GetWeapons before: CruiseSpeed-500.00, minAlt-5000.00, attAlt-5000.00
GetWeapons after: CruiseSpeed-500.00, minAlt-5000.00, attAlt-5000.00
targetline
avoiding FLAK - left success
makeline
avoiding FLAK - left success
BomberMasterRoute:
Takeoff 417541.56 332744.83 0.00 0.00
Normfly 415846.49 336367.91 300.00 180.00
Normfly 410291.28 328412.78 1000.00 500.00
Normfly 419958.23 327579.39 1700.00 500.00
Normfly 336147.33 186257.91 4288.00 500.00
Normfly 301511.83 100692.81 4288.00 500.00
Normfly 298048.33 92136.28 4288.00 500.00
Gattack 294296.22 82866.89 5000.00 500.00
Gattack 294300.00 82700.00 5000.00 500.00
Gattack 294300.00 82500.00 5000.00 500.00
Gattack 294100.00 82300.00 5000.00 500.00
Gattack 293900.00 82100.00 5000.00 500.00
Gattack 293300.00 82100.00 5000.00 500.00
Gattack 293100.00 81900.00 5000.00 500.00
Gattack 292100.00 81900.00 5000.00 500.00
Gattack 291700.00 82300.00 5000.00 500.00
Gattack 291700.00 82500.00 5000.00 500.00
Gattack 291500.00 82700.00 5000.00 500.00
Gattack 290900.00 82700.00 5000.00 500.00
Gattack 290700.00 82900.00 5000.00 500.00
Gattack 290100.00 82900.00 5000.00 500.00
Gattack 289900.00 83100.00 5000.00 500.00
Gattack 288500.00 83100.00 5000.00 500.00
Gattack 288300.00 82900.00 5000.00 500.00
Gattack 287500.00 82900.00 5000.00 500.00
Gattack 287300.00 82700.00 5000.00 500.00
Gattack 286900.00 82700.00 5000.00 500.00
Gattack 286700.00 82500.00 5000.00 500.00
Gattack 285900.00 82500.00 5000.00 500.00
Gattack 285300.00 83100.00 5000.00 500.00
Gattack 285300.00 83500.00 5000.00 500.00
Gattack 285100.00 83700.00 5000.00 500.00
Gattack 284300.00 83700.00 5000.00 500.00
Gattack 284100.00 83900.00 5000.00 500.00
Gattack 283500.00 83900.00 5000.00 500.00
Gattack 283300.00 84100.00 5000.00 500.00
Gattack 283300.00 84900.00 5000.00 500.00
Gattack 282700.00 85500.00 5000.00 500.00
Gattack 282100.00 85500.00 5000.00 500.00
Gattack 281900.00 85500.00 5000.00 500.00
Gattack 281700.00 85500.00 5000.00 500.00
Gattack 281100.00 85500.00 5000.00 500.00
Gattack 280700.00 85100.00 5000.00 500.00
Gattack 279900.00 85100.00 5000.00 500.00
Gattack 279700.00 85300.00 5000.00 500.00
Gattack 279300.00 85300.00 5000.00 500.00
Gattack 279100.00 85100.00 5000.00 500.00
Gattack 279100.00 84700.00 5000.00 500.00
Gattack 278700.00 84300.00 5000.00 500.00
Gattack 278500.00 84300.00 5000.00 500.00
Gattack 278300.00 84100.00 5000.00 500.00
Gattack 277700.00 84100.00 5000.00 500.00
Gattack 277500.00 84300.00 5000.00 500.00
Gattack 276900.00 84300.00 5000.00 500.00
Gattack 276500.00 83900.00 5000.00 500.00
Gattack 275700.00 83900.00 5000.00 500.00
Gattack 275500.00 83700.00 5000.00 500.00
Gattack 275300.00 83500.00 5000.00 500.00
Gattack 275100.00 83300.00 5000.00 500.00
Gattack 274900.00 83100.00 5000.00 500.00
Gattack 274895.13 82866.89 5000.00 500.00
Normfly 283657.93 87684.91 4288.00 500.00
Normfly 344716.54 174907.66 4288.00 500.00
Normfly 415778.07 319097.58 2500.00 500.00
Normfly 419958.23 327579.39 700.00 500.00
Landing 418263.16 331202.47 0.00 0.00
TestWing(f,s): I_KG51a 0 00
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 24r4m_2xMK108, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xSC250, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xSC250_2xMK108, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xSC500, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xSC500_2xMK108, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xWfrGr21, aTank, Bomber, Attack)
CheckWeapons: LocalPlanes-True, Result-False (ME_262A1A, Germany, 2xWfrGr21_2xMK108, aTank, Bomber, Attack)
GetWeapons before: CruiseSpeed-500.00, minAlt-5000.00, attAlt-5000.00
GetWeapons after: CruiseSpeed-500.00, minAlt-5000.00, attAlt-5000.00
GetWeapons before: CruiseSpeed-500.00, minAlt-5000.00, attAlt-5000.00
GetWeapons after: CruiseSpeed-500.00, minAlt-5000.00, attAlt-5000.00
SlaveRoute - FG1:
Takeoff 417541.56 332744.83 0.00 0.00
Normfly 415946.49 336467.91 400.00 180.00
Normfly 410391.28 328512.78 1100.00 500.00
Normfly 420058.23 327679.39 1800.00 500.00
Normfly 336247.33 186357.91 4388.00 500.00
Normfly 301611.83 100792.81 4388.00 500.00
Normfly 298148.33 92236.28 4388.00 500.00
Gattack 294396.22 82966.89 5100.00 500.00
Gattack 294400.00 82800.00 5100.00 500.00
Gattack 294400.00 82600.00 5100.00 500.00
Gattack 294200.00 82400.00 5100.00 500.00
Gattack 294000.00 82200.00 5100.00 500.00
Gattack 293400.00 82200.00 5100.00 500.00
Gattack 293200.00 82000.00 5100.00 500.00
Gattack 292200.00 82000.00 5100.00 500.00
Gattack 291800.00 82400.00 5100.00 500.00
Gattack 291800.00 82600.00 5100.00 500.00
Gattack 291600.00 82800.00 5100.00 500.00
Gattack 291000.00 82800.00 5100.00 500.00
Gattack 290800.00 83000.00 5100.00 500.00
Gattack 290200.00 83000.00 5100.00 500.00
Gattack 290000.00 83200.00 5100.00 500.00
Gattack 288600.00 83200.00 5100.00 500.00
Gattack 288400.00 83000.00 5100.00 500.00
Gattack 287600.00 83000.00 5100.00 500.00
Gattack 287400.00 82800.00 5100.00 500.00
Gattack 287000.00 82800.00 5100.00 500.00
Gattack 286800.00 82600.00 5100.00 500.00
Gattack 286000.00 82600.00 5100.00 500.00
Gattack 285400.00 83200.00 5100.00 500.00
Gattack 285400.00 83600.00 5100.00 500.00
Gattack 285200.00 83800.00 5100.00 500.00
Gattack 284400.00 83800.00 5100.00 500.00
Gattack 284200.00 84000.00 5100.00 500.00
Gattack 283600.00 84000.00 5100.00 500.00
Gattack 283400.00 84200.00 5100.00 500.00
Gattack 283400.00 85000.00 5100.00 500.00
Gattack 282800.00 85600.00 5100.00 500.00
Gattack 282200.00 85600.00 5100.00 500.00
Gattack 282000.00 85600.00 5100.00 500.00
Gattack 281800.00 85600.00 5100.00 500.00
Gattack 281200.00 85600.00 5100.00 500.00
Gattack 280800.00 85200.00 5100.00 500.00
Gattack 280000.00 85200.00 5100.00 500.00
Gattack 279800.00 85400.00 5100.00 500.00
Gattack 279400.00 85400.00 5100.00 500.00
Gattack 279200.00 85200.00 5100.00 500.00
Gattack 279200.00 84800.00 5100.00 500.00
Gattack 278800.00 84400.00 5100.00 500.00
Gattack 278600.00 84400.00 5100.00 500.00
Gattack 278400.00 84200.00 5100.00 500.00
Gattack 277800.00 84200.00 5100.00 500.00
Gattack 277600.00 84400.00 5100.00 500.00
Gattack 277000.00 84400.00 5100.00 500.00
Gattack 276600.00 84000.00 5100.00 500.00
Gattack 275800.00 84000.00 5100.00 500.00
Gattack 275600.00 83800.00 5100.00 500.00
Gattack 275400.00 83600.00 5100.00 500.00
Gattack 275200.00 83400.00 5100.00 500.00
Gattack 275000.00 83200.00 5100.00 500.00
Gattack 274995.13 82966.89 5100.00 500.00
Normfly 283757.93 87784.91 4388.00 500.00
Normfly 344816.54 175007.66 4388.00 500.00
Normfly 415878.07 319197.58 2600.00 500.00
Normfly 420058.23 327679.39 800.00 500.00
Landing 418263.16 331202.47 0.00 0.00
TestWing(f,s): I_KG51a 1 01
SetTaskForceN
ground: 417541.56 - 332744.83, air: 415846.49 - 336367.91, glide: 419958.23 - 327579.39, land: 418263.16 - 331202.47, name: Twente
Plane MainType not found: Axis - Fighter,Any,Any
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane FW_190A8: Range - 1000 km, Fuel - 500 kg.
CheckPlaneDist - Plane FW_190A8: set drop tank type 1
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane FW_190A9: Range - 1000 km, Fuel - 500 kg.
CheckPlaneDist - Plane FW_190A9: set drop tank type 1
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane FW_190D9: Range - 1000 km, Fuel - 500 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane FW_190F8: Range - 1000 km, Fuel - 500 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane BF_109G8: Range - 500 km, Fuel - 288 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane BF_109G6Late: Range - 545 km, Fuel - 300 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane BF_109G10: Range - 500 km, Fuel - 300 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane BF_109G10C3: Range - 500 km, Fuel - 288 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane BF_109G10Erla: Range - 500 km, Fuel - 288 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane BF_109G14: Range - 545 km, Fuel - 300 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane BF_109G14AS: Range - 500 km, Fuel - 288 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane BF_109K4: Range - 560 km, Fuel - 300 kg.
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane ME_262A1A: Range - 1050 km, Fuel - 1418 kg.
CheckPlaneDist - Plane ME_262A1A: no drop tanks required
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane ME_262A2A: Range - 1050 km, Fuel - 1418 kg.
CheckPlaneDist - Plane ME_262A2A: no drop tanks required
CheckPlaneDist - distantion to target - 278 km
CheckPlaneDist - Plane FW_190A8: Range - 1000 km, Fuel - 500 kg.
CheckPlaneDist - Plane FW_190A8: set drop tank type 1
Plane FirstType selected: FW_190A8
TestWing(f,s): II_JG1 4 10
SkirmishRoute:
Normfly 295164.74 357956.68 300.00 330.00
Normfly 295133.72 348132.04 1000.00 330.00
Normfly 295102.70 338307.40 300.00 330.00
Normfly 294358.22 102516.04 300.00 330.00
Normfly 294327.20 92691.40 300.00 330.00
Gattack 294296.22 82866.89 300.00 330.00
Normfly 298723.61 91736.02 300.00 330.00
Normfly 303151.00 100605.15 300.00 330.00
Normfly 413835.75 322333.40 300.00 330.00
Normfly 418263.16 331202.47 300.00 330.00
Landing 419958.23 327579.39 0.00 0.00
SetTaskForceN
No AirFields or IO points for Allies
Title: Re: Project DGen_mod
Post by: Juri_JS on June 23, 2014, 10:54:47 AM
For me the counting of kills works without problems.
Title: Re: Project DGen_mod
Post by: Asura on June 23, 2014, 11:18:31 PM
Hi all

I'm having problems with the kills acount, the program doesn't count any kill after update to the new version.
In fact I begin a new campaign and the outcome it's the same, no kills!!!

Check in settings of game (conf.ini), has to be:

[game]
...
eventlog=eventlog.lst
eventlogkeep=0


Quote
Too, I have problems with a campaign for the Me262&Ar234 in the WF44 map, before the update the campaign load and now I got an error...

--->No AirFields or IO points for Allies

Campaign most likely isn't suitable for DGen_MOD 2.0.1.2 - there is a problem with a front line or initial airfields.
Title: Re: Project DGen_mod
Post by: Stromboli on June 25, 2014, 08:33:37 PM
Hi All,

I installed Asura's new DGEN 2.0.1.2 and started an RAF Campaign in Boelcke's West Front v1.1 Campaign and I'm getting the dreaded Beep. Does anyone know how to fix this?
Here is the error message.

= DGen_mod 2.0.1.2 (20/06/2014) =
seed: 39715155
ParamStr: gb 0       
DGen_mod initialization. Side: gb, Rank: 0
MaxFLAK=10
MaxBomberSkill=0
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: GbBoe10
EnemyNation from settings: Germany
Load DGen\mod\AllPlaneDB.dat:
Load DGen\1939_ArdennesPlanes.dat:
1939_Ardennes
Load DGen\mod\1939_ArdennesTowns.dat:
EnemyNation from stock: Germany
ReadDB sorties:1
Load DGen\mod\AllWing.dat:
TestWing(Allies,RAF_No001SQN): RAF_No001SQN 0 00
TestWing(Allies,RAF_No001SQN): RAF_No001SQN 0 00
TestWing(Allies,RAF_No003SQN): RAF_No003SQN 4 10
TestWing(Allies,RAF_No081SQN): RAF_No081SQN 4 10
TestWing(Allies,RAF_No091SQN): RAF_No091SQN 4 10
TestWing(Allies,RAF_No091SQN): RAF_No091SQN 4 10
TestWing(Allies,RAF_No091SQN): RAF_No091SQN 4 10
Cannot find squad GC_III_3

Thank you,
Stromboli
Title: Re: Project DGen_mod
Post by: Asura on June 25, 2014, 11:22:44 PM
Hi All,

I installed Asura's new DGEN 2.0.1.2 and started an RAF Campaign in Boelcke's West Front v1.1 Campaign and I'm getting the dreaded Beep. Does anyone know how to fix this?
Here is the error message.


Cannot find squad GC_III_3

n the AllWings.dat file now there are no data on GC_III_3. Solution:
1 . To add in AllWings.dat a line with GC_III_3 data
2 . To remove GC_III_3 from all files of campaign.
Title: Re: Project DGen_mod
Post by: greybeard on June 26, 2014, 12:34:13 AM
Recently started v2.0.1.2 testing with my "Pacific War" campaign (already working and tested with previous v2.0.1.0).

From 19411207-0.properties:
Code: [Select]
distance to target is 124 kmand 19411207-0.mis shows that DGen provided a drop tank:
Code: [Select]
[IJN_C_Zuikaku_FS00]
  Planes 3
  Skill0 3
  skin0 $A6M2-21_Zuikaku.bmp
  numberOn0 0
  Skill1 2
  skin1 $A6M2-21_Zuikaku.bmp
  numberOn1 0
  Skill2 1
  skin2 $A6M2-21_Zuikaku.bmp
  numberOn2 0
  pilot0 JA_03.bmp
  pilot1 JA_09.bmp
  Class air.A6M2_21
  Fuel 100
  weapons 1xdt

while from 19420508-1.properties:
Code: [Select]
distance to target is 488 kmand in 19420508-1.mis no drop tank was provided by DGen:
Code: [Select]
[IJN_C_Zuikaku_FS00]
  Planes 3
  Skill0 3
  skin0 $A6M2-21_Zuikaku.bmp
  numberOn0 0
  Skill1 3
  skin1 $A6M2-21_Zuikaku.bmp
  numberOn1 0
  Skill2 3
  skin2 $A6M2-21_Zuikaku.bmp
  numberOn2 0
  pilot0 JA_08.bmp
  pilot1 JA_04.bmp
  Class air.A6M2_21
  Fuel 100
  weapons default

I'm puzzled...

Regards,
GB

P.S.: I played the 488 km-to-target mission getting still more than 70 liters of fuel left in my tanks when I was returned over my carrier, ready to land:
(http://greybeard.xoom.it/virgiliowizard/sites/default/files/photos/image_3/thumb_182/448x336_crop_thumb_fuel_left.jpg)
so it looks mainly a question of coherence between distance to target and external tanks provision.

P.P.S.: during Burma campaign it is historically important to have transport intercept mission by Japanese. So far (v2.0.1.0) it wasn't allowed to play on this map such kind of mission, but I've just realized that v2.0.1.2 allows transport intercept mission in PTO. My compliments, Asura, and a big thanks to you!
Title: Re: Project DGen_mod
Post by: Asura on June 26, 2014, 11:17:12 PM
Recently started v2.0.1.2 testing with my "Pacific War" campaign (already working and tested with previous v2.0.1.0).

From 19411207-0.properties:
Code: [Select]
distance to target is 124 kmand 19411207-0.mis shows that DGen provided a drop tank:


It was mission on interception (scramble)? If yes, that is any glitch which I yet didn't catch.
Title: Re: Project DGen_mod
Post by: greybeard on June 27, 2014, 01:48:37 AM
It was mission on interception (scramble)? If yes, that is any glitch which I yet didn't catch.

No, sir. It was an escort mission (escorting B5N to Pearl Harbour on 7 December 1941). Indeed, keeping to play with this latest DGen,  I'm getting drop tank only for escort missions.

Let me add one more notice.

Unfortunately, multiple missions in one day is still a mess: dusk missions are still generated (e.g.: start at 18:46 whilst settings are "False 17 6") as well as next mission at a time BEFORE previous one (e.g.: 1st mission start 12:30, second mission of same day starts at 8:15)! This didn't happen with Starshoy's DGen: would be interesting to detect how that worked. Here follows an example got from stock IJN Fighter career on Marianas sub-campaign where all FIVE missions are generated on same day:

19 June 1944

0715
0945
1145
1400
1545

Please notice the time interval (not less than 1h 45m) and that even the last one starts at a time (1545) enough to perform mission before local sunset in June (around 1800).
Title: Re: Project DGen_mod
Post by: UberDemon on June 27, 2014, 09:39:14 PM
Asura,

This is great.  Do you have or plan to release a reference manual with an explanation for all the files needed for a campaign to include all the code words?  (that is, in addition to the use manual PDF).

Also, is there a way to use the same airplane for both Blue and Red teams when building a campaign? (for example SB, DB-3, I-153 for Finnish campaign)

Thanks for a great addition.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Project DGen_mod
Post by: UberDemon on June 28, 2014, 12:16:45 AM
Asura,

As an amateur programmer myself, I fully realize how hard it is sometimes to implement a seemingly simple request, but you understand your code for the new DGEN.

Considering my question above regarding using the same plane for two separate teams (again in the specific example of Finland using captured SBs, DB-3s, LaGG-3s, Pe-2/3s, I-16s, I-153s), how hard would it be to implement that?

I was thinking interpreting the following:

In the AllPlaneDB.dat file in the DGEN\MOD folder:
* Allow the "Faction" parameter to accept a third value of "Multi", so acceptable strings would be Allies, Axis and Multi

So today, by default one of the SBs are listed as:
Code: [Select]
SB_2M103;Allies;0;USSR;None;None;0;Bomber;None;Reconplane;None;1800;230;1130;0;0;0
With my suggested modification, it would be something like:
Code: [Select]
SB_2M103;Multi;1;USSR;Finland;None;1;Bomber;None;Reconplane;None;1800;230;1130;0;0;0
Multi would mean two factions use the plane, with the MultiNation field set to 1, and with the right country...

Of course to make that work, there would have to be some specific changes in how your DGEN interprets the data in the [campaign].DB file... take for example, "Finland41.DB" in the DGEN folder...

Currently for the plane I am using in the example above, the "[Planes]" section has the following:
Code: [Select]
25 SB_2M103
Say I want to specify that 8 SBs are available to Finland in that campaign file and the 25 mentioned are Russian... perhaps the [Planes] section would take the default country, or first mentioned out of the 3 countries in the Nation field for the AllPlaneDB.dat, then you could also have [PlanesRed] for specific planes that are in the Red team and [PlanesBlue] for the other team... but that maybe complicated and may yield wrong results

Perhaps the best way to deal with the ".DB" file is to have it in the following format for the "[Planes]" section:
(NumberofPlanes) (PlaneCode) [Optional: specific country digraph]
So...
Code: [Select]
25 SB_2M103
8 SB_2M103 fi

... means for that campaign there are 25 SBs to default (USSR, which is the first Nation in AllPlaneDB.dat) and 8 to Finland.

I figured I might as well suggest it. (I tried using the SBs for a Bomber campaign for Finland, but unless I specified the SB to be an Axis plane in AllPlaneDB, the campaign engine would freak  out and Generate a mission for the Red Team)

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Project DGen_mod
Post by: greybeard on June 28, 2014, 01:29:13 AM
Dan,

you don't need any code: Asura's DGen already does what you're asking for. No matter what country is set in AllPlaneDB, you can pick any aircraft to play for any country (just set the proper one in your customized XXXplanes.dat).

As an example, watch East Africa (http://www.mission4today.com/index.php?name=Downloads&file=details&id=4424): there you fly a Hurricane Mk.I for British Allies; if you try same thing with stock DGen you'll get a "beep" and error message. Of course, you must set relevant line in GBD_Africa41Planes.dat as follows:
Code: [Select]
Allies   England    Fighter         HurricaneMkIa        300 3000 3000 default 1that's to say Allies and England instead of default Axis and Finland.

That's all.

Cheers,
GB
Title: Re: Project DGen_mod
Post by: UberDemon on June 28, 2014, 09:38:52 AM
Dan,

you don't need any code: Asura's DGen already does what you're asking for. No matter what country is set in AllPlaneDB, you can pick any aircraft to play for any country (just set the proper one in your customized XXXplanes.dat).

Aaaahhhh daaamn!!!  :o   Well that shows how inexperienced I am with campaign design.  Thank you very much.  Let me try that then when I fail you can correct me on what I goofed on.  Thanks greybeard!

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Project DGen_mod
Post by: UberDemon on June 29, 2014, 12:48:18 AM
greybeard,

Have a question.  I did what you told me and it works.  I created a "Finland41Planes.dat" file with info on the SB plane and it worked well (I only included info on the SB and Blenheims).  But here is the problem, there were way too many Finnish SBs in some of the missions.  The Finns had about 15 or so captured M103 SBs (historically)... so it would be nice to limit them.  Is there a way to do that?  I figured the only way to do that would be to have different parameters that would limit planes explicitly in "Finland41.DB".

UberDemon
Title: Re: Project DGen_mod
Post by: greybeard on June 29, 2014, 02:59:00 AM
I think you should include in Finland41Planes.dat all aircraft involved (actually same you set in your DB file) since this allows you to have control on their cruising speed (often unreal - hampering rendez-vous).

Your guess is right: you must change number of available SB in Finland41.DB. Edit it an find following line:
Code: [Select]
[Planes]
...
25 SB_2M103
reducing 25 to 15.
Title: Re: Project DGen_mod
Post by: UberDemon on June 29, 2014, 09:32:59 PM
Your guess is right: you must change number of available SB in Finland41.DB. Edit it an find following line:
Code: [Select]
[Planes]
...
25 SB_2M103
reducing 25 to 15.

Only problem is that then the USSR would also be limited by the same number, that is why I was looking for a solution in the [episode].DB file that specified the numbers available for Red and Blue teams separately (say 25 SB_2M103 Allies, and 15 SB_2M103 Axis) when they happen to use same types of planes... I know very seldom that occurred but it was a reality for the Continuation War.

I understand this maybe too much trouble to put in code, so that is why I was asking if it was possible and I just didn't get it from the readme file.  If it can't be done I totally understand... it is a case of exception rather than the rule.  Thank you for the help.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Project DGen_mod
Post by: Asura on June 29, 2014, 11:41:42 PM
No, sir. It was an escort mission (escorting B5N to Pearl Harbour on 7 December 1941). Indeed, keeping to play with this latest DGen,  I'm getting drop tank only for escort missions.

Let me add one more notice.

Unfortunately, multiple missions in one day is still a mess: dusk missions are still generated (e.g.: start at 18:46 whilst settings are "False 17 6") as well as next mission at a time BEFORE previous one (e.g.: 1st mission start 12:30, second mission of same day starts at 8:15)! This didn't happen with Starshoy's DGen: would be interesting to detect how that worked. Here follows an example got from stock IJN Fighter career on Marianas sub-campaign where all FIVE missions are generated on same day:

In escort missions suspended tanks are established for increase in a reserve of fuel. Some planes, for example P-40, possess very small stock of fuel which is quickly spent especially in maintenance missions. To avoid falling of planes on a back course I made 45% a reserve in range calculations. So existence of tanks it not a mistake in your case.

The problem with departure time to me is known and will be solved in one of the following versions.
Title: Re: Project DGen_mod
Post by: Asura on June 29, 2014, 11:57:14 PM
I will answer other questions with one message :)

1 . The user's guide is in permanent job, I very much want to describe all formats and values which are used by the generator. It demands some time, but I will try to add for each new version in the instruction something new. I hope to an exit 2.0.2.0 to add the description of the settings and ops files.

2. The mechanism of use of one plane is realized by the different countries long ago through the DB file. Here https://www.sas1946.com/main/index.php?topic=20104.msg327046#msg327046 (https://www.sas1946.com/main/index.php?topic=20104.msg327046#msg327046) and here https://www.sas1946.com/main/index.php?topic=20104.msg327255#msg327255 (https://www.sas1946.com/main/index.php?topic=20104.msg327255#msg327255) I told as it to make.

3. Local files *Planes.dat are used for definition of arms of the plane in each concrete campaign. It is better to appoint the country in DB. It is possible to do without *Planes.dst files if the standard set of arms completely is suitable for campaign.
Title: Re: Project DGen_mod
Post by: greybeard on June 30, 2014, 01:36:53 AM
@Uberdemon

As you may read from Asura's explanation, there's the option to set two different quantities, according to country; so you should modify DB file as follows:
Code: [Select]
[Planes]
...
Allies USSR 25 SB_2M103
Axis Finland 15 SB_2M103
I was unaware of this possibility.


@Asura

Thanks for the explanation: in fact this makes sense. Actually, I read in literature that, as a rule, combat range is computed as no more than 1/3 of ferry range (one third to reach the target, one third to RTB, one third to combat and stay on target); so drop tank should be provided (at least) when target distance goes beyond 33% of current "range" item inside game files. This fraction may reduce up to 1/5, in actual instances (e.g.: patrolling), so leaving up to 60% fuel for "reserve".

Thank you also for planned fix to scheduling of multiple missions in a day.

I was glad to learn, by answer you gave to Uberdemon, another significant feature of your DGen. It makes me think how many features we are missing, lost among the 81 (so far) pages of this thread. Definitely desirable including them in the manual.
Title: Re: Project DGen_mod
Post by: UberDemon on July 01, 2014, 09:19:46 PM
@Asura and @greybeard,

Thank you, thank you, thank you, obrigado, obrigado senhores.

I read the post links, and I thank you for your product (Asura) and explanations (greybeard).

Best Regards,
UberDemon/danzigzag
www.uberdemon.net

Title: Re: Project DGen_mod
Post by: UberDemon on July 06, 2014, 08:34:39 PM
Asura/greybeard

If you have the time, could you give me a hand again?  So I tried modifying the Finish dynamic fighter campaign again...

Trying to start small, and only changing the Finland41 episode, I put the following in the "planesFiF.dat" file:
Code: [Select]
[Finland41]
GLADIATOR1J8A
GLADIATOR2
G50
F2A_B239
MS406
HurricaneMkIa
P_36A3
P_36A4
I_153_M62
I_153P
...

Note I added the "trophy" I-153s so I could start the campaign flying captured Soviet planes with Finnish markings...

I also did the following in the "[Planes]" section of "Finland41.DB":
Code: [Select]
...
[Planes]
Allies USSR 58 I_153_M62
Axis Finland 6 I_153_M62
Allies USSR 44 I_153P
Axis Finland 4 I_153P
50 I_16TYPE18
35 I_16TYPE24
6 LAGG_3SERIES4
12 IL_4_DB3B
9 IL_4_DB3M
6 IL_4_DB3T
5 LI_2
5 MIG_3EARLY
12 U_2VS
6 SU_2
35 SB_2M100A
25 SB_2M103
6 HurricaneMkIa
30 F2A_B239
25 MS406
12 BLENHEIM1
8 BLENHEIM4
26 G50
10 P_36A3
10 P_36A4
20 GLADIATOR2
4 TB_3_4M_17
...

I did double check that the modded "dgen.exe" was being used... but when I started the campaign with the Chaika, it either puts me as a Red team player in a TB-3 or a DB-3...  Any ideas what I am doing wrong?  Do I need to change another file?  Do I have to change the Finland41Planes.dat file as well?  How to I account for configs for both Finland and USSR in that file?

(Note I tried both "Allies USSR 58 I_153_M62" and "58 I_153_M62" as well as "Allies USSR 44 I_153P" and "44 I_153P" formats but the results were the same.)

I then tried changing the "AllPlaneDB.dat" data on the planes to:
Code: [Select]
...
HurricaneMkIV;Allies;0;England;None;None;1;FBomber;None;None;Reconplane;772;330;318;400;820;0
I_153_M62;Allies;1;USSR;Finland;None;1;FBomber;None;Fighter;None;600;170;235;0;0;0
I_153P;Allies;1;USSR;Finland;None;1;FBomber;None;Fighter;None;600;170;235;0;0;0
I_15BIS;Allies;0;USSR;None;None;1;Fighter;None;FBomber;None;350;170;150;0;0;0
...

... but also same result.  It does not seem like I have to go to "AllWeapons.dat" because all I_153* parameters are for Nation "All".

Any help would be awesome.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Project DGen_mod
Post by: UberDemon on July 06, 2014, 11:18:02 PM
Asura,

So once I created the "Finland41Planes.dat" file with the following content:
Code: [Select]
Axis Finland Fighter I_153_M62 170 2500 2500 default 1
Axis Finland Fighter I_153_M62 170 2500 2500 none 1
Axis Finland FBomber I_153_M62 170 500 500 4xAO10 1
Axis Finland FBomber I_153_M62 170 500 500 2xAO10_2xFAB50 1
Axis Finland FBomber I_153_M62 170 500 500 2xFAB50 1
Axis Finland FBomber I_153_M62 170 500 500 4xFAB50 1
Axis Finland FBomber I_153_M62 170 500 500 2xFAB100 1
Axis Finland FBomber I_153_M62 170 500 500 2xFAB50_2xFAB100 1
Axis Finland Attack I_153_M62 170 500 500 8xRS82 1
Axis Finland Interceptor I_153_M62 170 2500 2500 8xRS82 1
Axis Finland Fighter I_153P 170 2500 2500 default 1
Axis Finland Fighter I_153P 170 2500 2500 none 1
Axis Finland FBomber I_153P 170 500 500 4xAO10 1
Axis Finland FBomber I_153P 170 500 500 2xAO10_2xFAB50 1
Axis Finland FBomber I_153P 170 500 500 2xFAB50 1
Axis Finland FBomber I_153P 170 500 500 4xFAB50 1
Axis Finland FBomber I_153P 170 500 500 2xFAB100 1
Axis Finland FBomber I_153P 170 500 500 2xFAB50_2xFAB100 1
Axis Finland Attack I_153P 170 500 500 8xRS82 1
Axis Finland Interceptor I_153P 170 2500 2500 8xRS82 1
Allies USSR Fighter I_153_M62 170 2500 2500 default 1
Allies USSR Fighter I_153_M62 170 2500 2500 none 1
Allies USSR FBomber I_153_M62 170 500 500 4xAO10 1
Allies USSR FBomber I_153_M62 170 500 500 2xAO10_2xFAB50 1
Allies USSR FBomber I_153_M62 170 500 500 2xFAB50 1
Allies USSR FBomber I_153_M62 170 500 500 4xFAB50 1
Allies USSR FBomber I_153_M62 170 500 500 2xFAB100 1
Allies USSR FBomber I_153_M62 170 500 500 2xFAB50_2xFAB100 1
Allies USSR Attack I_153_M62 170 500 500 8xRS82 1
Allies USSR Interceptor I_153_M62 170 2500 2500 8xRS82 1
Allies USSR Fighter I_153P 170 2500 2500 default 1
Allies USSR Fighter I_153P 170 2500 2500 none 1
Allies USSR FBomber I_153P 170 500 500 4xAO10 1
Allies USSR FBomber I_153P 170 500 500 2xAO10_2xFAB50 1
Allies USSR FBomber I_153P 170 500 500 2xFAB50 1
Allies USSR FBomber I_153P 170 500 500 4xFAB50 1
Allies USSR FBomber I_153P 170 500 500 2xFAB100 1
Allies USSR FBomber I_153P 170 500 500 2xFAB50_2xFAB100 1
Allies USSR Attack I_153P 170 500 500 8xRS82 1
Allies USSR Interceptor I_153P 170 2500 2500 8xRS82 1

... it seems to work, I have flown a few missions in the Chaika, and have observed a mission with Soviet I-153Ps and one mission with Soviet M62 Chaikas... is this how it is supposed to work or am I doing too much work?  Can you let me know what I am missing?
Title: Re: Project DGen_mod
Post by: Asura on July 07, 2014, 01:26:56 AM
Asura,

So once I created the "Finland41Planes.dat" file with the following content:

... it seems to work, I have flown a few missions in the Chaika, and have observed a mission with Soviet I-153Ps and one mission with Soviet M62 Chaikas... is this how it is supposed to work or am I doing too much work?  Can you let me know what I am missing?

I in general would remove the Finland41Planes.dat file. Send me your campaign when everything I will see the eyes everything it becomes more clear and I will be able to prompt.
Title: Re: Project DGen_mod
Post by: greybeard on July 07, 2014, 03:48:08 AM
... is this how it is supposed to work or am I doing too much work?  Can you let me know what I am missing?

I think you needed only new entries in "Finland41.DB" and "Finland41Planes.dat", don't know what is "planesFiF.dat". I would leave all the rest untouched at this scope.
Title: Re: Project DGen_mod
Post by: UberDemon on July 07, 2014, 11:32:09 AM
Asura,

So once I created the "Finland41Planes.dat" file with the following content:

... it seems to work, I have flown a few missions in the Chaika, and have observed a mission with Soviet I-153Ps and one mission with Soviet M62 Chaikas... is this how it is supposed to work or am I doing too much work?  Can you let me know what I am missing?

I in general would remove the Finland41Planes.dat file. Send me your campaign when everything I will see the eyes everything it becomes more clear and I will be able to prompt.

Unfortunately it only worked after I included a [episode]Planes.dat file, that is why I am hoping you can help... seems a lot of work and from what you said, if should be as simple as [episode].DB changes and nothing else.  So my only question so far is really how to use the same plane on both sides in a campaign, which was prominent in the Finnish scenario.

I am sending the files I modified in the DGEN directory (note that "AllPlaneDB.dat" is in the DGEN/MOD directory but I included in the zip for you to look.).
http://www.uberdemon.net/dzzmods/FinlandFighter.zip (http://www.uberdemon.net/dzzmods/FinlandFighter.zip)

Thank you again.
Title: Re: Project DGen_mod
Post by: UberDemon on July 07, 2014, 11:46:52 AM
... is this how it is supposed to work or am I doing too much work?  Can you let me know what I am missing?

I think you needed only new entries in "Finland41.DB" and "Finland41Planes.dat", don't know what is "planesFiF.dat". I would leave all the rest untouched at this scope.

greybeard,

The planes[campaign].dat file is the file that specifies which aircraft are available for the player to pick for each campaign/episode.  So for "FiF" (Finland dynamic fighter campaign) there are 4 major campaigs or episodes, which are Finland41, Leningrad42, Leningrad43 and Leningrad44).  When you start the campaign, you can choose which year you want to start.  If you start in Finland41, you will go through the whole campaign until Leningrad44 ends.  If you start in Leningrad42, you don't go through Finland41, but you still end it in Leningrad44... and so forth.

It is the file that gives you the choice of planes for that campaign to start... so for example, in Finland41 you can start with the J8A, B239, G50 or HurricaneMkIa... eventually you will be upgraded to other planes available  but that is how you start.  You could add other planes and with the later versions of IL-2 1946 and Mod packs, it is easy to add new (flyable) planes to that list without changing much else... for example, I added the Gladiator2, the MS406 and P_36A3 and A4, because they are already in the [Planes] section of Finland41.DB and they are by default Axis planes in the simulator.  In Leningrad44 you could add the MS410 because it is already in the order of battle... But I believe if you want to add something like the Morko Morane, you may have to add them to the DB file as well... not sure.

The problem I have been having is adding the dual side planes, like captured I-153 (M62 and P)... you can add them, and they are available, but even with the changes in the Finland41 (Axis Finland # plane_type), it does not seem to work... only when I create an [episode]Planes.dat it seems to work... which is what you have been saying all along... but Asura is saying that is not necessary, and I would prefer not to have to use that... so I am trying to find what I am doing wrong.

Hope that makes sense.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Project DGen_mod
Post by: Asura on July 08, 2014, 02:22:14 AM
UberDemon

At you everything was made correctly, but the generator wasn't ready to flights of the player by trophy planes :) I made changes and now it is possible, but it is necessary to wait the following version. It will be important not to forget to disconnect the option "UseParkedPlanes" if campaign is based on old templates if it is included there will be mistakes in placement of the plane of the player in airfield of the opponent. Or to use new possibilities of version 2.0.2.0 for the indication of airfield of the player through the settings files.
Title: Re: Project DGen_mod
Post by: greybeard on July 08, 2014, 02:23:14 AM
The planes[campaign].dat file is the file that specifies which aircraft are available for the player to pick for each campaign/episode.

Sorry, I know what is that file, I just haven't focused that "FiF" is campaign identification.

Quote
... so I am trying to find what I am doing wrong.

I think you're following the correct path. The "[episode]Planes.dat" file is necessary, in my experience, and I guess there's a misunderstanding with Asura; if I recall correctly, he recommended in the past to add that file, since the sole AllPlaneDB and AllWeapons gave a poor control on a campaign.
Title: Re: Project DGen_mod
Post by: greybeard on July 08, 2014, 02:41:12 AM
Asura

Since you're tuned, I would make you aware of a couple of problems I'm experiencing.

First, I'm sorry to say that I was forced to stop testing of v2.0.1.2 since it gave increasing troubles as campaign was going on, presenting Windows error messages of "Access violation by DGen.exe" when I clicked on "Apply" at mission end.

Second, I've a problem with air base of Imphal Main, on Burma map: notwithstanding I set UseParkedPlanes (with required planes parked elsewhere) and "AF Off" in setting, DGen stubbornly poses my squadron there. I wonder if control on player's air base could be improved.

On the bright side, I would thank you again for the "Country" section of AllPlane.DB: I now realized how this is important, freeing from old DGen "vice" to have plane nationality hardcoded with map (for instance: Allies forced to be all Australian in New Guinea). ;)
Title: Re: Project DGen_mod
Post by: RealDarko on July 08, 2014, 06:47:14 AM
Is hard to do a campaign for Dgen? Is there any tutorial?
Title: Re: Project DGen_mod
Post by: Asura on July 08, 2014, 07:56:36 AM
First, I'm sorry to say that I was forced to stop testing of v2.0.1.2 since it gave increasing troubles as campaign was going on, presenting Windows error messages of "Access violation by DGen.exe" when I clicked on "Apply" at mission end.

It occurs in all campaigns or in any one? Character of a mistake speaks about that that the generator couldn't find something. Here the log files will help to understand

Quote
Second, I've a problem with air base of Imphal Main, on Burma map: notwithstanding I set UseParkedPlanes (with required planes parked elsewhere) and "AF Off" in setting, DGen stubbornly poses my squadron there. I wonder if control on player's air base could be improved.

When using UseParkedPlanes the plane of the player and the stationary plane have to coincide completely. When using [AFOFF] it is necessary to enter precisely dates and to check shutdown in DGen_mod.log. Looks approximately so?

Code: [Select]
Load DGen\mod\LeningradAF.dat:
12314.25 154675.2 13854.45 154672.64 Nummela
53377.51 141303.13 54696.43 141470.27 Malmi
Skip: Rakvere
...

At 2.0.2.0 I already made the exact instruction on placement of planes of the player depending on the plane and squadron. Also I added an operated transfer.

Code: [Select]
[Airfield]
BurmaD2 Malon SPITFIRE5C2 ** 2 20 2
BurmaD2 Kangla SPITFIRE8 ** 2 20 2
[RndTransferOFF]
BurmaD2
[Transfer]
BurmaD2 19440324 Kangla Aberdeen
BurmaD2 19440324 Malon Tulihal
Title: Re: Project DGen_mod
Post by: UberDemon on July 08, 2014, 07:38:48 PM
UberDemon

At you everything was made correctly, but the generator wasn't ready to flights of the player by trophy planes :) I made changes and now it is possible, but it is necessary to wait the following version. It will be important not to forget to disconnect the option "UseParkedPlanes" if campaign is based on old templates if it is included there will be mistakes in placement of the plane of the player in airfield of the opponent. Or to use new possibilities of version 2.0.2.0 for the indication of airfield of the player through the settings files.

Thank you very much.  I'll await for your new version.  In the meantime I am having fun with the modifications I understand how to make.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Project DGen_mod
Post by: UberDemon on July 08, 2014, 07:44:06 PM
Is hard to do a campaign for Dgen? Is there any tutorial?


So far it looks like it is a challenge, but in all these years this is the first time I tried to edit them... it is probably easier to modify existing campaigns than to create a new one from scratch, at least at first.  I am learning a lot by reading Asura's user guide for his modded DGEN.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Project DGen_mod
Post by: UberDemon on July 08, 2014, 07:46:04 PM
The planes[campaign].dat file is the file that specifies which aircraft are available for the player to pick for each campaign/episode.

Sorry, I know what is that file, I just haven't focused that "FiF" is campaign identification.

Quote
... so I am trying to find what I am doing wrong.

I think you're following the correct path. The "[episode]Planes.dat" file is necessary, in my experience, and I guess there's a misunderstanding with Asura; if I recall correctly, he recommended in the past to add that file, since the sole AllPlaneDB and AllWeapons gave a poor control on a campaign.

True... and at least the campaign is seems to be working correctly with the [ep]Planes.dat, at least for now.  Maybe it won't be necessary with the next version.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Project DGen_mod
Post by: greybeard on July 09, 2014, 01:29:59 AM
It occurs in all campaigns or in any one? Character of a mistake speaks about that that the generator couldn't find something. Here the log files will help to understand.

All campaigns. Same ones work all with previous 2.0.1.0. No error file is generated.

Quote
When using UseParkedPlanes the plane of the player and the stationary plane have to coincide completely. When using [AFOFF] it is necessary to enter precisely dates and to check shutdown in DGen_mod.log. Looks approximately so?

Planes coincide (HurricaneMkIIc). AFOFF entries in settings file are as follows:
Code: [Select]
[AF_OFF]
Burma42 Imphal_Main 19411208 19450814
Burma43 Imphal_Main 19411208 19450814
BurmaD1 Imphal_Main 19411208 19450814
BurmaD2 Imphal_Main 19411208 19450814
BurmaD3 Imphal_Main 19411208 19450814

How to check shutdown in DGen_mod.log?

Thanks for kind reply. Regards,
GB

P.S.: curiously, the hitch happens only when I'm coming from previous episode (Burma43), switching from Hurri2BTrop to Hurri2C. All campaigns that I try to start directly from ANY episode (Burma42, Burma43, ... BurmaD3) always start at the correct airfield (Saipam), the only one on the map where Hurri2BTrop and Hurri2C are parked. I checked that there aren't Hurri2C elsewhere on the map of BurmaD1Red.mis. The [AF_OFF] or [AFOFF] (tested both syntax) seems to have no effect at all.
Title: Re: Project DGen_mod
Post by: Asura on July 10, 2014, 02:41:43 AM
greybeard

Send me your campaign which gives out a mistake. It will be simpler to me to understand that occurs when I will see a mistake.
Title: Re: Project DGen_mod
Post by: greybeard on July 10, 2014, 02:42:40 AM
Asura,

I'm sorry (but, please, intend my messages just as an help for debugging and improvement) to point out another issue, detected both in 2.0.1.0 and 2.0.1.2: notwithstanding I set "Thunderstorm" in settings files always to "0" probability, I continue getting some mission in a thunderstorm. Please see attached example of settings:
Code: [Select]
[MapWeather]
Burma42 32 32 31 2 2 1 0
Burma43 33 33 32 1 1 0 0
BurmaD1 100 0 0 0 0 0 0
BurmaD2 30 29 29 4 4 4 0
BurmaD3 26 26 26 8 7 7 0
Title: Re: Project DGen_mod
Post by: greybeard on July 10, 2014, 03:10:34 AM
greybeard

Send me your campaign which gives out a mistake. It will be simpler to me to understand that occurs when I will see a mistake.

Campaign sent at dgen.service<at>mail.ru.

 I've included only RAF campaign (*Far East), since is that causing Imphal Main aerodrome issue. Also, I've not included skins to save space. Be aware that some extra planes are required, especially Ki-43-IIKAI (separated flight model) and Ki-43-IIb. Please see Readme for details.

Thanks for your attention,
GB
Title: Re: Project DGen_mod
Post by: greybeard on July 10, 2014, 09:52:15 AM
I'm really sad to point out another glitch I got: looks like sort of persecution, but it isn't. :(

Today I got following error message:

(http://s22.postimg.cc/kbcgmnydt/error.jpg) (http://postimage.org/)
Indeed, wing "9AF_404FG_508FS" appears twice inside relevant MIS file:
Code: [Select]
[Wing]
  ja0110
  IJA_F_S_64z00
  9AF_404FG_508FS10
  9AF_404FG_508FS10
  IJA_F_S_50z10
  ja0111
but it is present only once inside DB file:
Code: [Select]
[OOB]
=243Squadron=113Squadron=136Squadronfe=176Squadron=28Squadron=34Squadronfc=42Squadron=5Squadron=607Squadronfe=615Squadron=81Squadron=82Squadron=9AF_404FG_506FS=9AF_404FG_507FS=9AF_404FG_508FS=27Squadronearly=31Squadrontc=IJA_F_S_50z=IJA_F_S_59z=IJA_F_S_64z=IJA_F_S_77z=IJA_F_S_87z=IJA_F_C_76z=IJA_F_C_81z=
So it looks to have been the generator to have picked it twice, then giving error.
Title: Re: Project DGen_mod
Post by: Asura on July 11, 2014, 03:20:07 AM
For the settings file it is very important not to break a sequence of sections. If to mix sections control won't work with places. Sections can not be but the order always has to be such:

Pacific
UseParkedPlanes
UseSearchlight
[EnemyNation]
[AF_OFF]
[Distance]
[AirStart]
[DropTanksON]
[MapSeason]
[MapNight]
[MapWeather]
[MapWind]
[RndScrambleOFF]

I think your problems are connected with order violation.
Title: Re: Project DGen_mod
Post by: Juri_JS on July 11, 2014, 10:51:44 AM
...Indeed, wing "9AF_404FG_508FS" appears twice inside relevant MIS file...

It's a bug in the AllWing file. The line "9AF_404FG_508FS;wFighter;Allies;USA" appears twice.
Title: Re: Project DGen_mod
Post by: greybeard on July 12, 2014, 01:43:16 AM
Asura
Thank you very much! I didn't know. Now I'm going to fix that.

Juri
Thanks a lot! I think I would never have found on my own.

Cheers,
GB
Title: Re: Project DGen_mod
Post by: greybeard on July 12, 2014, 12:50:23 PM
Asura
I'm sorry to say that, notwithstanding having set the correct sequence for [AF_OFF] in settings file, when campaign switches from Burma 43 to BurmaD1, DGen still picks Imphal Main airfield.

Regards,
GB
Title: Re: Project DGen_mod
Post by: Asura on July 13, 2014, 11:08:56 PM
Asura
I'm sorry to say that, notwithstanding having set the correct sequence for [AF_OFF] in settings file, when campaign switches from Burma 43 to BurmaD1, DGen still picks Imphal Main airfield.

And the period in section [AF_OFF] at you is correctly determined? It is the period of shutdown of airfield and it has to cover all interval.
Title: Re: Project DGen_mod
Post by: greybeard on July 14, 2014, 02:43:23 AM
And the period in section [AF_OFF] at you is correctly determined? It is the period of shutdown of airfield and it has to cover all interval.

I think so. You may check yourself inside copy that I sent you of my campaign. You can also try launching campaign starting from Burma43 and then skipping missions until campaign switches to Burma44, so you should see the glitch and, maybe, detect the cause.
Title: Re: Project DGen_mod
Post by: greybeard on July 25, 2014, 03:14:27 AM
I always find inside DGen_mod.log file one or more rows like following example:

Plane MainType not found: Allies - Fighter,CFighter,Any

May I ask what is "MainType" and how it works?

Thanks,
GB
Title: Re: Project DGen_mod
Post by: Asura on July 27, 2014, 11:18:17 PM
And the period in section [AF_OFF] at you is correctly determined? It is the period of shutdown of airfield and it has to cover all interval.

I think so. You may check yourself inside copy that I sent you of my campaign. You can also try launching campaign starting from Burma43 and then skipping missions until campaign switches to Burma44, so you should see the glitch and, maybe, detect the cause.

I already managed to remove your files :) Send me them once again. In what airfield there will be a start if to begin at once with Burma44?
Title: Re: Project DGen_mod
Post by: Asura on July 27, 2014, 11:20:59 PM
I always find inside DGen_mod.log file one or more rows like following example:

Plane MainType not found: Allies - Fighter,CFighter,Any

May I ask what is "MainType" and how it works?

Thanks,
GB

"MainType" is type which is stated in the DB file:
10 F6F5 SSkin.bmp WSkin.bmp --Reconplane

here Reconplane will be the leader and if the scout that F6F5 is required will be chosen first of all
Title: Re: Project DGen_mod
Post by: greybeard on July 28, 2014, 02:49:34 AM
Thanks Asura!

I have just issued a new version of "Pacific War" campaign experimenting with these features, new for me.
Title: Re: Project DGen_mod
Post by: greybeard on July 28, 2014, 02:57:41 AM
I already managed to remove your files :) Send me them once again. In what airfield there will be a start if to begin at once with Burma44?

Please download latest campaign here:

http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1675 (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1675)

Start airfield should be Sapam, but be aware that if you start the campaign directly from Burma44, you will get Sapam; it is only if you come from previous Burma43 that you get Imphal Main!
Title: Re: Project DGen_mod
Post by: WindWpn on August 07, 2014, 01:26:31 PM
Not sure if there is a method on this forum to search within a specific thread, but did not see it.  Question is (perhaps its been answered here before): 

Is a parameter available perhaps for the config.ini to reset player stats on death or capture in a given DGen Mod campaign?

~S~
wind
Title: Re: Project DGen_mod
Post by: Asura on August 08, 2014, 12:37:22 AM
Not sure if there is a method on this forum to search within a specific thread, but did not see it.  Question is (perhaps its been answered here before): 

Is a parameter available perhaps for the config.ini to reset player stats on death or capture in a given DGen Mod campaign?

Such opportunity isn't present in game, the engine itself defines that the player was lost or was taken prisoner and doesn't give the following mission. In the generator it is possible to disconnect only the admission of missions at wound.
Title: Re: Project DGen_mod
Post by: WindWpn on August 08, 2014, 08:29:18 AM
Not sure if there is a method on this forum to search within a specific thread, but did not see it.  Question is (perhaps its been answered here before): 

Is a parameter available perhaps for the config.ini to reset player stats on death or capture in a given DGen Mod campaign?

Such opportunity isn't present in game, the engine itself defines that the player was lost or was taken prisoner and doesn't give the following mission. In the generator it is possible to disconnect only the admission of missions at wound.

hmmmm, one thing of note is that DCG incorporates this feature.  Its an option when configuring a campaign, but in DCG if you die or are captured, your stats reset to zero and you basically start as a new pilot in the ongoing campaign. 

This is not possible via DGEN?

~S~
wind
Title: Re: Project DGen_mod
Post by: Asura on August 11, 2014, 12:46:13 AM
Write as it occurs in DCG on steps. I don't represent as new campaign can make something without choice manually in game.
Title: Re: Project DGen_mod
Post by: WindWpn on August 11, 2014, 01:17:39 PM
In DCG, updates to the campaign progress occur at review of the event log mission to mission.  Thus, in DCG if a pilot dies or is captured and exits out of mission, DCG at that time reviews the log and records the pilot stat reset.  Once pilot enters the UI mission debrief, the player would have to click "Refly" to "refly" mission, however at which point, they could simply exit out returning to debrief to "Apply" and advance the campaign.  Upon generation of the new mission, the pilot would return to starting rank/stats. 

Note, if a user does not click "Refly" following return from a death mission end, and rather went to the main UI screen and then reloaded the career, the death mission would need to be entered and then exited to allow campaign advance via the "Apply" button.  Of course, in either format, at mission advance the pilot stats would be reset.  The key trigger for resetting stats is actually when a user exits the deadly flight and enters the debrief.

As noted, this feature is optional in DCG thus it can be enabled on/off per the players choice.  I enjoy it on as it is nice to see rank/responsibility advancement while on a clean (no death/capture) streak.  Provides incentive to remain alive/fly/fight smart to avoid returning to lower ranks and getting yelled at all the time by the squad leaders when off formation.

~S~
wind
Title: Re: Project DGen_mod
Post by: Asura on August 12, 2014, 02:14:22 AM
Now it is clear to me. Unfortunately in DGen_MOD so it won't turn out. The generator has no UI, there is no possibility of management. DGen is completely subordinated to game.
Title: Re: Project DGen_mod
Post by: greybeard on August 16, 2014, 02:26:34 AM
Asura
I'm noticing that often wind direction is set sideways on carrier operations (actually, it appears to be random). This makes exceedingly difficult take-off and landing. In reality, aircraft carrier are always oriented upwind for take-off and landing operations. I think Starshoy's DGen would include this feature.

Please, could you arrange your DGen this way?

Regards,
GB
Title: Re: Project DGen_mod
Post by: Asura on August 17, 2014, 11:58:20 PM
Asura
I'm noticing that often wind direction is set sideways on carrier operations (actually, it appears to be random). This makes exceedingly difficult take-off and landing. In reality, aircraft carrier are always oriented upwind for take-off and landing operations. I think Starshoy's DGen would include this feature.

Please, could you arrange your DGen this way?

The wind is only in DGen_MOD. In missions with aircraft carriers trust has to be on a meeting, but on some cards there is a wrong determination of coordinates. Send me mission with the wrong wind and the log files. I will try ??????? a mistake.
Title: Re: Project DGen_mod
Post by: greybeard on August 18, 2014, 01:22:07 AM
Send me mission with the wrong wind and the log files.

I think I found the difference.

Here follows one mission file from Marianas campaign played with your DGen_mod:
Code: [Select]
[MAIN]
  briefSound samples/sounds/Siren1Navy.wav
  MAP Marianas/load.ini
  TIME 11.51
  CloudType 3
  CloudHeight 800.0
  player IJN_AG_601_FS00
  playerNum 3
[SEASON]
  Year 1944
  Month 6
  Day 19
[WEATHER]
  WindDirection 229
  WindSpeed 6.00
  Gust 0
  Turbulence 0
[Wing]
  USN_VB_6Az10
  USN_VB_6Az11
  IJN_AG_261z10
  IJN_AG_601_FS00
[USN_VB_6Az10]
  Planes 4
  Skill0 0
  Skill1 0
  Skill2 0
  Skill3 0
  Class air.F4F_FM2
  Fuel 100
  weapons 2x58dt
[USN_VB_6Az10_Way]
  NORMFLY -436021.33 1006428.90 2150.00 300.00 &0
  NORMFLY -431768.02 997420.37 1000.00 300.00 &0
  NORMFLY -427514.71 988411.84 1700.00 300.00 &0
  NORMFLY -193582.66 492942.69 3300.00 300.00 &0
  NORMFLY -189329.35 483934.16 3300.00 300.00 &0
  GATTACK -185075.99 474925.69 3000.00 300.00  &0
  NORMFLY -177998.09 467915.16 3300.00 300.00 &0
  NORMFLY -170920.19 460904.63 3300.00 300.00 &0
  NORMFLY 218364.31 75325.48 3300.00 300.00 &0
  NORMFLY 225442.21 68314.95 1900.00 300.00 &0
  LANDING 232520.30 61304.41 0.00 0.00 39_Chief 0 &0
[USN_VB_6Az11]
  Planes 2
  Skill0 1
  Skill1 0
  Class air.F4F_FM2
  Fuel 100
  weapons 2x58dt
[USN_VB_6Az11_Way]
  NORMFLY -436421.33 1006028.90 2200.00 300.00 USN_VB_6Az10 0 &0
  NORMFLY -432168.02 997020.37 1050.00 300.00 USN_VB_6Az10 1 &0
  NORMFLY -427914.71 988011.84 1750.00 300.00 USN_VB_6Az10 2 &0
  NORMFLY -193982.66 492542.69 3350.00 300.00 USN_VB_6Az10 3 &0
  NORMFLY -189729.35 483534.16 3350.00 300.00 USN_VB_6Az10 4 &0
  GATTACK -185075.99 474925.69 3050.00 300.00  &0
  NORMFLY -178398.09 467515.16 3350.00 300.00 USN_VB_6Az10 6 &0
  NORMFLY -171320.19 460504.63 3350.00 300.00 USN_VB_6Az10 7 &0
  NORMFLY 217964.31 74925.48 3350.00 300.00 USN_VB_6Az10 8 &0
  NORMFLY 225042.21 67914.95 1950.00 300.00 USN_VB_6Az10 9 &0
  LANDING 232520.30 61304.41 0.00 0.00 39_Chief 0 &0
[IJN_AG_261z10]
  Planes 3
  Skill0 2
  skin0 A6M5_IJNAF_61-120_BL.bmp
  Skill1 1
  skin1 A6M5_IJNAF_61-120_BL.bmp
  Skill2 1
  skin2 A6M5_IJNAF_61-120_BL.bmp
  Class air.A6M5
  Fuel 100
  weapons default
[IJN_AG_261z10_Way]
  NORMFLY -135891.19 421525.30 2800.00 300.00 &0
  NORMFLY -142039.29 428200.35 1000.00 300.00 &0
  NORMFLY -148187.39 434875.40 1700.00 300.00 &0
  NORMFLY -172779.79 461575.60 4600.00 300.00 &0
  NORMFLY -178927.89 468250.65 5300.00 300.00 &0
  GATTACK -185075.99 474925.69 6000.00 300.00  &0
  NORMFLY -177409.75 470069.33 6300.00 300.00 &0
  NORMFLY -169743.51 465212.97 6300.00 300.00 &0
  NORMFLY -139078.55 445787.53 3600.00 300.00 &0
  NORMFLY -131412.31 440931.17 1800.00 300.00 &0
  LANDING -123746.08 436074.84 0.00 0.00 44_Chief 0 &0
[IJN_AG_601_FS00]
  Planes 4
  Skill0 3
  skin0 $J44_A6M5_Generic_Nakajima_1.bmp
  numberOn0 0
  Skill1 2
  skin1 $J44_A6M5_Generic_Nakajima_1.bmp
  numberOn1 0
  Skill2 3
  skin2 $J44_A6M5_Generic_Nakajima_1.bmp
  numberOn2 0
  Skill3 1
  skin3 $J44_A6M5_Generic_Nakajima_1.bmp
  numberOn3 0
  pilot0 JA_02.bmp
  pilot1 JA_15.bmp
  pilot2 JA_08.bmp
  Class air.A6M5
  Fuel 100
  weapons default
[IJN_AG_601_FS00_Way]
  TAKEOFF -188431.81 497119.41 0.00 0.00 43_Chief 0 &0
  NORMFLY -187592.85 491570.98 300.00 180.00 &0
  NORMFLY -186753.90 486022.55 700.00 300.00 &0
  NORMFLY -185075.99 474925.69 1500.00 300.00 &0
  NORMFLY -353491.49 836659.07 3500.00 300.00 &0
  NORMFLY -193496.67 493012.53 3500.00 300.00 &0
  NORMFLY -189286.28 483969.20 3500.00 300.00 &0
  NORMFLY -185075.99 474925.69 3500.00 300.00 &0
  NORMFLY -177008.87 470559.00 3500.00 300.00 &0
  NORMFLY -168941.75 466192.31 3500.00 300.00 &0
  NORMFLY -152807.51 457458.91 3500.00 300.00 &0
  NORMFLY -136673.27 448725.53 3500.00 300.00 &0
  NORMFLY -128606.15 444358.84 1800.00 300.00 &0
  LANDING -120539.02 439992.13 0.00 0.00 43_Chief 0 &0
[Chiefs]
  38_Chief Ships.USSIndianapolisCA35 1 0 0 100.0
  39_Chief Ships.USSEssexCV9 1 0 0 100.0
  40_Chief Ships.USSIntrepidCV11 1 0 0 100.0
  41_Chief Ships.Tanker 1 0 0 100.0
  42_Chief Ships.USSKiddDD661 1 0 0 100.0
  43_Chief Ships.IJNShokakuCV 2 0 0 100.0
  44_Chief Ships.IJNZuikakuCV 2 0 0 100.0
  45_Chief Ships.IJNCVGeneric 2 0 0 100.0
  46_Chief Ships.IJNYukikazeDD43 2 0 0 100.0
  47_Chief Ships.IJNAmatsukazeDD43 2 0 0 100.0
  48_Chief Ships.Tanker 2 0 0 100.0
[38_Chief_Road]
  281874.63 143160.39 120.00 0 2 16.666666666666668
  230112.77 69128.88 120.00
[39_Chief_Road]
  287291.56 139549.09 120.00 0 2 15.433334350585938
  232520.30 61304.41 120.00
[40_Chief_Road]
  292708.50 135937.80 120.00 0 2 15.433334350585938
  233724.06 54683.71 120.00
[41_Chief_Road]
  286087.81 132928.39 120.00 0 2 3.729722261428833
  225899.59 51072.42 120.00
[42_Chief_Road]
  280670.88 134734.03 120.00 0 2 9.774444580078125
  226501.48 63110.06 120.00
[43_Chief_Road]
  -188431.81 497119.41 120.00 0 2 16.666666666666668
  -120539.02 439992.13 120.00
[44_Chief_Road]
  -191803.31 494527.91 120.00 0 2 16.666666666666668
  -123746.08 436074.84 120.00
[45_Chief_Road]
  -191721.63 497293.69 120.00 0 2 16.666666666666668
  -124268.16 439345.00 120.00
[46_Chief_Road]
  -189882.06 499899.91 120.00 0 2 9.131389617919922
  -119822.36 442870.97 120.00
[47_Chief_Road]
  -197087.25 493154.47 120.00 0 2 9.131389617919922
  -136072.58 439805.09 120.00
[48_Chief_Road]
  -187212.72 488545.69 120.00 0 2 7.459444522857666
  -128821.17 437283.16 120.00
[NStationary]
172_BlueStaticc vehicles.planes.Plane$A6M5 2 7541.15 27303.77 240.00 0.0 ja
173_BlueStaticc vehicles.planes.Plane$A6M5 2 7571.42 27345.51 180.00 0.0 ja
174_BlueStaticc vehicles.planes.Plane$A6M5 2 7571.70 27358.59 539.10 0.0 ja
175_BlueStaticc vehicles.planes.Plane$A6M5 2 7603.97 27406.67 230.00 0.0 ja
176_BlueStaticc vehicles.planes.Plane$A6M5 2 7618.38 27415.53 235.00 0.0 ja
177_BlueStaticc vehicles.planes.Plane$A6M5 2 7637.79 27445.41 210.00 0.0 ja
178_BlueStaticc vehicles.planes.Plane$A6M5 2 7646.43 27457.78 210.00 0.0 ja
179_BlueStaticc vehicles.planes.Plane$A6M5 2 7657.47 27491.67 190.00 0.0 ja
180_BlueStaticc vehicles.planes.Plane$A6M5 2 7660.70 27505.66 190.00 0.0 ja
196_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8561.10 28125.04 524.10 0.0 ja
197_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8587.15 28042.69 524.10 0.0 ja
198_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8679.46 27902.80 524.10 0.0 ja
199_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8700.99 27825.21 524.10 0.0 ja
200_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8664.17 27987.19 524.10 0.0 ja
215_BlueStatic vehicles.stationary.Stationary$Kurogane 2 8035.37 27247.29 665.00 0.0
216_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8018.20 27225.24 665.00 0.0
217_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8012.79 27227.08 660.00 0.0
218_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8373.62 26985.75 660.00 0.0
219_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8292.21 28111.01 705.00 0.0
220_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8272.34 28103.58 705.00 0.0
221_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8252.75 28095.34 705.00 0.0
246_BlueStatic vehicles.stationary.Stationary$Type88_75mm_JA 2 8684.88 27297.75 675.00 0.0
247_BlueStatic vehicles.stationary.Stationary$Type88_75mm_JA 2 8435.66 27092.76 675.00 0.0
252_BlueStatic vehicles.stationary.Stationary$Twin25mm_JA 2 8441.21 27320.60 675.00 0.0
262_BlueStatic vehicles.stationary.Stationary$Type98_20mm_JA 2 8766.88 27588.19 675.00 0.0
263_BlueStatic vehicles.stationary.Stationary$Twin25mm_JA 2 7516.05 28117.00 675.00 0.0
[Target]
3 2 1 120 01 0 0 0
3 2 1 120 01 7977 27592 3000
3 2 1 120 01 25479 34020 3000
3 2 1 120 01 116043 204289 3000
3 2 1 120 01 120738 200258 3000
3 2 1 120 01 128451 223032 3000
3 2 1 120 01 130485 217983 3000
3 2 1 120 01 139833 235443 3000
3 2 1 120 01 120941 213154 3000
3 2 1 120 01 120696 212175 3000
3 2 1 120 501 -120539 439992 500 0 43_Chief -120539 439992
3 2 1 120 501 -123746 436074 500 0 44_Chief -123746 436074
3 2 1 120 501 -124268 439345 500 0 45_Chief -124268 439345
[StaticCamera]
 -185075 474925 100
[Buildings]
13_bld House$DummyPlane5 1 7424.31 27937.70 485.00 0.0
14_bld House$DummyPlane5 1 7451.38 27921.18 485.00 0.0
15_bld House$DummyPlane5 1 7482.45 27903.60 485.00 0.0
16_bld House$DummyPlane4 1 8447.81 27207.01 485.00 0.0
17_bld House$DummyPlane4 1 8282.10 27300.04 485.00 0.0
[FrontMarker]
 FrontMarker0 -200000.00 -75000.00 2
 FrontMarker1 1.00 -75000.00 2
 FrontMarker2 200000.00 -75000.00 2
 FrontMarker3 119097.00 205784.00 2
 FrontMarker4 131966.00 225257.00 2
 FrontMarker5 111003.00 187629.00 2
 FrontMarker6 72333.00 109117.00 2
 FrontMarker7 17032.00 23541.00 2
 FrontMarker8 131018.00 219839.00 2
 FrontMarker9 128319.00 216506.00 2
 FrontMarker10 -100000.00 400000.00 2
 FrontMarker11 -200000.00 200000.00 2
 FrontMarker12 -200000.00 1.00 2
 FrontMarker13 127549.00 220660.00 2
 FrontMarker14 100000.00 300000.00 1
 FrontMarker15 200000.00 200000.00 1
 FrontMarker16 200000.00 300000.00 1
 FrontMarker17 200000.00 1.00 1
 FrontMarker18 -100000.00 1.00 1
 FrontMarker19 1.00 70000.00 1
 FrontMarker20 1.00 200000.00 1

as you can see, wind direction is 229° while all ships travel in 120° direction. Furthermore, wind speed is quite high (6 m/s).

Here follows next mission:
Code: [Select]
[MAIN]
  briefSound samples/sounds/Siren1Navy.wav
  MAP Marianas/load.ini
  TIME 11.68
  CloudType 6
  CloudHeight 600.0
  player IJN_AG_601_FS00
  playerNum 2
[SEASON]
  Year 1944
  Month 6
  Day 20
[WEATHER]
  WindDirection 229
  WindSpeed 8.60
  Gust 0
  Turbulence 0
[Wing]
  usa0110
  USN_VT_1A10
  IJN_AG_601_FS00
[usa0110]
  Planes 2
  Skill0 0
  skin0 $PBY-5.bmp
  numberOn0 0
  Skill1 0
  skin1 $PBY-5.bmp
  numberOn1 0
  Class air.PBY
  Fuel 100
  weapons default
[usa0110_Way]
  NORMFLY 6363.96 6363.96 1000.00 200.00 &0
  NORMFLY 0.00 0.00 1000.00 200.00 &0
  NORMFLY -2689.25 9476.77 1750.00 200.00 &0
  NORMFLY -121016.14 426454.68 1750.00 200.00 &0
  NORMFLY -122381.11 431264.76 1750.00 200.00 &0
  NORMFLY -123746.08 436074.84 1750.00 200.00 &0
  NORMFLY -114049.81 433628.96 1750.00 200.00 &0
  NORMFLY -111515.37 423992.76 1750.00 200.00 &0
  NORMFLY -2534.45 9636.16 1750.00 200.00 &0
  NORMFLY 0.00 0.00 100.00 200.00 &0
  LANDING 0.00 0.00 0.00 0.00 &0
[USN_VT_1A10]
  Planes 2
  Skill0 0
  Skill1 0
  Class air.F6F3
  Fuel 100
  weapons default
[USN_VT_1A10_Way]
  TAKEOFF 190454.47 336400.13 0.00 0.00 1_Chief 0 &0
  NORMFLY 185688.54 337912.04 300.00 180.00 usa0110 1 &0
  NORMFLY 176311.73 340886.67 1000.00 350.00 usa0110 2 &0
  NORMFLY -104992.57 430125.57 3500.00 350.00 usa0110 3 &0
  NORMFLY -114369.38 433100.20 3500.00 350.00 usa0110 4 &0
  NORMFLY -123746.08 436074.84 3500.00 350.00 usa0110 5 &0
  NORMFLY -122672.47 431191.47 3500.00 350.00 usa0110 6 &0
  NORMFLY -118138.92 429082.70 3500.00 350.00 usa0110 7 &0
  NORMFLY 61790.68 345388.90 3500.00 350.00 usa0110 8 &0
  NORMFLY 70787.16 341204.21 1900.00 350.00 usa0110 9 &0
  LANDING 79783.54 337019.56 0.00 0.00 1_Chief 0 &0
[IJN_AG_601_FS00]
  Planes 3
  Skill0 3
  skin0 $J44_A6M5_Generic_Nakajima_1.bmp
  numberOn0 0
  Skill1 3
  skin1 $J44_A6M5_Generic_Nakajima_1.bmp
  numberOn1 0
  Skill2 1
  skin2 $J44_A6M5_Generic_Nakajima_1.bmp
  numberOn2 0
  pilot0 JA_09.bmp
  pilot1 JA_10.bmp
  Class air.A6M5
  Fuel 100
  weapons default
[IJN_AG_601_FS00_Way]
  TAKEOFF -191803.31 494527.91 0.00 0.00 44_Chief 0 &0
  NORMFLY -184997.59 488682.60 300.00 180.00 &0
  NORMFLY -178191.87 482837.29 1000.00 300.00 &0
  NORMFLY -157774.70 465301.38 3100.00 300.00 &0
  NORMFLY -123746.08 436074.84 5000.00 300.00 &0
  NORMFLY -59691.80 169085.28 5000.00 300.00 &0
  NORMFLY -119170.70 417004.12 3800.00 300.00 &0
  NORMFLY -121458.35 426539.46 1900.00 300.00 &0
  NORMFLY -123746.08 436074.84 100.00 300.00 &0
  LANDING -123746.08 436074.84 0.00 0.00 44_Chief 0 &0
[Chiefs]
  0_Chief Ships.Tanker 1 0 0 100.0
  1_Chief Ships.USSEssexCV9 1 0 0 100.0
  2_Chief Ships.USSIntrepidCV11 1 0 0 100.0
  3_Chief Ships.USSKiddDD661 1 0 0 100.0
  4_Chief Ships.USSIndianapolisCA35 1 0 0 100.0
  5_Chief Ships.USSIndianapolisCA35 1 0 0 100.0
  43_Chief IJNAmatsukazeDD41 2
  44_Chief Ships.IJNZuikakuCV 2 0 0 100.0
  45_Chief Ships.IJNCVGeneric 2 0 0 100.0
  46_Chief Ships.IJNYukikazeDD43 2 0 0 100.0
  47_Chief Ships.IJNAmatsukazeDD43 2 0 0 100.0
  48_Chief Ships.Tanker 2 0 0 100.0
[0_Chief_Road]
  189835.05 339910.22 120.00 0 2 3.729722261428833
  78751.16 340323.16 120.00
[1_Chief_Road]
  190454.47 336400.13 120.00 0 2 15.433334350585938
  79783.54 337019.56 120.00
[2_Chief_Road]
  190454.47 333096.50 120.00 0 2 15.433334350585938
  79783.54 333922.41 120.00
[3_Chief_Road]
  190660.95 330205.84 120.00 0 2 7.716667175292969
  79370.59 330825.28 120.00
[4_Chief_Road]
  186118.48 338464.88 120.00 0 2 9.774444580078125
  76273.45 338877.81 120.00
[5_Chief_Road]
  190453.75 328187.06 120.00 0 2 16.84805679321289
  82307.30 328798.09 120.00
[43_Chief_Road]
  -188431.81 497119.41 120.00 0 2 16.666666666666668
  -120539.02 439992.13 120.00
[44_Chief_Road]
  -191803.31 494527.91 120.00 0 2 16.666666666666668
  -123746.08 436074.84 120.00
[45_Chief_Road]
  -191721.63 497293.69 120.00 0 2 16.666666666666668
  -124268.16 439345.00 120.00
[46_Chief_Road]
  -189882.06 499899.91 120.00 0 2 9.131389617919922
  -119822.36 442870.97 120.00
[47_Chief_Road]
  -197087.25 493154.47 120.00 0 2 9.131389617919922
  -136072.58 439805.09 120.00
[48_Chief_Road]
  -187212.72 488545.69 120.00 0 2 7.459444522857666
  -128821.17 437283.16 120.00
[NStationary]
172_BlueStaticc vehicles.planes.Plane$A6M5 2 7541.15 27303.77 240.00 0.0 ja
173_BlueStaticc vehicles.planes.Plane$A6M5 2 7571.42 27345.51 180.00 0.0 ja
174_BlueStaticc vehicles.planes.Plane$A6M5 2 7571.70 27358.59 539.10 0.0 ja
175_BlueStaticc vehicles.planes.Plane$A6M5 2 7603.97 27406.67 230.00 0.0 ja
176_BlueStaticc vehicles.planes.Plane$A6M5 2 7618.38 27415.53 235.00 0.0 ja
177_BlueStaticc vehicles.planes.Plane$A6M5 2 7637.79 27445.41 210.00 0.0 ja
178_BlueStaticc vehicles.planes.Plane$A6M5 2 7646.43 27457.78 210.00 0.0 ja
179_BlueStaticc vehicles.planes.Plane$A6M5 2 7657.47 27491.67 190.00 0.0 ja
180_BlueStaticc vehicles.planes.Plane$A6M5 2 7660.70 27505.66 190.00 0.0 ja
196_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8561.10 28125.04 524.10 0.0 ja
197_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8587.15 28042.69 524.10 0.0 ja
198_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8679.46 27902.80 524.10 0.0 ja
199_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8700.99 27825.21 524.10 0.0 ja
200_BlueStaticc vehicles.planes.Plane$G4M1_11 2 8664.17 27987.19 524.10 0.0 ja
215_BlueStatic vehicles.stationary.Stationary$Kurogane 2 8035.37 27247.29 665.00 0.0
216_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8018.20 27225.24 665.00 0.0
217_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8012.79 27227.08 660.00 0.0
218_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8373.62 26985.75 660.00 0.0
219_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8292.21 28111.01 705.00 0.0
220_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8272.34 28103.58 705.00 0.0
221_BlueStatic vehicles.stationary.Stationary$Truck_Type94 2 8252.75 28095.34 705.00 0.0
246_BlueStatic vehicles.stationary.Stationary$Type88_75mm_JA 2 8684.88 27297.75 675.00 0.0
247_BlueStatic vehicles.stationary.Stationary$Type88_75mm_JA 2 8435.66 27092.76 675.00 0.0
252_BlueStatic vehicles.stationary.Stationary$Twin25mm_JA 2 8441.21 27320.60 675.00 0.0
262_BlueStatic vehicles.stationary.Stationary$Type98_20mm_JA 2 8766.88 27588.19 675.00 0.0
263_BlueStatic vehicles.stationary.Stationary$Twin25mm_JA 2 7516.05 28117.00 675.00 0.0
[Target]
0 2 1 30 500 -123746 436074 0 5 usa0110 -123746 436074
3 2 1 120 01 0 0 0
3 2 1 120 01 7977 27592 3000
3 2 1 120 01 25479 34020 3000
3 2 1 120 01 116043 204289 3000
3 2 1 120 01 120738 200258 3000
3 2 1 120 01 128451 223032 3000
3 2 1 120 01 130485 217983 3000
3 2 1 120 01 139833 235443 3000
3 2 1 120 01 120941 213154 3000
3 2 1 120 01 120696 212175 3000
3 2 1 120 501 -123746 436074 500 0 44_Chief -123746 436074
3 2 1 120 501 -124268 439345 500 0 45_Chief -124268 439345
[StaticCamera]
 -123746 436074 100
[Buildings]
13_bld House$DummyPlane5 1 7424.31 27937.70 485.00 0.0
14_bld House$DummyPlane5 1 7451.38 27921.18 485.00 0.0
15_bld House$DummyPlane5 1 7482.45 27903.60 485.00 0.0
16_bld House$DummyPlane4 1 8447.81 27207.01 485.00 0.0
17_bld House$DummyPlane4 1 8282.10 27300.04 485.00 0.0
[FrontMarker]
 FrontMarker0 -200000.00 -75000.00 2
 FrontMarker1 1.00 -75000.00 2
 FrontMarker2 200000.00 -75000.00 2
 FrontMarker3 119097.00 205784.00 2
 FrontMarker4 131966.00 225257.00 2
 FrontMarker5 111003.00 187629.00 2
 FrontMarker6 72333.00 109117.00 2
 FrontMarker7 17032.00 23541.00 2
 FrontMarker8 131018.00 219839.00 2
 FrontMarker9 128319.00 216506.00 2
 FrontMarker10 -100000.00 400000.00 2
 FrontMarker11 -200000.00 200000.00 2
 FrontMarker12 -200000.00 1.00 2
 FrontMarker13 127549.00 220660.00 2
 FrontMarker14 100000.00 300000.00 1
 FrontMarker15 200000.00 200000.00 1
 FrontMarker16 200000.00 300000.00 1
 FrontMarker17 200000.00 1.00 1
 FrontMarker18 -100000.00 1.00 1
 FrontMarker19 1.00 70000.00 1
 FrontMarker20 1.00 200000.00 1

having same wind direction and an higher speed. Third mission still has same direction and an even higher speed (follows excerpt):
Code: [Select]
[WEATHER]
  WindDirection 229
  WindSpeed 10.10
  Gust 8
  Turbulence 0

Same campaign played with Starshoy's DGen gives always wind "0" (zero), as you can see in attached screenshot:

(http://s8.postimg.cc/8czglqc4l/Carrier_crosswind_1.jpg) (http://postimage.org/)

and also setting in FMB worst weather, no more than 4 m/s of wind strength can be obtained at deck level (direction looks to be always 0).
 
(http://s29.postimg.cc/tks1neznr/Carrier_crosswind_2.jpg) (http://postimage.org/)

Please, would you consider the recourse to a stratagem to keep more realistic carrier operations?

Thanks for your attention,
GB

P.S.: maybe I found also a solution. Just using your settings and limiting wind strength:

[MapWind]
Marianas1 100 0 0 0

It's a poor solution (the best would have been having realistic wind in the opposite direction of carrier travel) but I'm unable to find anything better.
Title: Re: Project DGen_mod
Post by: greybeard on September 22, 2014, 10:31:55 AM
May I ask how to use following options, available for "Settings" file?

[Distance]
[DropTanksON]
[MapSeason]
[RndScrambleOFF]


Thanks,
GB
Title: Re: Project DGen_mod
Post by: lyteyr on October 05, 2014, 08:33:11 PM
(http://s28.postimg.cc/4k7q4t03h/mis_03_attack_ships_Sidi_Haneish.jpg) (http://postimage.org/)


Hello Asura,

Above is my latest dilemma!  :(

I've been struggling with Boelcke's MTO campaign.  At times my plane and those in front and behind explode as soon as mission loads, or else I am in a pink plane that has already crashed somewhere (the plane was a Bf-109 but now it has crashed, turned pink and has a Russian star on the fuselage!) I've re-downloaded and re-installed your Dgen Mod and associated plane files along with the campaign.  Sometimes i get through 2 missions, sometimes 5.  Boelcke says he has never has any issues with the MTO, so I am appealing to you for help.  Is it the campaign or the Mod?  Below is the latest error log:

= DGen_mod 2.0.1.2 (20/06/2014) =
seed: 35303921
ParamStr: de 1       
DGen_mod initialization. Side: de, Rank: 1
MaxFLAK=40
MaxBomberSkill=0
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: DeBOE101
Unable to delete directory: missions\campaign\de\DGen_BOE101_Zapolar44Summerjurgens1
EnemyNation from settings: USSR
Load DGen\mod\AllPlaneDB.dat:
Load DGen\mod\AllPlaneDB_m.dat:
Load DGen\Zapolar44SummerPlanes.dat:
Zapolar43Summer
Error - can't open DGen\mod\Zapolar43SummerTowns.dat


 
Title: Re: Project DGen_mod
Post by: Asura on October 05, 2014, 11:31:19 PM
I've been struggling with Boelcke's MTO campaign.  At times my plane and those in front and behind explode as soon as mission loads, or else I am in a pink plane that has already crashed somewhere (the plane was a Bf-109 but now it has crashed, turned pink and has a Russian star on the fuselage!) I've re-downloaded and re-installed your Dgen Mod and associated plane files along with the campaign.  Sometimes i get through 2 missions, sometimes 5.  Boelcke says he has never has any issues with the MTO, so I am appealing to you for help.  Is it the campaign or the Mod?  Below is the latest error log:

Pink planes and explosions sure sign of the wrong arms. In your version of game there are no arms which for some plane are registered in AllWeapons.dat. As soon as this weapon appears in mission - everything is painted in pink color. :)

Quote
= DGen_mod 2.0.1.2 (20/06/2014) =
Zapolar43Summer
Error - can't open DGen\mod\Zapolar43SummerTowns.dat

The generator couldn't find the Zapolar43SummerTowns.dat file. It is necessary to provetit it. It isn't related to pink planes.

Title: Re: Project DGen_mod
Post by: greybeard on October 06, 2014, 03:21:25 AM
Asura

I'm glad that you're reappeared! ;D

Perhaps you missed my question?
https://www.sas1946.com/main/index.php/topic,20104.msg480056.html#msg480056 (https://www.sas1946.com/main/index.php/topic,20104.msg480056.html#msg480056)
Title: Re: Project DGen_mod
Post by: Marjak on October 06, 2014, 07:38:59 AM
Hello Asura,

Above is my latest dilemma!  :(

I've been struggling with Boelcke's MTO campaign.  At times my plane and those in front and behind explode as soon as mission loads, or else I am in a pink plane that has already crashed somewhere (the plane was a Bf-109 but now it has crashed, turned pink and has a Russian star on the fuselage!) I've re-downloaded and re-installed your Dgen Mod and associated plane files along with the campaign.  Sometimes i get through 2 missions, sometimes 5.  Boelcke says he has never has any issues with the MTO, so I am appealing to you for help.  Is it the campaign or the Mod?  Below is the latest error log:

= DGen_mod 2.0.1.2 (20/06/2014) =
seed: 35303921
ParamStr: de 1       
DGen_mod initialization. Side: de, Rank: 1
MaxFLAK=40
MaxBomberSkill=0
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: DeBOE101
Unable to delete directory: missions\campaign\de\DGen_BOE101_Zapolar44Summerjurgens1
EnemyNation from settings: USSR
Load DGen\mod\AllPlaneDB.dat:
Load DGen\mod\AllPlaneDB_m.dat:
Load DGen\Zapolar44SummerPlanes.dat:
Zapolar43Summer
Error - can't open DGen\mod\Zapolar43SummerTowns.dat

Hello Iyteyr,

this errorlog is related to Boelckes Murmansk campaign!!! Have a look at the entries, it`s Zapolar43 and the Career ID is DeBOE101;

his MTO campaign is campaignsdeBoe03-07 and 104-107;

So I guess you have mixed up a lot in your dgen folder.

Another possibility is that you`ve missed to install his HSFX 7 plane data files for Asuras dgen.exe mod v1.2 which can be found here:
http://www.axis-and-allies-paintworks.com/download.php?view.856

Things like the ones you described can happen when loadouts are different.

Cheers

Marjak
Title: Re: Project DGen_mod
Post by: Asura on October 07, 2014, 01:14:22 AM
May I ask how to use following options, available for "Settings" file?

I apologize - I passed. I already completely made in the instruction the section according to the settings file. Soon the translation of the text into English will begin. The new instruction will be in release of DGen_MOD 2.0.2.0 which now is in process of preparation. Also the section according to the ops files - all codes and available missions is added to instructions. Wait, please the new version. Briefly to answer your question unfortunately it won't turn out.
Title: Re: Project DGen_mod
Post by: greybeard on October 07, 2014, 04:40:33 AM
Wait, please the new version.

Thank you. Gladly I shall wait new version.
Title: Re: Project DGen_mod
Post by: Treetop64 on October 08, 2014, 03:46:06 PM
Also the section according to the ops files - all codes and available missions is added to instructions.

Arguably one of the single biggest items I've personally been waiting for.  This is badly needed.

I still have all the old notes and forum conversations from many years ago of Starshoy, Ian Boys, Nimits, and others detailing DGen codes, variables, and other functions, but it's from a very old version of DGen.  Been waiting a long time for something comprehensive for Asura's DGen.  Can't wait.  :)
Title: Re: Project DGen_mod
Post by: Treetop64 on November 05, 2014, 04:52:06 AM
Asura.

Quick question.  In the ops[episode name].dat files, is there a limit to the number of variations to any single mission type?  For example, can you create more than ten variations to "oRuAttackArmor" or any other mission type?  If there is a limit, what is it?  Also, what are all the available mission types than can be put into the ops[episode name].dat for either side.

Thanks again for your work on the DGen.exe.  You newer version is working really well (though I had to drastically increase the AI's cruising speed in many aircraft, as they were crawling along way too slowly) I can't tell you how much I appreciate the added flexibility in building campaings.  The default DGen is just too finicky and restrictive.

Spasibo bol'shoye !   8)
Title: Re: Project DGen_mod
Post by: Asura on November 05, 2014, 07:43:52 AM
In the generator there are no restrictions on lines of the ops files. There is no restriction on total of lines and on quantity of lines for each type of missions. In this question it is necessary to use the principle of a rationality and sufficiency. The detailed full instruction on the ops files is now translated. If that helps here in Russian https://www.mediafire.com/view/lw222wd8k5fmtli/DGen_UserManual_Ru.pdf (https://www.mediafire.com/view/lw222wd8k5fmtli/DGen_UserManual_Ru.pdf) The pictogram of "NEW" noted missions which will be available in new release 2.0.2.0, the program is ready, I wait for the translation of the instruction.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on November 05, 2014, 11:02:33 AM
FANTASTIC MATE!!!

Thanks to give us such great tools that 'll bring life into Il2 for long long long time!!!
Title: Re: Project DGen_mod
Post by: Treetop64 on November 05, 2014, 08:24:41 PM
In the generator there are no restrictions on lines of the ops files. There is no restriction on total of lines and on quantity of lines for each type of missions. In this question it is necessary to use the principle of a rationality and sufficiency. The detailed full instruction on the ops files is now translated. If that helps here in Russian https://www.mediafire.com/view/lw222wd8k5fmtli/DGen_UserManual_Ru.pdf (https://www.mediafire.com/view/lw222wd8k5fmtli/DGen_UserManual_Ru.pdf) The pictogram of "NEW" noted missions which will be available in new release 2.0.2.0, the program is ready, I wait for the translation of the instruction.

Absolutely, a good point.  One that I am acutely aware of.  Important to have room for options, but overdoing it can be just as harmful as not doing enough.  I'm currently building a Winter War campaign from scratch using the DGen Mod, (and will later move on to the whole Baltic/Leningrad theater of operations during the German-Soviet war), and it will be lengthy.  Just wanted some variability in missions, at least for the Soviet side.  The Finnish side - from a historical standpoint -  will be limited however, lol.

Thanks for the link.  Will take a look.

Thanks.
Title: Re: Project DGen_mod
Post by: greybeard on November 18, 2014, 09:19:40 AM
I think there's a serious issue with use of drop tanks by DGen_mod.

Here follows an example regarding Hurricane Mk.IIB (SAS pack including drop tanks). Asura's DGen_mod v2.0.1.2. DropTanksON option enabled. DGen_mod assign a mission where player's flight must go to 203 NM distance from home base and then idling, waiting for enemy transports. After fight, player's flight is supposed should also RTB.

(http://s18.postimg.cc/kht5dc649/Burma_mission_insufficient_range.jpg) (http://postimage.org/)

Well. DGen_mod DOES NOT give drop tanks, according to following logic, shown in this excerpt from DGen_mod.log

Drop tank type set - 1, main range - 370, current range - 705 km
FighterTargetCheck - AlAx
Axis: AF:5 Amp:0 Tnk:0 Art:3 Bdg:1 Carr:0 Car:1 Con:0 Dep:0 HQ:0 Prt:0 Ship:2 Rail:0 Sea:0 Land:0 Trn:2 Trp:0
Zone:0 Constr:0 Clust:3 Soft:6
CheckWeapons: LocalPlanes-True, Result-True (HurricaneMkIIb, England, 2xDrop44, Fighter, Interceptor, Reconplane)
SelectTarget: oRedTranIntercept, 553290.27 139380.06
Variant selected:
oRedTranIntercept 19400101:19450509 RED 3Y  BLUE 3T 2F
SetTaskForceN
Plane MainType not found: Axis - Transport,Any,Any
CheckPlaneDist - Plane L2D: no drop tanks required
CheckPlaneDist - Plane L2D: no drop tanks required
Plane FirstType selected: L2D
GetWing1(Axis,wAll): ja01 4 10
CheckWeapons: LocalPlanes-True, Result-True (L2D, Japan, 5xCargoA, Transport, Any, Any)
CheckWeapons: LocalPlanes-True, Result-True (L2D, Japan, 5xCargoA, Transport, Any, Any)
GetWeapons before: CruiseSpeed-258.00, minAlt-3000.00, attAlt-3000.00
GetWeapons after: CruiseSpeed-220.00, minAlt-3000.00, attAlt-3000.00
targetline
makeline
SetTaskForceN
Plane MainType not found: Axis - Fighter,Any,Any
CheckPlaneDist - Plane KI_27_OTSU: no drop tanks required
CheckPlaneDist - Plane KI_43_IB: no drop tanks required
CheckPlaneDist - Plane KI_43_II: no drop tanks required
CheckPlaneDist - Plane KI_45_KAIKO: no drop tanks required
CheckPlaneDist - Plane KI_27_OTSU: no drop tanks required
Plane FirstType selected: KI_27_OTSU
TestWing(f,s): IJA_F_S_77z 4 10
CheckWeapons: LocalPlanes-True, Result-True (KI_27_OTSU, Japan, default, Fighter, Transfer, AFighter)
CheckWeapons: LocalPlanes-True, Result-True (KI_27_OTSU, Japan, default, Fighter, Transfer, AFighter)
GetWeapons before: CruiseSpeed-340.00, minAlt-3000.00, attAlt-3000.00
GetWeapons after: CruiseSpeed-270.00, minAlt-3000.00, attAlt-3000.00
CheckWeapons: LocalPlanes-True, Result-True (KI_27_OTSU, Japan, default, Fighter, Transfer, AFighter)
CheckWeapons: LocalPlanes-True, Result-True (KI_27_OTSU, Japan, default, Fighter, Transfer, AFighter)
GetWeapons before: CruiseSpeed-270.00, minAlt-3000.00, attAlt-3000.00
GetWeapons after: CruiseSpeed-270.00, minAlt-3000.00, attAlt-3000.00
SetTaskForceN

CheckDT - DT not need, DT is switched OFF
CheckWeapons: LocalPlanes-True, Result-True (HurricaneMkIIb, England, default, Fighter, Interceptor, Any)
CheckWeapons: LocalPlanes-True, Result-True (HurricaneMkIIb, England, default, Fighter, Interceptor, Any)
GetWeapons before: CruiseSpeed-286.00, minAlt-3500.00, attAlt-3500.00
GetWeapons after: CruiseSpeed-300.00, minAlt-3500.00, attAlt-3500.00
TestWing(f,s): 135Squadronfe 0 00
Preparing to write


So drop tanks are there, their range is calculated, but (Lord knows why) they are not applied, since not need (???)

On the contrary, I see drop tanks are always given by DGen_mod for escort missions, even if at very short distance.

This odd logic makes really frustrating the attempt to have a "short-legged" plane like Hurricane on big Pacific maps. In addition, in case of fighter-bombers variant, DGen_mod looks unable to manage pylons who carries either drop tank or bomb, giving precedence to drop tank and sending, as a consequence, fighter-bombers to bomb with... drop tanks! :(

I heartily hope that next version 2.0.2.0 will fix these inaccuracies of DGen_mod, otherwise the unique tool to play dynamic campaigns on new maps, with new planes.

Cheers,
GB
Title: Re: Project DGen_mod
Post by: Asura on November 19, 2014, 12:42:18 AM
It is necessary to understand that calculation of ranges of flight and the decision on use of suspended tanks very complex algorithmic challenge.

In a case with Hurricane before line "CheckDT - DT not need, DT is switched OFF" there has to be a line "CheckDT - distantion to target - X km, Plane range - X km" by which it is possible to determine what flying range counted the generator. In general the generator at the established DropTanksON works so:
1. Checks possibility of installation of suspended tanks - if it perhaps increases the radius of search of the purposes and tanks are established as obligatory.
2. Search of the purpose is carried out and mission is defined.
3. The distance to the chosen purpose is checked - if it is suitable for flight without tanks - tanks are removed. If escort mission - tanks remain isn't dependent on distance to the purpose.

If the plane has loading options with tanks and bombs - they will get out. But if the purpose is suitable for attack only guns/machine guns perhaps installation only of suspended tanks. The choice between "only a tank" and "a tank with bombs" is carried out in a random way if both options are suitable for a performance of the mission. On attack of the ship "only tank" shouldn't get out.

Task of the author of campaigns to pick up the correct balance of missions and opportunities of the plane. The generator unfortunately has no reason. :)
Title: Re: Project DGen_mod
Post by: greybeard on November 19, 2014, 01:49:25 AM
"Task of the author of campaigns to pick up the correct balance of missions and opportunities of the plane."

And how? I even tried replacing all "default" with "2xDrop44" in *planes.dat and AllWeapons.dat for HurricaneMkIIb, but no juice: DGen_mod stubbornly continue to remove tanks also for missions where target is more than half the ferry range!

I think algorithm should be very simple: radius_of_action (with drop tanks if DropTanksON option is enabled) = 1/5 (20%) of ferry_range (also this latter with drop tanks if DropTanksON option is enabled). No matter what kind of mission (escort included).
About bombs or other ordnance (e.g. rockets), DGen_mod should never alter the AllWeapons.dat and *planes.dat set. I mean, for instance, since I have following set as fighter-bomber:

Allies   England    FBomber         HurricaneMkIIb       300 2500  900 2x250lb

target for a mission which requires a fB should be searched inside the radius of action without tanks (also if DropTanksON option is enabled).
Title: Re: Project DGen_mod
Post by: Asura on November 19, 2014, 07:05:22 AM
Quote
And how? I even tried replacing all "default" with "2xDrop44" in *planes.dat and AllWeapons.dat for HurricaneMkIIb, but no juice: DGen_mod stubbornly continue to remove tanks also for missions where target is more than half the ferry range!

Send me a complete set of the log files, I will look as the generator considers and why cleans tanks. And mission too. Now the generator considers 45% a reserve on range.

tmpRadius := Trunc((FullRange / 2) - ((FullRange / 2)/100*45));

if TF.bNaval = True then misDist := Trunc(distancec(pCV1.takeoff, TrgXY))
else misDist := Trunc(distancec(ground, TrgXY));

if misDist <= tmpRadius then
       begin
            LongRange := False;
            LongRangeType := 0;
            Blackboxln('CheckDT - DT not need, DT is switched OFF');
         end;

FullRange - flying range of the plane taking into account suspended tanks
tmpRadius - radius with tanks taking into account a reserve
misDist - distance from a start point to a purpose point

Quote
target for a mission which requires a fB should be searched inside the radius of action without tanks (also if DropTanksON option is enabled).

And it is made.
Title: Re: Project DGen_mod
Post by: Mad026 on November 19, 2014, 07:19:35 AM
hi


 I had a strange bug with the Dgen mod, I tried to start an 1941 Kiev campaign, but it didn't star, i just heard a "beep" sound. Then I read the Dgen mod error ini which said: "Invalid red element number: Y

This campaign was worked with the stock Dgen.


Thanks for your help
Title: Re: Project DGen_mod
Post by: Juri_JS on November 19, 2014, 08:47:14 AM
In March I've uploaded the 1.3 version of the Kiev campaigns that should be fully compatible with Asura's DGen:
http://www.mission4today.com/index.php?name=Downloads&file=details&id=3642

Are you using this version?
Title: Re: Project DGen_mod
Post by: Mad026 on November 19, 2014, 11:57:13 AM
Thank you  Juri   ( Spasibo !!!  )


It's working now,  I used the very first version of this campaign  :D ;D
Title: Re: Project DGen_mod
Post by: greybeard on November 19, 2014, 05:02:50 PM
tmpRadius := Trunc((FullRange / 2) - ((FullRange / 2)/100*45));

Can't understand this equation; let's suppose FullRange=1000, this would give:

tmpRadius := Trunc(500 - 500/4500)? that's to say 499,88? Where's the reserve?

I think equation should be:

tmpRadius := Trunc((FullRange / 2) - ((FullRange / 2)*45/100))
or
tmpRadius := Trunc((FullRange / 2) - ((FullRange / 2)*.45))
or even better
tmpRadius := Trunc((FullRange / 5)

Indeed, I see that your DGen compute radius of action as half of ferry range (without auxiliary tanks, according to my findings). Beyond this limit, it gives drop tanks also for non-escort mission.

Please, golubchik, fix the bug! :)

Cheers,
GB
Title: Re: Project DGen_mod
Post by: Asura on November 20, 2014, 12:17:04 AM
FullRange=pRange - value from the AllPlaneDB.dat file, for HurricaneMkIIb - 1000 km
If the first type of suspended tanks is chosen the next lines and values are used:
HurricaneMkIIb;Allies;1;England;USSR;None;1;Fighter;FBomber;None;None;1000;220;318;333;606;0
HurricaneMkIIb;3500;3500;0;0;0;0;0;0;1;1;1;0;0;1;0;1;0;0;2xDrop44;All

(these lines are used in my assembly of mods, in other versions options of arms can be others therefore I officially don't prepare files for mods of versions - each user has to correct independently files of the generator for the version)

So, when using the first type of suspended tanks (2xDrop44) FullRange is recalculated.

pCurrentRange := Trunc(pRange + ((pRange * (pFuelDT[LongRangeType] * 0.72)) / pFuel0));
pCurrentRange = 1000 + ((1000 * (333 * 0,72)) / 318) = 1000 + (1000 * 239) / 318 = 1000 + 751 = 1751 km

In this formula there is a transfer of liters to kilograms (333 * 0,72) and are calculated how many kilometers it is possible to fly by on 239 kg of additional fuel if 318 kg of fuel in internal tanks are spent for 1000 km.

FullRange=pCurrentRange

Then fighting radius in meters taking into account a reserve is calculated. For fighters of 20%, for bombers of 10%.
Radius := Trunc((pCurrentRange / 2 * 1000) - ((pCurrentRange / 2 * 1000)/100*20))
Radius = (1751 / 2 * 1000) - ((1751 / 2 * 1000) / 100 * 20)) = 875500 - (875500 / 100 * 20) = 875500 - 175100 = 700400m (700km)

According to radius search of the purpose is carried out.
When the purpose is defined need of installation of suspended tanks is calculated.
tmpRadius := Trunc((FullRange / 2) - ((FullRange / 2)/100*45));
tmpRadius = (1751 / 2) - ((1751 / 2) /100 * 45) = 875 - (875 / 100 * 45) = 875 - 394 = 481km - it is fighting radius with suspended tanks and a reserve 45%

distance to the purpose - misDist = 376 km
Comparison misDist <= tmpRadius gives that in this departure suspended fuel tanks are superfluous.

By calculations everything is correct. But I understood where here a mistake - refusing tanks I don't check availability of the purpose without tanks. Sometimes it is useful to return to these calculations. :)

In the flowing, developed version I will add check and if the purpose is available without tanks with a reserve 45% of tanks won't be. Otherwise they will remain.

Title: Re: Project DGen_mod
Post by: greybeard on November 20, 2014, 01:22:11 AM
Glad you're revising your calculation, but there are a series of inaccuracies and lack of info, IMHO. Please, read carefully what follows:

1). I think your equation is risky, at least, and over-complicated. Although the division (/) may have precedence on multiplication (*), that's like going from a room to another of an apartment walking on the ledge, instead through the corridor. I would suggest to replace percentages with .45, .20, .10 and such, removing division(/).

2). Don't know where you found reserves of 10-20%; in literature I found radius of action = from 1/5 to 1/3 of ferry range, so not less than 33% of reserve.

3). The "customary" Hurricane range is 600 miles (which is btw 965 km and not 1000 km), but I think it is inaccurate; I found a more credible value here (http://www.aviation-history.com/hawker/hurrcane.html) of 740 km.

4). Hurricane range in-game is even worse; I remarked repeatedly it unable to fly more than one hour and a half. At an average speed of 300 km/h, this means 450 km. I tested in FMB Hurricane IIB with 10% fuel at 93% power and got 44.4 km (6 min and 40 sec at 400 km/h), that's to say 444 km of range with full fuel load.

Thanks for your work and your kind attention. Cheers,
GB
Title: Re: Project DGen_mod
Post by: Asura on November 20, 2014, 11:43:41 PM
Quote
2). Don't know where you found reserves of 10-20%; in literature I found radius of action = from 1/5 to 1/3 of ferry range, so not less than 33% of reserve.

Exclusively game decision - a bigger reserve will reduce a set of the available purposes and a variety of missions.

Quote
3). The "customary" Hurricane range is 600 miles (which is btw 965 km and not 1000 km), but I think it is inaccurate; I found a more credible value here of 740 km.

4). Hurricane range in-game is even worse; I remarked repeatedly it unable to fly more than one hour and a half. At an average speed of 300 km/h, this means 450 km. I tested in FMB Hurricane IIB with 10% fuel at 93% power and got 44.4 km (6 min and 40 sec at 400 km/h), that's to say 444 km of range with full fuel load.

It is the main problem of this algorithm - range accuracy in game. I take data from FM though I know that simply numerical value. The structure of the generator opened - isn't present any restrictions on own corrections of data. ;)
Title: Re: Project DGen_mod
Post by: JG26_Jobbo_Fett on November 21, 2014, 07:36:59 AM
I apologize if this has been asked before, I couldn't find anything with searches.  I've been using DGEN_mod for months now, and lately I've been getting a weird bug when completing a mission.  As far as I can tell, the only reason it happens is because I add flights to the mission after its been generated OR it may be because I change some pilot names to be non-standard.

In any case, I constantly get the following error message

"Exception EConverterError in module DGEN.exe at 000791A." is not a valid integer value.

I was wondering if anyone knew how to fix this issue?

Many thanks
Title: Re: Project DGen_mod
Post by: verde13 on November 21, 2014, 08:42:46 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
Title: Re: Project DGen_mod
Post by: Asura on November 23, 2014, 02:32:37 AM
Quote
"Exception EConverterError in module DGEN.exe at 000791A." is not a valid integer value.

All lines the generator sorts one after another with use of dividers (a space, a sign of tabulation or a semicolon). At change you broke sequence and now in that place where there has to be a number there is other symbol. It is necessary or to find it, or to return initial files.
Title: Re: Project DGen_mod
Post by: Asura 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.
Title: Re: Project DGen_mod
Post by: greybeard 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
Title: Re: Project DGen_mod
Post by: Treetop64 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...
Title: Re: Project DGen_mod
Post by: greybeard 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
Title: Re: Project DGen_mod
Post by: verde13 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.
Title: Re: Project DGen_mod
Post by: Treetop64 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...
Title: Re: Project DGen_mod
Post by: greybeard 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.
Title: Re: Project DGen_mod
Post by: Asura 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.
Title: Re: Project DGen_mod
Post by: Asura 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).
Title: Re: Project DGen_mod
Post by: hello 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.
Title: Re: Project DGen_mod
Post by: Asura 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. :)
Title: Re: Project DGen_mod
Post by: Asura 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?
Title: Re: Project DGen_mod
Post by: greybeard on December 02, 2014, 01:19:58 AM
I corrected an element of chance - earlier it could reduce height, will work only for increase now.

Thank you very much!

Cheers,
GB
Title: Question regarding Asura's DGEN mod
Post by: Ta183Huckebein on December 04, 2014, 08:57:16 AM
Hi guys.

I am just realizing the awesome that is Asura's DGen mod, and I would like some help:

How do you "add" modplanes to the mod so that you can add them to Dynamic Campaigns?

Thanks in advance!

Ta183Huckebein

P.S: On a unrelated issue, how much of a "copy" do modact games have to be to do multiplayer? I am referring to Modact with mods like the Me-262 Ultimate mod and/or modplanes installed. Do they have to have air.inis that are exactly the same, or does having the same files active suffice?

Title: Re: Question regarding Asura's DGEN mod
Post by: greybeard on December 05, 2014, 01:31:56 AM
I am just realizing the awesome that is Asura's DGen mod, and I would like some help:

How do you "add" modplanes to the mod so that you can add them to Dynamic Campaigns?

Non-stock planes are added like usual: drop folder with Java classfiles into your Mod (or #SAS, or whatever is called) folder and add related line to your air.ini file. If you mean adding them to a campaign, be aware that Asura's DGen is really required only if you want new plane as player's one. Any modded environment allows to have AI non-stock planes, but only Asura make them flyable for player. You may edit the PlanesXXX.dat file of the campaign, replacing existing player's plane with the new one (the old Starshoy's DGen knows flyables only up to version 4.08m, IIRC - so also flyables added later by TD can't be picked in a stock DGen campaign). See also Asura's Manual at paragraph "to add a new airplane to a campaign".

HTH
Title: Re: Project DGen_mod
Post by: SAS~Gerax on December 05, 2014, 03:25:21 AM
Huckebein, I merged you request here into the original thread.
Its confusing when having a thread and some requests somewhere else.
Next time stay in the origin thread with your questions.
Please.
Title: Re: Project DGen_mod
Post by: Treetop64 on December 05, 2014, 11:40:50 AM
Asura,

I'm sorry to bother you with this, but I have a perplexing question.

I'm in the process of building a Finn-Russo Winter War campaign.  On the Leningrad map, all of the towns and villages in the Karelian Isthmus that changed hands during the conflict have two names, a Finnish name and a Russian name.  In regards to writing the schedule in the *.DB file, how does one go about knowing which name to use in the *.DB files?

>  Is it necessary to use both names in the *.DB schedule?  For example, if a location that is originally Finnish is scheduled to be taken by the Russian side, do I use the Russian name of that location in the *.DB file?  Likewise, is the reverse true for locations that, hypothetically, are taken by the Finns (using the Finn name of the same location)?

Or...

>  Does DGen recognize only one version of a location's name, no matter which side holds it?  If so, which one?

Or...

>  Will DGen automatically apply the appropriate nationality name according to who holds it, move the front-line appropriately, and otherwise function normally (not create an error), regardless if either the Finnish or Russian name is written for any of the locations in the schedule?


I did not foresee this complication.  The situation is confusing.  I've already researched and hand-written the schedule in preparation of writing the *.DB files, only to run into this snag.  Some help in this matter would be very, very much appreciated!

Thanks! 
Title: Re: Project DGen_mod
Post by: greybeard on December 06, 2014, 01:17:11 AM
Sorry for the intrusion, I fear Asura is currently engaged elsewhere, so I try to help.

>  Does DGen recognize only one version of a location's name, no matter which side holds it?  If so, which one?

In fact it is so.

Name recognized by DGen_mod is that listed into the file [map_name]Towns.dat, that in your instance should be LeningradTowns.dat, stored inside the folder DGen\MOD\, which content is:

Code: [Select]
227063;211263;1;Lappeenranta
161234; 111953; 1;Suursaari
172649; 87648; 1;Tytarsaari
341792; 204657; 1;Hepoharju
279932;153565;1;Kaukjarvi
100647;48493;1;Viitna
100728;138854;1;Tirmo
101819;184059;1;Myrskyla
104274;139604;1;Harpe
104506;15060;1;Tamsalu
105409;63288;1;Vergi
105978;164695;1;Koskenkyla
106317;34789;1;Kadrina
10723;204791;1;Vojakkala
108024;152218;1;Isnas
110679;18504;1;Porkuni
110819;158695;1;Pernaja
111954;11743;1;Vyaike-Maaryia
111978;143013;1;Kabbole
112728;172672;1;Liljendal
115696;61070;1;Vainupea
11591;177439;1;Karkkila
117210;9102;1;Triigi
119566;34398;2;Rakvere
119993;2557;1;Simuna
121269;158790;2;Loviisa
121864;177922;1;Lapinjarvi
122069;153513;1;Valko
123547;56854;1;Karepa
126092;160672;1;Tesjoki
127717;7372;1;Rahkla
130449;51801;1;Kunda
130661;207048;1;Litti
134962;16032;1;Royela
13567;120130;1;Upinniemi
136046;187263;1;Elimaki
137506;33880;1;Kabala
138051;151670;1;Tuuski
139069;22357;1;Anguze
139511;161822;1;Pyhtaa
143890;158372;1;Purola
14413;154320;1;Nummela
144228;201513;1;Koria
145385;207731;1;Kuusankoski
146677;175293;1;Vastila
147721;14649;1;Tudu
149531;161491;1;Siltakyla
150673;203988;2;Kouvola
154043;191374;1;Myllykoski
155501;208989;1;Valkeala
155901;183809;1;Anjalankoski
155902;33706;1;Kiviyili
15731;39359;1;Sauye
15846;126371;1;Kantvik
160346;162669;1;Karhula
162092;204650;1;Utti
162401;157223;2;Kotka
163097;18466;1;Tarumaa
16475;163003;1;Vihti
165788;187592;1;Sippola
17094;115137;1;Porkkala
172232;38194;2;Kohtla-Yarve
172548;5525;1;Iyizaku
173584;168782;2;Hamina
173614;205604;1;Kaipiainen
176692;22501;1;Pagari
179823;32026;2;Iyhvi-ahtme
182726;17811;1;Ohakveri
184858;188667;1;Puhaltio
185198;23555;1;Kurtna
186906;15121;1;Kuremyaye
189845;161290;1;Klamila
19482;129953;1;Kirkkonummi
195703;30425;1;Viyivikonna
19677;157902;1;Ojakkala
197008;184741;1;Suur-Miehikkala
198565;206571;2;Luumaki
200951;36383;2;Silamyaye
201301;27880;1;Sirgala
202473;160494;1;Virolahti
20296;147753;1;Veikkola
204021;168376;2;Virojoki
204064;178427;1;Miehikkala
210643;29880;1;Auvere
210909;209571;1;Jurvala
215769;36568;1;Vodava
21707;122084;1;Bergstad
218582;66667;1;Konnovo
221361;192063;1;Ylamaa
221498;77563;1;Kurgolovo
225135;32738;2;Narva
225237;55395;1;Bol_Kuzemkino
228689;65948;1;Vyibie
229939;174114;1;Sakkijarvi
230471;44619;1;Orlyi
230611;52054;1;Kurovitsyi
233395;33203;1;Komarovka
234258;62818;1;Ust-Luga
235344;39607;1;Koshkino
237490;198642;1;Vainikkala
237962;15871;1;Chernovskoe
241470;65240;1;Koskolovo
242417;70782;1;Yugantovo
242845;77313;1;Vistino
243310;75293;1;Olegovo
244148;80615;1;Glinki
246011;141489;1;Tiurinsaari
248429;179945;1;Karppila
24856;21774;1;Kohila
24887;161104;1;Otalampi
248877;61203;1;Velikino
249095;31314;2;Kingisepp
249222;152857;1;Harkala
250978;208454;1;Nuijamaa
25156;196650;1;Loppi
251830;171477;1;Uuras
252185;68384;1;Pyatchino
25347;32701;1;Tyidva
253547;143000;2;Koivisto
255087;8047;1;Zagorie
255142;3675;1;Likovskoe
255621;134727;1;Saarenpaa
256619;185472;1;Tienhaara
256896;50148;1;Pillovo
257153;148550;1;Makslahti
257398;160739;1;Johannes
257509;37730;1;Alekseevka
257537;57360;1;Kotlyi
258038;43549;1;Kerstovo
259212;152761;1;Rompotti
260325;63204;1;Vassakara
262177;180854;2;Vyborg
260425;142697;1;Humaljoki
260465;141172;1;Ermilovo
260535;67431;1;Nezhnovo
261275;174460;1;Nuoraa
261714;39122;1;Opolie
262308;160498;1;Kaskijarvi
263440;21301;1;Ivanovskoe
264842;57296;1;Velkota
266908;194579;1;Ihantala
267009;145205;1;Kolkkala
269574;187445;1;Tali
269727;174361;1;Sainio
269751;185716;1;Palcevo
271196;44508;1;Bol_Ozartitsyi
271452;154354;1;Dyatlovo
273696;189220;1;Karisalmi
273860;138255;1;Pentikkala
273901;69164;1;Koporie
273938;140896;1;Kuolemajarvi
274111;10030;1;Slepino
274226;124169;1;Seivasto
274584;64700;1;Lomaha
274741;34241;1;Moloskovitsyi
274778;196525;1;Kavantsaari
274846;47422;1;Pruzhitsyi
274899;22451;1;Sumsk
274978;203631;1;Rahikkala
27532;194648;1;Jokiniemi
277744;89023;2;Sosnovy_Bor
278759;29173;1;Syirkovitsyi
279472;52030;1;Chirkovitsyi
279520;12026;1;Izvoz
279564;151442;1;Kamenka
280886;16857;1;Ustie
28230;50471;2;Tallin
282580;119600;1;Vitikkala
283168;207285;1;Antrea
283246;126263;1;Jappila
284116;8271;1;Krasni_Mayak
285140;36026;1;Vruda
285536;178835;1;Heinjoki
28632;174671;1;Vihtijarvi
289219;135287;1;Uusikirkko
290104;153000;1;Perkjarvi
290227;167405;1;Muolaa
292195;43934;1;Terpilitsyi
292571;34871;1;Domashkovitsyi
294032;178242;1;Ristseppala
295105;96427;1;Krasnaia_Gorka
295112;152324;1;Pyykkola
297706;131308;1;Kirjavala
297742;129833;1;Gorkovskoe
298033;38783;1;Volosovo
298425;94909;1;Borki
298774;139117;1;Kanneljarvi
298930;119471;1;Ino
299578;48247;1;Tsovichevo
300511;26130;1;Izvara
300642;145424;1;Hameenkyla
300821;23145;1;Sosnitsa
301443;134097;1;Mustamaki
301522;160398;1;Kyyrola
301560;132299;1;Yakovlevo
301754;44906;1;Gubanitsyi
302219;168940;1;Kuusa
303744;47269;1;Torosovo
304428;19353;1;Repolka
305174;52305;1;Volgovo
306018;178532;1;Ayrapaa
306247;143952;1;Liikola
306293;42046;1;Kikerino
307571;123232;1;Vammelsuu
307598;35083;1;Kalitino
307671;127787;1;Raiyola
307687;121775;1;Ushkovo
308655;61818;1;Cheremyikino
30971;138531;1;Muurala
313188;122093;2;Terijoki
314562;43849;1;Elizavetino
315412;139710;1;Kivennapa
315633;99163;2;Kronshtadt
316064;51668;1;Vohonovo
316892;177965;1;Vuoksela
317287;201161;1;Melnikovo
317309;89463;1;Oranienbaum
317320;202756;1;Raisala
319060;120282;1;Kellomaki
321284;124940;1;Haapala
321729;119059;1;Kuokkala
321774;63870;1;Kipen
321786;117541;1;Repino
322140;7759;1;Yaschera
322579;163044;1;Valkjarvi
323666;86497;2;Petergof
324384;28017;1;Vyira
324851;24652;1;Rozhdestveno
325692;47088;1;Voiskovitsyi
326160;61391;1;Skvoritsyi
326796;193658;1;Konnitsa
32695;127075;1;Suvisaaristo
327054;109870;2;Sestroretsk
327468;39329;1;Nikolskoe
328936;118331;1;Valkeasaari
328950;116976;1;Beloostrov
328968;178362;1;Kiviniemi
329812;83067;1;Strelna
329899;11217;1;Divenskaya
330242;200521;1;Sarkisalo
330288;100454;1;Lisii_Nos
332236;15237;1;Zaoziorie
333077;30101;1;Siverskaya
333835;80392;1;Sosnovayia_Polyiana
334005;71291;1;Krasnoe_Selo
334862;200187;1;Myllypelto
335324;50768;2;Krasnogvardeysk
335435;101424;1;Konnyia_Lahta
335508;75374;1;Gorelovo
336069;20005;1;Druzhnaia_Gorka
336110;82667;1;Ivanovka
337272;113302;1;Pesochnyi
337449;98850;1;Olgino
338344;184088;1;Noitermaa
338345;192968;1;Pyhajarvi
338866;80813;1;Uritsk
338977;176886;1;Gromovo
338977;178401;1;Sakkola
339358;171861;1;Petajarvi
339621;164612;1;Makra
340453;141959;1;Lesnoe
340572;116275;1;Sertolovo
34091;58193;1;Merivyalya
341105;110786;1;Levashovo
342363;160494;1;Rautu
342669;81512;1;Ulyianka
343939;108735;1;Pargolovo
344500;81088;1;Dachnoe
345068;112142;1;Yukki
345663;124190;1;Agalatovo
345677;102433;1;Udelnaia
347098;118632;1;Vartemyiagi
347287;35242;1;Vyiritsa
347807;91766;2;Leningrad
347830;81316;1;Sr_Rogatka
348969;9909;1;Novinka
349283;142574;1;Vaskelovo
349998;23370;1;Sluditsyi
350317;83096;1;Kupchino
351020;77962;1;Shusharyi
351325;100163;1;Sosnovka
351680;7478;1;Ozereshno
351940;69631;2;Pushkin
352423;165498;1;Riiska
352960;136599;1;Kuivozi
353798;98304;1;Piskarevka
353910;124786;1;Verh_Oselki
354111;64970;1;Slutsk
354122;104445;1;Murino
354856;128269;1;Leskolovo
355168;86830;1;Veselyi_Posiolok
355575;93644;1;Porohovyie
355601;83115;1;Aleksandrovskoe
356743;111888;1;Kuzmolovskiy
356809;137231;1;Garbolovo
357097;169380;1;Taipale
357646;80743;1;Ryibatskoe
35788;139483;1;Grankulla
357926;16406;1;Porozhek
358592;116529;1;Toksovo
359317;52974;1;Fornosovo
359763;180928;1;Ylajarvi
359857;157592;1;Metsapirtti
360276;89227;1;Novosergievka
360559;123896;1;Hittolovo
361526;46348;1;Pogi
361853;77634;1;Ust-Izhora
362612;134588;1;Matoksa
363126;160868;1;Saaroinen
363652;70908;2;Kolpino
363816;75426;1;Pontonnyi
364273;91787;1;Pavlovo
365993;101201;2;Vsevolozhsk
367252;19515;1;Konechki
367334;36449;1;Lisino-Korpus
367334;64545;1;Krasnyi_Bor
367416;88433;1;Razmetelevo
369870;22378;1;Kamenka
37106;205504;1;Tevakoski
371097;15543;1;Eglino
372979;58164;1;Ulianovka
373633;24914;1;Grishkino
375438;74625;2;Otradnoe
376476;109819;1;Rahyia
377887;6708;1;Radofinnikovo
378738;49107;2;Tosno
378909;108457;1;Irinovka
378985;133899;1;Kraskovo
379769;77880;1;Pavlovo
381159;82788;1;Dubrovka
383385;109236;1;Borisova_Griva
385168;86142;1;Kirovsk
385495;42294;1;Ushaki
385495;66836;1;Voitolovo
386894;91447;2;Shlisselburg
386933;96123;1;im_Morozova
387765;117021;1;Moriye
389030;112642;1;Ladozhskoe_Ozero
389586;72235;1;Mga
38991;156954;1;Klaukkala
392612;67572;1;Sologubovka
393021;34440;1;Ryabovo
39518;34113;1;Vaida
396621;55628;1;Shapki
397814;21269;1;Korkino
398971;27868;2;Lyuban
399286;8671;1;Apraksin_Bor
400022;48593;1;Kostuyia
400759;43030;1;Vaskinyi_Nivyi
40323;55077;1;Muuga
403786;22742;1;Pomeranyie
40719;139000;1;Leppavaara
409512;58982;1;Nov_Maluksa
409676;85488;1;Putilovo
411148;15379;1;Babino
41253;173388;1;Rajamaki
415320;11125;1;Zuevo
417366;92196;1;Lavrovo
417611;101440;1;Kobona
418756;82379;1;Naziyia
420311;116002;1;Chernoe
425383;97104;1;Vyistav
426446;101277;1;Suhoe
42939;197793;2;Riihimaki
43395;146752;1;Vantaankoski
43439;166000;1;Nurmijarvi
43505;136019;1;Munkkiniemi
43514;205579;1;Ryttyla
43537;139390;1;Pitajanmaki
43904;131581;1;Lauttasaari
44475;143403;1;Kaivoksela
44642;55114;1;Maardu
45883;137755;1;Haaga
46909;132452;2;Helsinki
47055;48261;1;Kostivere
47660;140528;1;Pakila
47777;183908;2;Hyvinkaa
48353;138164;1;Kapyla
48937;30839;1;Mallaveri
49033;12692;1;Habaya
49266;139406;1;Oulunkyla
50143;38705;1;Peningi
50544;145942;1;Pakkala
50547;137333;1;Toukola
51000;133769;1;Kulosaari
51007;141383;1;Malmi
52560;142910;1;Tapanila
52561;175725;1;Jokela
52703;134385;1;Herttoniemi
52774;129563;1;Santahamina
53354;132896;1;Laajasalo
53388;156694;1;Tuusula
53755;146171;1;Tikkurila
55555;143402;1;Puistola
55995;135475;1;Marjaniemi
56552;137178;1;Puotila
57989;201282;1;Oitti
58626;157431;2;Kerava
59062;166862;2;Jarvenpaa
59723;172936;1;Kellokoski
59989;16457;1;Paunkyulya
60118;38105;1;Kehra
64960;23069;1;Vooze
66206;206861;1;Lappila
66637;154295;1;Sipoo
67511;49912;1;Kuusalu
7158;53989;1;Viti
71634;209725;1;Karkola
72162;182736;1;Mantsala
72440;67131;1;Leyezi
72973;140234;1;Kalkstrand
73550;69593;1;Yuminda
7392;9790;1;Varbola
75092;38656;1;Pillapalu
75364;31208;1;Ayegviidu
79442;9188;1;Kaalepi
79927;196909;1;Levanto
8072;39191;1;Keila
81698;145284;1;Kilpilahti
83030;14190;1;Aravete
83873;71736;1;Pyarispea
84092;167013;1;Monninkyla
85110;63733;1;Loksa
86615;168991;1;Askola
86906;69496;1;Viinistu
87092;182490;1;Pukkila
88086;26695;1;Lehtse
88115;161286;1;Kerkkoo
90327;155211;2;Porvoo
94728;139400;1;Sondby
95312;26652;2;Tapa
97236;199514;2;Orimattila
98320;61616;1;Vyizu
99811;65178;1;Lahe
208000;104000;0;Lavansaari
238000;104000;0;Seiskari

The DB file must have these very same names to be recognized by DGen_mod.

HTH
Title: Re: Project DGen_mod
Post by: Treetop64 on December 06, 2014, 02:57:07 AM
Yeah, I was afraid you might say that...

Looked at that file already, but figured it wouldn't hurt to ask anyway, by the long chance that I wouldn't have to actually look up each name individually and compare which one is used.

Oh, well...

Thanks!   :)
Title: DGen_MOD_2.0.2.0
Post by: Asura on December 08, 2014, 04:25:43 AM
v2.0.2.0 (08/12/2014)
+ group victories accounted during dynamic campaigns
+ a completely new algorithm of distributing aircraft groups on start points when a mission starts
+ each side can use up to 8 aircraft groups (specified in ops file)
+ in carrier missions all carriers used to launch airplanes
+ a new way of placing the player on airfields (the settings file used)
+ a new way to create transfer missions (the settings file used)
+ a new group of mission types to model RAF Circus operations
+ new ground attack mission types - a free hunt and RAF Rhubarb operations
+ a static airplanes insignia error corrected
+ an algorithm of counting downed captured planes corrected
+ updated AllClasses_m.dat, AllPlaneDB_m.dat and AllWeapons_m.dat files   
+ added data for ag_Dakar and g_Madagascar maps (by ?hameleon)
+ other errors corrected

https://www.mediafire.com/download/o8h8tsb81zodh06/DGen_MOD_2.0.2.0.zip (https://www.mediafire.com/download/o8h8tsb81zodh06/DGen_MOD_2.0.2.0.zip)

The translation of the instruction of version 2.2 will appear at the end of December.
Title: Re: Project DGen_mod
Post by: Asura on December 08, 2014, 04:38:22 AM
Now at full speed there is a work on the following version 2.0.3.0 from big changes and additions:
- completely remade seaplanes, exact definition of gidrodrom, transfers of seaplanes, new types of seaplanes and new types of missions for them;
- new types of planes and new missions for night flights.
Title: Re: Project DGen_mod
Post by: Marjak on December 08, 2014, 06:38:50 AM
Thanks, Asura, that`s great news.

Cheers

Marjak
Title: Re: Project DGen_mod
Post by: greybeard on December 08, 2014, 09:25:23 AM
Thanks Asura!

(please check your e-mail)

Cheers,
GB
Title: Re: Project DGen_mod
Post by: Treetop64 on December 09, 2014, 01:46:50 AM
Excellent!  Downloading now.

Thank you.
Title: Re: Project DGen_mod
Post by: Ta183Huckebein on December 09, 2014, 08:16:28 AM
Huckebein, I merged you request here into the original thread.
Its confusing when having a thread and some requests somewhere else.
Next time stay in the origin thread with your questions.
Please.

Sorry Gerax :-[.

Thanks to all who replied to my query.

Ta183Huckebein
Title: Re: Project DGen_mod
Post by: Treetop64 on December 09, 2014, 10:46:16 AM
Looks like an overhaul of the ops*.dat files are in order.  Thank goodness for that handy "Replace" tool in Notepad 2.  That's going to get a lot of use...   :D

Judging by what was seen in the FMB after mission generation with v2.0.2.0, it looks as though bomber formations will no longer converge onto a single waypoint along their path and smack each other out of existence.  Can't tell you how much that is appreciated, especially with forming large groups of bombers.  Thank you.
Title: Re: Project DGen_mod
Post by: Treetop64 on December 09, 2014, 01:43:52 PM
While I'm here, there's an issue I was wondering if anyone can help me with the Winter War campaign I've been working on.

I've gotten to the point where I can start testing the campaign, as all the essential things are done.  All essential files are present.  All known errors have been logged and corrected.  All spellings have been checked and corrected.  Etc...

So far, the campaign consists of Finnish fighters, and Russian fighters, jabos, and bombers.  The campaign is only in a state fit for testing, is incomplete, the ops*.dat isn't yet optimized for players playing bombers, but anyway...

When selecting and starting any of the campaigns for either the Russians or Finnish, the game takes a moment to load everything, then crashes.  Then, at this point, I must first [alt/del] out of the game, then [alt/tab] to display and close a Windows error window to get any functionality back to the system.  The system is locked-up and unresponsive until I do these things.  After having closed the error window, functionality returns, but the campaign doesn't generate (blank briefing screen in-game).  Deleting the aborted campaign is the only option.

This is the error window that appears:

(http://i1369.photobucket.com/albums/ag202/treetop193/DGen_Error_zps7f1bf9b4.jpg)



No DGen Error Log has ever generated every time this issue occurred.

Without fail, the log file always stops at the last line shown in the log file below:

Code: [Select]
= DGen_mod 2.0.2.0 (24/10/2014) =
seed: 13746948
ParamStr: ru 3       
DGen_mod initialization. Side: ru, Rank: 3
MaxFLAK=100
MaxBomberSkill=0
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=High
SlowFire=1.0
PromotionRate=0.50
Career ID: Ru7
Unable to delete directory: missions\campaign\ru\DGen_7_Karelia39shevchenko3
EnemyNation from settings: Finalnd
Load DGen\mod\AllPlaneDB.dat:
Load DGen\Karelia39Planes.dat:
Leningrad:Karelia39
Inherits Karelia39
Load DGen\mod\LeningradTowns.dat:
ReadDB sorties:1
Load DGen\mod\AllWing.dat:
TestWing(Allies,19IAP): 19IAP 0 00
TestWing(Axis,fiLLv10fi): fiLLv10fi 4 10
TestWing(Axis,fiLLv12fi): fiLLv12fi 4 10
TestWing(Axis,fiLLv14fi): fiLLv14fi 4 10
TestWing(Axis,fiLLv16fi): fiLLv16fi 4 10
TestWing(Axis,fiLLv24fi): fiLLv24fi 4 10
TestWing(Axis,fiLLv26fi): fiLLv26fi 4 10
TestWing(Axis,fiLLv36fi): fiLLv36fi 4 10
TestWing(Axis,fiLLv44fi): fiLLv44fi 4 10
TestWing(Axis,fiLLv46fi): fiLLv46fi 4 10
TestWing(Axis,LeLv28): LeLv28 4 10
TestWing(Axis,LeLv42): LeLv42 4 10
TestWing(Allies,7IAP): 7IAP 4 10
TestWing(Allies,19IAP): 19IAP 0 00
TestWing(Allies,26IAP): 26IAP 4 10
TestWing(Allies,38IAP): 38IAP 4 10
TestWing(Allies,44IAP): 44IAP 4 10
TestWing(Allies,154IAP): 154IAP 4 10
TestWing(Allies,155IAP): 155IAP 4 10
TestWing(Allies,156IAP): 156IAP 4 10
TestWing(Allies,157IAP): 157IAP 4 10
TestWing(Allies,158IAP): 158IAP 4 10
TestWing(Allies,159IAP): 159IAP 4 10
TestWing(Allies,61IABr): 61IABr 4 10
TestWing(Allies,65ShAD): 65ShAD 4 10
TestWing(Allies,2SBAP): 2SBAP 4 10
TestWing(Allies,35SBAP): 35SBAP 4 10
TestWing(Allies,44SBAP): 44SBAP 4 10
TestWing(Allies,50SBAP): 50SBAP 4 10
TestWing(Allies,53SBAP): 53SBAP 4 10
TestWing(Allies,58SBAP): 58SBAP 4 10
TestWing(Allies,201SBAP): 201SBAP 4 10
TestWing(Allies,202SBAP): 202SBAP 4 10
TestWing(Allies,205SBAP): 205SBAP 4 10
TestWing(Allies,8BABr): 8BABr 4 10
TestWing(Allies,311RAP): 311RAP 4 10
TestWing(Allies,15OMRAP): 15OMRAP 4 10
PlaneNationCheck: G50 before - Finland, after - Finland
PlaneNationCheck: MS406 before - Finland, after - Finland
PlaneNationCheck: BLENHEIM1 before - Finland, after - Finland
PlaneNationCheck: BLENHEIM4 before - Finland, after - Finland
Blue skill set: 8 40 4
Red skill set: 0 0 0
TestWing(Axis,fiLLv24fi): fiLLv24fi 4 10
TestWing(Axis,fiLLv24fi): fiLLv24fi 4 10
TestWing(Axis,fiLLv24fi): fiLLv24fi 4 10
TestWing(Axis,fiLLv24fi): fiLLv24fi 4 10
TestWing(Axis,fiLLv24fi): fiLLv24fi 4 10
TestWing(Axis,fiLLv24fi): fiLLv24fi 4 10
TestWing(Axis,fiLLv26fi): fiLLv26fi 4 10
TestWing(Axis,fiLLv26fi): fiLLv26fi 4 10
TestWing(Allies,156IAP): 156IAP 4 10
TestWing(Allies,154IAP): 154IAP 4 10
Inherits operations from DGen\opsKarelia39.dat
Loading 2371 operation from DGen\opsKarelia39.dat
Loading 167 red moving group
Loading 2448 red stationary units
Loading 4177 red buildings
Loading 106 blue moving group
Loading 273 all moving group
Loading 1158 blue stationary units
Loading 3606 all stationary units
Loading 1350 blue buildings
Loading 5527 all buildings
Load DGen\mod\LeningradAF.dat:
ShipList count 92 objects
ZoneList count 0 objects
ClusterList count 29 objects
FleetList count 0 objects
CarrierList count 0 objects
Dangerous areas - Red:36 Blue:11
DGen\MOD\MessageEn.dat
DGen\Karelia39MsgEn.dat
FindParked is OK: 33
In CombatMissionN. orgAF= 33. x=0.00 y=0.00 OlOpName=()

edit: please use code instead quote when posting lists next time. repaired.

This issue has been occurring with the previous v2.0.1.2 DGen, and the new v2.0.2.0 that was just released.  It is a persistent error, the campaign never generates.

I even tried opening the DGen.exe with CFF Explorer and enabling it to use more than 2GB, but the problem still persists.

I'm totally stumped as I have no idea what could be causing this.

Thanks.
Title: Re: Project DGen_mod
Post by: Asura on December 09, 2014, 11:41:35 PM
@Treetop64

Send me the campaign, I will check. There is a suspicion that at you something is confused with airfields.
Title: Re: Project DGen_mod
Post by: hello on December 10, 2014, 01:02:48 AM
Hi Asura, thank you very much!
Title: Re: Project DGen_mod
Post by: Treetop64 on December 10, 2014, 09:44:52 AM
@Treetop64

Send me the campaign, I will check. There is a suspicion that at you something is confused with airfields.

Check PM.

Thanks.
Title: Re: Project DGen_mod
Post by: Barkhorn1x on February 04, 2015, 11:08:24 AM
Has Asura stopped working on this project.  Does anyone know?
Title: Re: Project DGen_mod
Post by: Asura on February 05, 2015, 01:36:11 AM
Has Asura stopped working on this project.  Does anyone know?

Absolutely not right information. :) Simply now to prepare really new version more time is required.
Title: Re: Project DGen_mod
Post by: Barkhorn1x on February 05, 2015, 06:35:19 AM
Has Asura stopped working on this project.  Does anyone know?

Absolutely not right information. :) Simply now to prepare really new version more time is required.

Excellent news Asura.  We will wait.  8)
Title: Re: Project DGen_mod
Post by: Barkhorn1x on February 18, 2015, 07:39:29 AM
In the interim I am updating a USAAF West Front campaign based on Monty's DGen work and Asura's latest DGen.exe.

I get blowing up planes for certain campaign segments.  The issue appears to be related to a/c starting at the wrong end of the runway.  Anyone know what causes these issues?  The Ops files?  Can they be switched out?
Title: Re: Project DGen_mod
Post by: greybeard on February 19, 2015, 01:22:30 AM
The issue appears to be related to a/c starting at the wrong end of the runway.

If so, you may try reversing order of runway coordinates. Edit in Notepad the MapAF.dat(*), where Map is name of map where's the airfield and detect row with airfield name, like "Sunset" in following example:

3821.03;9469.12;4998.27;10456.93;Sunset

exchange red coordinates with green ones.

(*): inside your Dgen\MOD folder
Title: Re: Project DGen_mod
Post by: Barkhorn1x on February 19, 2015, 09:50:03 AM
The issue appears to be related to a/c starting at the wrong end of the runway.

If so, you may try reversing order of runway coordinates. Edit in Notepad the MapAF.dat(*), where Map is name of map where's the airfield and detect row with airfield name, like "Sunset" in following example:

3821.03;9469.12;4998.27;10456.93;Sunset

exchange red coordinates with green ones.

(*): inside your Dgen\MOD folder

TY - will try that!
Title: Re: Project DGen_mod
Post by: Barkhorn1x on February 20, 2015, 07:04:55 AM
The issue was not the AF coordinates - that was just a symptom.

It has to do w/ the [Aces] section.  When I remove it from the problem segments NO boom.

What is strange is that the syntax is correct in those sections and the segments that go boom are almost identical to the ones that don't.  Just weird.  I have a few more tests to run and if I can't get them to work then I'll just delete them and fly.
Title: Re: Project DGen_mod
Post by: greybeard on February 20, 2015, 11:41:45 AM
Try to post here your  [Aces] section, highlighting faulty "segments" (but what do you mean, exactly, by "segments"?).
Title: Re: Project DGen_mod
Post by: Barkhorn1x on February 20, 2015, 02:07:54 PM
Try to post here your  [Aces] section, highlighting faulty "segments" (but what do you mean, exactly, by "segments"?).

"Segments" is not the best description then.  I am referring to the "episode" files of a campaign.  So the one I am modding is Monty's Western Front Fighter campaign and two files that have [Aces] sections that go boom are:
G44
G45

...and two w/ [Aces] sections that don't cause issues are:
DDay
DDay2

I'll post the relevant sections tomorrow when I am on my gaming box.
Title: Re: Project DGen_mod
Post by: Barkhorn1x on February 21, 2015, 07:49:37 AM
OK so here is a "bad" one from "Channel44"
Code: [Select]
[Aces]
FW_190A8 FW_190A8 I_JG26 Josef Priller
skin:$Josef_Priller.bmp
FW_190A8 FW_190A8 I_JG26 Waldemar Radener
skin:$Waldemar_Radener.bmp
BF_109G6 BF_109G6 I_JG26 Klaus Mietusch
skin:$Klaus_Mietusch.bmp
FW_190A8 FW_190A8 I_JG26 Adolf Glunz
FW_190A8 FW_190A8 I_JG26 Kurt Ruppert
FW_190A8 FW_190A8 I_JG26 Wilhelm Gäth
FW_190A8 FW_190A8 I_JG26 Karl Borris
FW_190A8 FW_190A8 I_JG26 Hermann Staiger
FW_190A8 FW_190A8 I_JG2 Kurt Buehlingen
FW_190A8 FW_190A8 I_JG2 Kurt Ubben
FW_190A8 FW_190A8 I_JG2 Erich Hohagen
FW_190A8 FW_190A8 II_JG2 Georg Schroeder
FW_190A8 FW_190A8 III_JG2 Herbert Huppertz
FW_190A8 FW_190A8 I_JG2 Rolf Hermichen
FW_190A8 FW_190A8 III_JG2 Josef Wurmheller
SPITFIRE9C SPITFIRE9C RAF_No081SQN Ginger Lacey
SPITFIRE9C SPITFIRE9C RAF_No081SQN Neville Duke
SPITFIRE9C SPITFIRE9C RAF_No087SQN Irving Kennedy
SPITFIRE9C SPITFIRE9C RAF_No091SQN Tony Gaze
SPITFIRE9C SPITFIRE9C RAF_No003SQN Jan Falkowski
SPITFIRE9C SPITFIRE9C RAF_No091SQN Ragnar Dogger
SPITFIRE9C SPITFIRE9C RAF_No091SQN Robert McNair
SPITFIRE9C SPITFIRE9C RAF_No091SQN John Ratten
SPITFIRE9C SPITFIRE9C RAF_No001SQN Johnnie Johnson
SPITFIRE9C SPITFIRE9C RAF_No091SQN Al Deere
SPITFIRE9C SPITFIRE9C RAF_No087SQN Pierre Clostermann
SPITFIRE9C SPITFIRE9C RAF_No087SQN Adolphe Vybiral
SPITFIRE9C SPITFIRE9C RAF_No087SQN Harold Bird-Wilson
SPITFIRE9C SPITFIRE9C RAF_No003SQN Russell Foskett
SPITFIRE9C SPITFIRE9C RAF_No081SQN Henry McLeod
SPITFIRE9C SPITFIRE9C RAF_No087SQN Frederick Wilson
SPITFIRE9C SPITFIRE9C RAF_No087SQN James Lindsay
SPITFIRE12 SPITFIRE12 RAF_No081SQN Donald Smith
SPITFIRE9C SPITFIRE9C RAF_No087SQN David Fairbanks
P_47D22 P_47D22 8AF_056FG_61FS Franzis Gabrieski
P_47D22 P_47D22 8AF_056FG_63FS Robert Rankin
P_47D22 P_47D22 8AF_056FG_63FS Fred Christensen
P_47D22 P_47D22 8AF_056FG_63FS Bud Mahurin
P_47D22 P_47D22 8AF_056FG_63FS Hubert Zemke
P_51B10 P_51B10 8AF_004FG_335FS Donald Blakeslee
P_51B10 P_51B10 8AF_004FG_335FS Don Gentile
P_51B10 P_51B10 8AF_078FG_82FS Frank Fish
P_51B10 P_51B10 8AF_078FG_82FS Richard Hewitt
P_51B10 P_51B10 8AF_357FG_362FS Bud Anderson

...and a "good" one from "Channeldday":
Code: [Select]
[Aces]
FW_190A8 FW_190A8 I_JG26 Josef Priller
skin:$Josef_Priller.bmp
FW_190A8 FW_190A8 I_JG26 Waldemar Radener
skin:$Waldemar_Radener.bmp
BF_109G6 BF_109G6 I_JG26 Klaus Mietusch
skin:$Klaus_Mietusch.bmp
FW_190A8 FW_190A8 I_JG26 Adolf Glunz
FW_190A8 FW_190A8 I_JG26 Emil Lang
FW_190A8 FW_190A8 I_JG26 Wilhelm Gäth
FW_190A8 FW_190A8 I_JG26 Karl Borris
FW_190A8 FW_190A8 I_JG26 Hermann Staiger
FW_190A8 FW_190A8 I_JG2 Kurt Buehlingen
FW_190A8 FW_190A8 I_JG2 Erich Hohagen
FW_190A8 FW_190A8 II_JG2 Georg Schroeder
FW_190A8 FW_190A8 III_JG2 Herbert Huppertz
FW_190A8 FW_190A8 I_JG2 Rolf Hermichen
FW_190A8 FW_190A8 III_JG2 Josef Wurmheller
FW_190A8 FW_190A8 I_JG1 Alfred Grislawski
BF_109G6late BF_109G6late III_JG1 Herbert Kaiser
FW_190A8 FW_190A8 III_JG54 Robert Weiss
FW_190A8 FW_190A8 III_JG54 Hans Dortenmann
FW_190A8 FW_190A8 I_JG26 Emil Lang
FW_190A8 FW_190A8 I_JG1 Hans Ehlers
FW_190A8 FW_190A8 II_JG1 Georg-Peter Eder
FW_190A8 FW_190A8 II_JG1 Ruediger Kirchmayr
BF_109G6 BF_109G6 III_JG1 Erich Woitke
BF_109G6late BF_109G6late III_JG1 Alfred Grislawski
BF_109G6 BF_109G6 I_JG27 Rudolf Sinner
BF_109G6 BF_109G6 I_JG27 Siegfried Luckenbach
SPITFIRE9C SPITFIRE9C RAF_No081SQN Ginger Lacey
SPITFIRE9C SPITFIRE9C RAF_No081SQN Neville Duke
SPITFIRE9C SPITFIRE9C RAF_No087SQN Irving Kennedy
SPITFIRE9C SPITFIRE9C RAF_No003SQN Jan Falkowski
SPITFIRE9C SPITFIRE9C RAF_No091SQN Ragnar Dogger
SPITFIRE9C SPITFIRE9C RAF_No091SQN Robert McNair
SPITFIRE9C SPITFIRE9C RAF_No091SQN John Ratten
SPITFIRE9C SPITFIRE9C RAF_No001SQN Johnnie Johnson
SPITFIRE9C SPITFIRE9C RAF_No087SQN Pierre Clostermann
SPITFIRE9C SPITFIRE9C RAF_No087SQN Harold Bird-Wilson
SPITFIRE9C SPITFIRE9C RAF_No003SQN Russell Foskett
SPITFIRE9C SPITFIRE9C RAF_No081SQN Henry McLeod
SPITFIRE9C SPITFIRE9C RAF_No087SQN Frederick Wilson
SPITFIRE9C SPITFIRE9C RAF_No087SQN James Lindsay
SPITFIRE14C SPITFIRE14C RAF_No081SQN Richard Newbery
P_47D27 P_47D27 8AF_056FG_61FS Franzis Gabrieski
P_47D22 P_47D22 8AF_056FG_63FS Robert Rankin
P_47D22 P_47D22 8AF_056FG_63FS Fred Christensen
P_47D27 P_47D27 8AF_056FG_63FS Hubert Zemke
P_51B10 P_51B10 8AF_004FG_335FS Donald Blakeslee
P_51B10 P_51B10 8AF_004FG_335FS Don Gentile
P_51B10 P_51B10 8AF_078FG_82FS Richard Hewitt
P_51B10 P_51B10 8AF_357FG_362FS Bud Anderson 

If you see anything amiss please tell me.
Title: Re: Project DGen_mod
Post by: greybeard on February 22, 2015, 03:02:53 AM
Sorry, I can't help. :(

Does not make sense for me; I don't see errors, and, anyway, in my experience when there's an error DGen refuses to build mission, logging an error message, like (e.g.): "can't find P_51B10".

About explosions, Asura's himself warns in his Manual: "IMPORTANT! If a mistyped or wrong payload specified then this may cause strange behavior when starting a mission – airplane explosions at runways, appearing airplanes with bent propellers, texture artifacts etc.". Is it possible that an ace in "bad one" requires some special aircraft or payload?
Title: Re: Project DGen_mod
Post by: Boelcke on February 22, 2015, 09:14:29 AM
OK so here is a "bad" one from "Channel44"
....

Let me ask you just a question: why are you posting files from my "westfront campaign" here? and why are you "updating" them?
Title: Re: Project DGen_mod
Post by: Barkhorn1x on February 22, 2015, 10:25:53 AM
Sorry, I can't help. :(

Does not make sense for me; I don't see errors, and, anyway, in my experience when there's an error DGen refuses to build mission, logging an error message, like (e.g.): "can't find P_51B10".

About explosions, Asura's himself warns in his Manual: "IMPORTANT! If a mistyped or wrong payload specified then this may cause strange behavior when starting a mission – airplane explosions at runways, appearing airplanes with bent propellers, texture artifacts etc.". Is it possible that an ace in "bad one" requires some special aircraft or payload?

Yea, gotta be something like that.  Oh well, I'm just deleting the [Aces] sections then.
Title: Re: Project DGen_mod
Post by: Barkhorn1x on February 22, 2015, 10:30:04 AM

Let me ask you just a question: why are you posting files from my "westfront campaign" here? and why are you "updating" them?

Sure thing.

- I am trying to make them work w/ Asura's DGen version.
- The "updates" consist of historically accurate (or as close as I can get) plane sets and skins for the USAAF 4th, 56th and 354th FGs

I hope that's OK as I am a fan of your work.
Title: Re: Project DGen_mod
Post by: Boelcke on February 23, 2015, 12:43:18 AM

Let me ask you just a question: why are you posting files from my "westfront campaign" here? and why are you "updating" them?

Sure thing.

- I am trying to make them work w/ Asura's DGen version.
- The "updates" consist of historically accurate (or as close as I can get) plane sets and skins for the USAAF 4th, 56th and 354th FGs

I hope that's OK as I am a fan of your work.

there is already a version for Asuras mod and 4.12 existing - if you are working with an older version of the campaign for 4.11 or 4.10 forget it

i didn´t know that my westfront campaign is included in Monty´s pack, that´s realy interesting because i didn´t give him my persmission and told him to remove my files from this silly pack
Title: Re: Project DGen_mod
Post by: SAS~Monty27 on February 23, 2015, 05:36:26 AM

Let me ask you just a question: why are you posting files from my "westfront campaign" here? and why are you "updating" them?

Sure thing.

- I am trying to make them work w/ Asura's DGen version.
- The "updates" consist of historically accurate (or as close as I can get) plane sets and skins for the USAAF 4th, 56th and 354th FGs

I hope that's OK as I am a fan of your work.

there is already a version for Asuras mod and 4.12 existing - if you are working with an older version of the campaign for 4.11 or 4.10 forget it

i didn´t know that my westfront campaign is included in Monty´s pack, that´s realy interesting because i didn´t give him my persmission and told him to remove my files from this silly pack

Detlef, at the time we were in constant contact and even spoke on Skype quite regularly.  So don't misrepresent events please and ease up with your attitude, wading in with a sledgehammer. 

If you don't wish to belong to our community that is your choice; but you know damned well we all benefit from working as a team here and all efforts are encouraged. 

I never pointed out at the time that many of your DGen missions were based on scenery templates designed and built by me for previous campaigns.  They probably still contain my scenery!  We had also worked on new campaigns skinning and building missions together. 

The point is that none of these spurious claims really hold any water.  Its a game, we do it for free, we come here to be amongst friends and help one another. 

The 'silly packs' you mentioned were immediately purged of your offending files UPON REQUEST TWO YEARS AGO.  The links have also been down for some time because this is old obsolete work as far as I am concerned.

But if you must insist on a proprietorial stance please frame your words politely.  Bear in mind that SAS is a two-way street, how many people have helped you in the past?  How many still do? 

No man is an island my friend - Lighten up for heaven's sake...

Title: Re: Project DGen_mod
Post by: SAS~Storebror on February 23, 2015, 09:46:08 AM
why are you posting files from my "westfront campaign" here? and why are you "updating" them?
Boelcke, your attitude brought you up on our radar screens before.
If you didn't understand yet, let me explain it again to you:
The SAS is a modding community where everything is shared among each other for free without restrictions.
If you have issues with this and think it'd be clever to threaten people for doing something which is the heart of this board, then... do it elsewhere.
Consider this your first warning...

i didn´t give him my persmission and told him to remove my files from this silly pack
...and this your second.
Don't talk like that to acknowledged modders of the SAS.
Second strike (https://www.sas1946.com/main/index.php/topic,23602.0.html#post_aa100), 10 days time to consider.

Best regards - Mike
Title: Re: Project DGen_mod
Post by: Boelcke on March 07, 2015, 12:15:01 PM
why are you posting files from my "westfront campaign" here? and why are you "updating" them?
Boelcke, your attitude brought you up on our radar screens before.
If you didn't understand yet, let me explain it again to you:
The SAS is a modding community where everything is shared among each other for free without restrictions.
If you have issues with this and think it'd be clever to threaten people for doing something which is the heart of this board, then... do it elsewhere.
Consider this your first warning...

i didn´t give him my persmission and told him to remove my files from this silly pack
...and this your second.
Don't talk like that to acknowledged modders of the SAS.
Second strike (https://www.sas1946.com/main/index.php/topic,23602.0.html#post_aa100), 10 days time to consider.

Best regards - Mike

so you´re no longer respecting your own agreements at SAS?

According to this thread people are only allowed to freely use your work if you have agreed to this license:

https://www.sas1946.com/main/index.php/topic,41587.48.html

I have not accepted that, so what are you talking about?

I´m sharing my work for more than ten years now, the only condition is not to edit or upload my files elsewhere, it´s written on every page with my stuff, with downloading it you are accepting this. If you don´t like it, i´m sorry. It´s very simple Storebror, my work - my rules, not yours.

Long story in short: please delete my account here, i´m not interested in that kind of community you´re talking about.

Bye
Title: Re: Project DGen_mod
Post by: Barkhorn1x 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.
Title: Re: Project DGen_mod
Post by: Motörhead on March 08, 2015, 03:53:38 PM
This is impossible in DGen current version.
Title: Re: Project DGen_mod
Post by: Barkhorn1x 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.
Title: Re: Project DGen_mod
Post by: Asura 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.
Title: Re: Project DGen_mod
Post by: Asura 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.
Title: Re: Project DGen_mod
Post by: Barkhorn1x 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!
Title: Re: Project DGen_mod
Post by: blujay291 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
Title: Re: Project DGen_mod
Post by: Barkhorn1x 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.
Title: Re: Project DGen_mod
Post by: Barkhorn1x 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.
Title: Re: Project DGen_mod
Post by: Asura 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.
Title: Re: Project DGen_mod
Post by: greybeard 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 (http://en.wikipedia.org/wiki/List_of_Japanese_World_War_II_navy_bombs#Rocket_bombs)
(http://i111.photobucket.com/albums/n154/uscstaylor/il2fb2008-08-1700-23-11-89.jpg)
"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).
Title: Re: Project DGen_mod
Post by: Barkhorn1x 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.
Title: Re: Project DGen_mod
Post by: greybeard on March 13, 2015, 04:32:14 AM
1. Does that "weapons_ru.properties" file cover ALL a/c in the game?

It should. I mean, that file is mandatory for Starshoy's DGen, since this latter search aircraft weapons in it, and gives error if something is missing. Different for Asura's DGen_mod, which looks for weapons in its own AllWeapons.dat, then using [episode_name]Planes.dat as a filter. For Asura's users the file thus becomes just a reference, though important. Megapacks (like TFM) developers should keep it updated, as well as players should add lines related to new planes added.

Quote
2. So the entries in the Asura weapons file should basically match the file above, correct?

Yes, they should.

In lack of clear, matching reference, you can always scroll in QMB aircraft preview its loadout options: those are read directly from plane Java code, if weapons_ru.properties is missing related lines: a lot of errors are possible, from spaces (blanks) inside weapon name (e.g.: "2x Type3"), to incomplete loadout lists for missing Java code of some weapons.

This kind of debugging can be an instructive experience for you; keep in mind that you may always remove that arguable set of two rocket-bombs (issued in 1944) for A6M5 (which is of 1943) as I suggested earlier. ;)
Title: Re: Project DGen_mod
Post by: jeanba on March 13, 2015, 04:38:40 AM
While seeing greybard's campaign I have a question / request for asura :
Would it be possible to have "complex campaign names" ?
Now it is 'country) + 1 character, such as :
(campaign)GBG.dat
It would be better to have campaigns such as :
campaignGB610sqdn.dat
This would allow more options and to finetune campaigns according to units specificities quite easily
Title: Re: Project DGen_mod
Post by: Barkhorn1x on March 13, 2015, 07:33:32 AM

This kind of debugging can be an instructive experience for you;...

Thanks again Greybeard - and oh it is.  It is indeed.  ;)
Title: Re: Project DGen_mod
Post by: Asura on March 16, 2015, 12:56:01 AM
While seeing greybard's campaign I have a question / request for asura :
Would it be possible to have "complex campaign names" ?

Now game and the generator support a campaign code (ID) from 10 any symbols. In game it isn't limited in general, and in the generator I left restriction so far. It is possible to use such ID of campaign - campaignsUNsqdr594001.dat
Title: Re: Project DGen_mod
Post by: jeanba on March 16, 2015, 06:19:15 AM
Great, thank you
Does this mean for instance that I can create a campaignsGB91sqdn, based on the history of the 91 sqdn (planes, missions ...) ?

Another point on escort missions :
Escorters have a given flight altitude, but when given the "escorté" order, the AI ignore the altitude and stay only "a little higher" than the escroted formation.
On the other hand, the "interceptors" seem to fly much higher (at the altitude prescribed by the escort).
It can be a porblem.
For instance, I am playing a spit 14c mission in Boelcke's campaign Arnhem 1944.
I start it at "lower rank"
I (or rather said "my unit") was asked to escort spit 9 : my unit prescribed altitude was aorunf 24000 ft, but they actually flew at something like 2500 m (ie "hjuste above" the spit 9).
The nnemy formation was waiting us at an altitude of 6000 m at least (did not check)

I also find this porblem quite systematically in another campaign : kuban NN late 1944 : my Yak3 are sustemtically flying at 2500 m, while they should fly at 4000 m and escrot is at 4000 m
Title: Re: Project DGen_mod
Post by: Asura on March 17, 2015, 05:05:13 AM

Does this mean for instance that I can create a campaignsGB91sqdn, based on the history of the 91 sqdn (planes, missions ...) ?

Such name has to work.

Quote
Escorters have a given flight altitude, but when given the "escorté" order, the AI ignore the altitude and stay only "a little higher" than the escroted formation.
On the other hand, the "interceptors" seem to fly much higher (at the altitude prescribed by the escort).

I know about this defect, but so far the turn to correct didn't reach.
Title: Re: Project DGen_mod
Post by: Barkhorn1x on April 14, 2015, 04:52:44 PM
Any updates Asura?
Title: Re: Project DGen_mod
Post by: Asura on April 16, 2015, 12:12:55 AM
It is a little more... :) I complete procedure of renaming of squadrons in the course of passing of campaign and it is necessary to make according to the plan the transfer of one squadrons to another.
Title: Re: Project DGen_mod
Post by: hello on April 16, 2015, 01:53:42 AM
Asura,
could you perhaps help Western0221 solve a problem with DGen and static planes?

See here:

https://www.sas1946.com/main/index.php/topic,45760.msg511532.html#msg511532

That would be very nice.

Best regards
Title: Re: Project DGen_mod
Post by: Barkhorn1x on April 16, 2015, 06:49:37 AM
It is a little more... :) I complete procedure of renaming of squadrons in the course of passing of campaign and it is necessary to make according to the plan the transfer of one squadrons to another.

TY and keep going!  8)
Title: Re: Project DGen_mod
Post by: vpmedia on May 03, 2015, 02:54:16 AM
I started to rebuild some stock dgen campaigns and run into some limitations regarding template mis files. The stock dgen is unable to handle the 4.12 static aircraft skins in templates.

For example, this will not work:

vehicles.planes.Plane$HurricaneMkIIb 1 13832.84 94060.30 518.12 0.0 gb 1 1.0 $HurricaneMkIIb_brown.bmp 0

Can this new modded dgen exe handle static aircraft skins?
Title: Re: Project DGen_mod
Post by: Asura on May 04, 2015, 02:07:19 AM
Can this new modded dgen exe handle static aircraft skins?

Now this parameter isn't considered. I will add its support to the prepared version.
Title: Re: Project DGen_mod
Post by: Asura on May 07, 2015, 05:38:01 AM
v2.0.3.0 (07/05/2015)

ATTENTION! The old hydroplane campaigns are not supported by the version 2.0.3.0 and could result in errors.

+ a mission could be bound to a key point, defined in a ops*.dat file 
+ a completely reworked algorithm of using hydroplanes
+ hydroplanes are fully compatible with their relevant land versions
+ hydrodromes are defined in *AF.dat files, just like land airfields
+ new mission types to protect and attack hydrodromes
+ new codes for hydroplane groups
+ new types for hydroplanes
+ new RECON and PATROL aircraft types
+ a temporary airfield can be specified in *AF.dat files ('Test runway 1-5' objects in the full editor)
+ a generator setting to control intensity of AA artillery
+ automatic and historically accurate promotion of VVS regiments to the Guard regiments
+ when the player is transferred to a new unit, all his scores are kept
+ user's guide version 2.3
+ updated AllClasses_m.dat, AllPlaneDB_m.dat and AllWeapons_m.dat files
+ some errors corrected 

https://www.mediafire.com/download/forpbpai7w4d7me/DGen_MOD_2.0.3.0.zip (https://www.mediafire.com/download/forpbpai7w4d7me/DGen_MOD_2.0.3.0.zip)

PS. in this version stationary planes use skins
Title: Re: Project DGen_mod
Post by: Marjak on May 07, 2015, 06:51:19 AM
What a nice surprise! Thanks Asura.

Cheers
Title: Re: Project DGen_mod
Post by: jeanba on May 07, 2015, 09:13:37 AM
Great !
Title: Re: Project DGen_mod
Post by: greybeard on May 08, 2015, 12:50:57 AM
+ user's guide version 2.3

Could we have English version too, please?

Thanks,
GB
Title: Re: Project DGen_mod
Post by: Asura on May 08, 2015, 02:24:37 AM
+ user's guide version 2.3

Could we have English version too, please?

Thanks,
GB

Unfortunately I now have no translator with free time. If someone undertakes - I will provide materials.
Title: Re: Project DGen_mod
Post by: greybeard on May 09, 2015, 01:01:08 AM
Unfortunately I now have no translator with free time. If someone undertakes - I will provide materials.

I'm strongly tempted to take the task; I don't know Russian but Google translator nowadays makes miracles...

There are passages where I still would need your help, though, like following one:

"Generator sluchaynym obrazom vybirayet tip slabo bronirovannoy tseli iz spiska zameny (podstanovki) i formiruyet sootvetstvuyushchuyu missiyu."

zameny (podstanovki) is translated as replacements (substitutions), but does not make sense for "targets" (tseli).

If you're available to give this kind of assistance, I can try.
Title: Re: Project DGen_mod
Post by: greybeard on May 11, 2015, 01:59:59 AM
After some testing of the new version 2.0.3.0, it looks the bad management of range and drop tanks has been solved: now drop tanks are given to player's flight too and mission distance seems no more can reach half of full range, so even a short-legged plane like Hurricane no more lands on fumes on vast PTO maps (e.g.: Burma lower).

OTOH, a major issue appeared, for who plays like me IL-2 earlier versions (4.09, in my case): 2.0.3.0 kills all self stationary planes (they vanish from all generated missions); don't know if the "UseParkedPlanes" option still works, but for sure this kind of target (static aircraft) is no more available.

Since the relevant manual reads:

"DGen_MOD polnost'yu sovmestim s lyuboy versii igry Il-2 Shturmovik starshe 4.071m."

that's to say:

"DGen_MOD fully compatible with any version of the game IL-2 Sturmovik over 4.071m."

I think this statement should be at least revised... Or I'm doing something wrong?
Title: Re: Project DGen_mod
Post by: Asura on May 12, 2015, 01:35:18 AM

zameny (podstanovki)


There is a type of mission of oRedDefendSoft is not concrete type and the general type. For it the list of substitution (replacement) consists of the following missions:

oBlueDefendCars
oBlueDefendBattery
oBlueDefendDepot
oBlueDefendHQ
oBlueDefendStation
oBlueDefendTroops

the generator in a random way chooses concrete type of mission from this list and then already chooses a specific goal.
Title: Re: Project DGen_mod
Post by: Asura on May 12, 2015, 01:51:09 AM

I think this statement should be at least revised... Or I'm doing something wrong?

The generator doesn't cut off stationary planes, they are cut off by game. If campaign is made in the late version that the early version simply doesn't understand a format of a line. The generator there is nothing here.
Title: Re: Project DGen_mod
Post by: greybeard on May 12, 2015, 05:55:01 AM
Thanks for your replies.


I think this statement should be at least revised... Or I'm doing something wrong?

The generator doesn't cut off stationary planes, they are cut off by game. If campaign is made in the late version that the early version simply doesn't understand a format of a line. The generator there is nothing here.

Perhaps I was unclear. My campaign has been made in 4.09. If I play it by your DGen_MOD v2.0.1.2 (or earlier) I get SSP, if I play by your DGen_MOD v2.0.3.0 I do not get any SSP. IL-2 game version is the same - campaign is the same - MIS file is the same - it changes only version of DGen!

P.S.: ah! Now I see what do you mean! Comparing similar lines of a mission generated by v2.0.1.2:

24_RedStatic vehicles.planes.Plane$P_40E 1 457642.58 586844.11 480.00 0.0 us

with that generated by v2.0.3.0:

17_RedStatic vehicles.planes.Plane$P_40E 1 264445.95 32263.28 355.00 0.0  2 1.0  0

highlighted in red are elements identifying static plane that (I guess) can't be deciphered by earlier versions of game (like 4.09). So they are omitted. Right?

Indeed, it's the game which refuses to load, but don't you think it matters of a compatibility issue? Otherwise, it's like to say that was not Brutus to stab Caesar, but Caesar that threw himself against Brutus knife!  :))
Title: Re: Project DGen_mod
Post by: Asura on May 13, 2015, 08:55:26 AM

Indeed, it's the game which refuses to load, but don't you think it matters of a compatibility issue? Otherwise, it's like to say that was not Brutus to stab Caesar, but Caesar that threw himself against Brutus knife!  :))

I will reconsider an inscription about compatibility. :) Unfortunately to make it compatible it won't turn out any more.
Title: Re: Project DGen_mod
Post by: greybeard on May 13, 2015, 03:21:21 PM
Unfortunately to make it compatible it won't turn out any more.

It is sad, but I can understand. :(

May I ask only if you could partly rework v2.0.1.2 (last one compatible with 4.09) just to get same fuel management of this latest version?

Thank you,
GB
Title: Re: Project DGen_mod
Post by: Asura on May 15, 2015, 05:06:04 AM
Unfortunately to make it compatible it won't turn out any more.

It is sad, but I can understand. :(

May I ask only if you could partly rework v2.0.1.2 (last one compatible with 4.09) just to get same fuel management of this latest version?

Thank you,
GB

https://www.mediafire.com/download/xgo3wzex9j15nyd/DGen.exe (https://www.mediafire.com/download/xgo3wzex9j15nyd/DGen.exe) - this version has to support old stationary planes. It is necessary to add to DGen_mod.ini

[DGen_mod]
LogLevel=0
LogListOutput=0
OldStat
Title: Re: Project DGen_mod
Post by: greybeard on May 16, 2015, 01:54:51 AM
... this version has to support old stationary planes.

Great! Thank you very much! :)

GB
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on May 18, 2015, 03:10:41 AM
Hi!

If I understand if we install the 2.0.3.0 in a 409 game version and change the exe with this one and add the OldStat line into the DGen_mod.ini we have the last version of the DGen compatible with 409?
Title: Re: Project DGen_mod
Post by: greybeard on May 19, 2015, 01:33:17 AM
Hi!

If I understand if we install the 2.0.3.0 in a 409 game version and change the exe with this one and add the OldStat line into the DGen_mod.ini we have the last version of the DGen compatible with 409?

Not exactly. :(

What I got was mission starting at 0000h (midnight - notwithstanding setting:
Code: [Select]
[MapNight]
Burma42 False 17 5
where "Burma42" is [episode_name]. And still stationary aircraft missing! :'(
Title: Re: Project DGen_mod
Post by: Asura on May 20, 2015, 12:04:01 PM
What I got was mission starting at 0000h (midnight - notwithstanding setting:
Code: [Select]
[MapNight]
Burma42 False 17 5

Check sequence of parameters (sections) in the setting file. It is very important for its work.

Quote
where "Burma42" is [episode_name]. And still stationary aircraft missing! :'(

Compare lines in the received mis file in 2.0.2.0 and 2.0.3.0. I precisely cleaned that that added in this part for the latest version. it was the line with skins for stationary planes.
Title: Re: Project DGen_mod
Post by: greybeard on May 21, 2015, 10:52:18 AM
Compare lines in the received mis file in 2.0.2.0 and 2.0.3.0. I precisely cleaned that that added in this part for the latest version. it was the line with skins for stationary planes.

Sorry, I do not understand what do you mean...
Title: Re: Project DGen_mod
Post by: Asura on May 22, 2015, 03:02:28 AM
Compare lines in the received mis file in 2.0.2.0 and 2.0.3.0. I precisely cleaned that that added in this part for the latest version. it was the line with skins for stationary planes.

Sorry, I do not understand what do you mean...

1. To create the first mission in campaign under control of version 2.0.2.0 generator
2. To create the first mission in campaign under control of version 2.0.3.0 generator
3. To compare lines of stationary planes in two mis files. And to show me than they differ. :)
Title: Re: Project DGen_mod
Post by: greybeard on May 24, 2015, 03:50:55 AM
Asura,

1. I created first mission in campaign under control of version 2.0.2.0 generator, getting following MIS file:

Code: [Select]
[MAIN]
  briefSound samples/sounds/Briefing1.wav
  MAP cztx_BurmaLower/load.ini
  TIME 15.71
  CloudType 4
  CloudHeight 500.0
  player 136Squadronfe00
  playerNum 2
[SEASON]
  Year 1942
  Month 3
  Day 21
[WEATHER]
  WindDirection 236
  WindSpeed 2.00
  Gust 8
  Turbulence 3
[Wing]
  ja0110
  IJA_F_S_64z10
  136Squadronfe00
  135Squadronfe10
  ja0111
  31Squadrontc10
[ja0110]
  Planes 2
  Skill0 0
  skin0 IL2-AS-Mitsubishi-Ki-21-1Chutai-14-Sentai-1944.bmp
  Skill1 0
  skin1 IL2-AS-Mitsubishi-Ki-21-1Chutai-14-Sentai-1944.bmp
  Class air.KI_21_II
  Fuel 100
  weapons 4x250
[ja0110_Way]
  NORMFLY 365718.54 282831.42 500.00 270.00 &1
  NORMFLY 365743.62 289831.37 500.00 270.00 &1
  NORMFLY 365768.70 296831.33 1000.00 270.00 &1
  NORMFLY 174144.31 319607.06 5397.00 270.00 &1
  NORMFLY 169179.26 320197.18 5397.00 270.00 &1
  GATTACK 164214.20 320787.31 4500.00 270.00 11_Chief 1 &1
  GATTACK 164176.13 320920.09 4500.00 270.00 11_Chief 1 &1
  GATTACK 164176.11 321049.16 4500.00 270.00 11_Chief 1 &1
  GATTACK 164202.83 321264.31 4500.00 270.00 11_Chief 1 &1
  GATTACK 164232.52 321451.53 4500.00 270.00 11_Chief 1 &1
  GATTACK 164231.55 321650.94 4500.00 270.00 11_Chief 1 &1
  NORMFLY 356140.15 289222.14 2600.00 270.00 &1
  NORMFLY 365735.63 287600.72 700.00 270.00 &1
  LANDING 365749.96 291600.69 0.00 0.00 &1
[IJA_F_S_64z10]
  Planes 2
  Skill0 1
  skin0 Greg_Ki-43-I_64thS_1stC_2tone.bmp
  Skill1 1
  skin1 Greg_Ki-43-I_64thS_1stC_2tone.bmp
  Class air.KI_43_IB
  Fuel 100
  weapons default
[IJA_F_S_64z10_Way]
  NORMFLY 371717.10 282417.63 700.00 320.00 ja0110 0 &1
  NORMFLY 368742.90 289624.48 700.00 320.00 ja0110 1 &1
  NORMFLY 365768.70 296831.33 1300.00 320.00 ja0110 2 &1
  NORMFLY 361796.66 297303.43 1600.00 320.00 ja0110 3 &1
  NORMFLY 312146.13 303204.70 4489.00 320.00 ja0110 4 &1
  NORMFLY 262495.60 309105.97 4489.00 320.00 ja0110 5 &1
  NORMFLY 212845.07 315007.24 4489.00 320.00 ja0110 6 &1
  NORMFLY 183666.56 318475.27 4489.00 320.00 ja0110 7 &1
  NORMFLY 173940.39 319631.28 4489.00 320.00 ja0110 8 &1
  NORMFLY 164214.20 320787.31 4489.00 320.00 ja0110 9 &1
  NORMFLY 166185.66 316192.39 4489.00 320.00 ja0110 10 &1
  NORMFLY 171135.11 315483.23 4489.00 320.00 ja0110 11 &1
  NORMFLY 176084.56 314774.07 4489.00 320.00 ja0110 12 &1
  NORMFLY 225579.10 307682.46 4489.00 320.00 ja0110 13 &1
  NORMFLY 275073.64 300590.85 4489.00 320.00 ja0110 14 &1
  NORMFLY 324568.18 293499.24 4489.00 320.00 ja0110 15 &1
  NORMFLY 360786.18 288309.88 1600.00 320.00 ja0110 16 &1
  NORMFLY 365735.63 287600.72 700.00 320.00 ja0110 17 &1
  LANDING 365749.96 291600.69 0.00 0.00 &1
[136Squadronfe00]
  Planes 3
  Skill0 3
  skin0 Hurricane_MkIIB_Burma_Feb_1942_Tail_Flash.bmp
  Skill1 3
  skin1 Hurricane_MkIIB_Burma_Feb_1942_Tail_Flash.bmp
  Skill2 1
  skin2 Hurricane_MkIIB_Burma_Feb_1942_Tail_Flash.bmp
  pilot0 GB_06.bmp
  pilot1 GB_01.bmp
  Class air.HurricaneMkIIb
  Fuel 100
  weapons default
[136Squadronfe00_Way]
  TAKEOFF 164270.04 320790.12 0.00 0.00 &0
  NORMFLY 164286.36 316790.15 300.00 180.00 &0
  NORMFLY 164214.20 320787.31 600.00 300.00 ja0110 5 &0
  NORMFLY 174041.38 318936.24 1300.00 300.00 &0
  NORMFLY 170730.86 328372.36 2000.00 300.00 &0
  NORMFLY 164214.20 320787.31 2700.00 300.00 &0
  NORMFLY 174041.38 318936.24 3400.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 3591.00 300.00 &0
  NORMFLY 174041.38 318936.24 3591.00 300.00 &0
  NORMFLY 170730.86 328372.36 3591.00 300.00 &0
  NORMFLY 164214.20 320787.31 1700.00 300.00 &0
  NORMFLY 164250.21 325650.16 800.00 300.00 &0
  LANDING 164266.53 321650.19 0.00 0.00 &0
[135Squadronfe10]
  Planes 1
  Skill0 3
  skin0 Hurricane_MkIIB_Burma_Feb_1942_Tail_Flash.bmp
  Class air.HurricaneMkIIb
  Fuel 100
  weapons default
[135Squadronfe10_Way]
  NORMFLY 121505.57 381297.94 1000.00 300.00 &0
  NORMFLY 117888.48 384562.88 1000.00 300.00 &0
  NORMFLY 121694.23 385794.25 1300.00 300.00 &0
  NORMFLY 125403.54 384297.25 1600.00 300.00 &0
  NORMFLY 171769.94 365584.76 3178.00 300.00 &0
  NORMFLY 186140.20 359785.24 3178.00 300.00 &0
  NORMFLY 193325.33 356885.48 3178.00 300.00 &0
  NORMFLY 200510.44 353985.71 3178.00 300.00 &0
  NORMFLY 196571.57 350905.89 3178.00 300.00 &0
  NORMFLY 192631.72 347827.32 3178.00 300.00 &0
  NORMFLY 188691.87 344748.75 3178.00 300.00 &0
  NORMFLY 168190.06 328728.73 1800.00 300.00 &0
  NORMFLY 164250.21 325650.16 800.00 300.00 &0
  LANDING 164266.53 321650.19 0.00 0.00 &0
[ja0111]
  Planes 1
  Skill0 2
  skin0 $BurmaKi46-Recce.bmp
  numberOn0 0
  Class air.KI_46_RECCE
  Fuel 100
  weapons default
[ja0111_Way]
  NORMFLY 367751.37 293011.36 1000.00 320.00 &1
  NORMFLY 365768.70 296831.33 1000.00 320.00 &1
  NORMFLY 363372.21 300033.96 1300.00 320.00 &1
  NORMFLY 345510.36 323904.15 3600.00 320.00 &1
  NORMFLY 339556.41 331860.88 4300.00 320.00 &1
  NORMFLY 333602.48 339817.59 5000.00 320.00 &1
  NORMFLY 331633.35 335221.67 5300.00 320.00 &1
  NORMFLY 332073.44 330241.08 5600.00 320.00 &1
  NORMFLY 332403.18 325251.96 6000.00 320.00 &1
  NORMFLY 335700.57 275360.81 7065.00 320.00 &1
  NORMFLY 338997.96 225469.66 7065.00 320.00 &1
  NORMFLY 342295.35 175578.51 7065.00 320.00 &1
  NORMFLY 343940.37 150688.62 2700.00 320.00 &1
  NORMFLY 344270.11 145699.50 1700.00 320.00 &1
  NORMFLY 348600.68 143200.27 800.00 320.00 &1
  LANDING 348599.97 147200.27 0.00 0.00 &1
[31Squadrontc10]
  Planes 1
  Skill0 2
  Class air.C_47
  Fuel 100
  weapons default
[31Squadrontc10_Way]
  NORMFLY 121031.57 381593.94 1000.00 200.00 &0
  NORMFLY 117888.48 384562.88 1000.00 200.00 &0
  NORMFLY 116963.67 380671.26 1300.00 200.00 &0
  NORMFLY 119707.83 377761.00 1600.00 200.00 &0
  NORMFLY 130388.59 366433.76 2765.00 200.00 &0
  NORMFLY 135728.97 360770.14 2765.00 200.00 &0
  NORMFLY 141069.35 355106.52 2765.00 200.00 &0
  NORMFLY 144161.46 351177.30 2765.00 200.00 &0
  NORMFLY 147253.58 347248.08 2765.00 200.00 &0
  NORMFLY 161158.09 329579.38 1700.00 200.00 &0
  NORMFLY 164250.21 325650.16 800.00 200.00 &0
  LANDING 164266.53 321650.19 0.00 0.00 &0
[Chiefs]
  10_Chief Vehicles.WillisMB 1
  11_Chief Armor.2-MatildaMkII_AU 1
  12_Chief Vehicles.Bulldozer_US 1
  13_Chief Vehicles.Motorcycle 1
[10_Chief_Road]
  164239.28 321626.81 120.00 0 2 3.055555582046509
  164240.36 321437.97 120.00 0 2 3.055555582046509
  164213.39 321264.22 120.00 0 2 3.055555582046509
  164187.39 321049.25 120.00 0 2 3.055555582046509
  164187.38 320922.06 120.00 0 2 3.055555582046509
  164226.31 320788.34 120.00
[11_Chief_Road]
  164231.55 321650.94 120.00 0 2 2.0833334922790527
  164232.52 321451.53 120.00 0 2 2.0833334922790527
  164202.83 321264.31 120.00 0 2 2.0833334922790527
  164176.11 321049.16 120.00 0 2 2.0833334922790527
  164176.13 320920.09 120.00 0 2 2.0833334922790527
  164214.20 320787.31 120.00
[12_Chief_Road]
  120452.95 379320.78 120.00 0 2 1.6666667461395264
  120313.58 379599.53 120.00
[13_Chief_Road]
  120307.05 379257.66 120.00 0 2 3.055555582046509
  119823.59 380165.75 120.00 0 2 3.055555582046509
  119671.14 380383.53 120.00 0 2 3.055555582046509
  119499.09 380906.19 120.00
[NStationary]
110_RedStatic vehicles.artillery.Artillery$Maxime 1 164157.96 321198.14 540.00 0.0
111_RedStatic vehicles.artillery.Artillery$StBofors_40mm_UK 1 164235.41 321263.62 690.00 0.0
112_RedStatic vehicles.artillery.Artillery$StBofors_40mm_UK 1 164329.91 321115.75 510.00 0.0
113_RedStatic vehicles.planes.Plane$HurricaneMkIIa 1 164348.38 321405.11 185.00 0.0  2 1.0 null 0
114_RedStatic vehicles.planes.Plane$HurricaneMkIIa 1 164350.01 321387.31 534.10 0.0  2 1.0 null 0
115_RedStatic vehicles.planes.Plane$HurricaneMkIIa 1 164348.38 321367.87 534.10 0.0  2 1.0 null 0
116_RedStatic vehicles.planes.Plane$HurricaneMkIIa 1 164350.92 321351.16 539.10 0.0  2 1.0 null 0
117_RedStatic vehicles.planes.Plane$HurricaneMkIIa 1 164349.65 321333.00 185.00 0.0  2 1.0 null 0
118_RedStatic vehicles.planes.Plane$F2A_B339 1 164214.30 321070.57 354.10 0.0  2 1.0 null 0
119_RedStatic vehicles.planes.Plane$F2A_B339 1 164214.86 321052.85 359.10 0.0  2 1.0 null 0
120_RedStatic vehicles.planes.Plane$F2A_B339 1 164214.18 321037.31 364.10 0.0  2 1.0 null 0
121_RedStatic vehicles.planes.Plane$F2A_B339 1 164214.18 321022.86 359.10 0.0  2 1.0 null 0
122_RedStatic vehicles.stationary.Stationary$MatildaMkII_AU 1 164115.76 321121.08 719.10 0.0
123_RedStatic vehicles.stationary.Stationary$MatildaMkII_AU 1 164113.70 321098.69 714.10 0.0
124_RedStatic vehicles.stationary.Stationary$StudebeckerTruck 1 164104.99 321112.30 364.10 0.0
125_RedStatic vehicles.stationary.Stationary$WillisMBt 1 164104.76 321122.16 559.10 0.0
126_RedStatic vehicles.artillery.Artillery$Maxime 1 119857.63 380176.41 694.10 0.0
127_RedStatic vehicles.artillery.Artillery$StBofors_40mm_UK 1 119682.34 380973.88 659.10 0.0
128_RedStatic vehicles.artillery.Artillery$StBofors_40mm_UK 1 120039.14 379251.80 479.10 0.0
129_RedStatic vehicles.planes.Plane$F2A_B339 1 119935.84 380656.94 509.10 0.0  2 1.0 null 0
130_RedStatic vehicles.planes.Plane$F2A_B339 1 119952.50 380623.61 479.10 0.0  2 1.0 null 0
131_RedStatic vehicles.planes.Plane$F2A_B339 1 119948.99 380578.88 494.10 0.0  2 1.0 null 0
132_RedStatic vehicles.planes.Plane$F2A_B339 1 120002.48 380570.12 465.25 0.0  2 1.0 null 0
133_RedStatic vehicles.stationary.Stationary$WillisMB 1 119707.50 380398.38 360.12 0.0
134_RedStatic vehicles.stationary.Stationary$StudebeckerTruck 1 119723.16 380389.78 715.12 0.0
135_RedStatic vehicles.stationary.Stationary$StudebeckerTruck 1 119729.58 380384.26 365.12 0.0
136_RedStatic vehicles.stationary.Stationary$StudebeckerTruck 1 119736.80 380377.44 360.12 0.0
296_BlueStaticc vehicles.planes.Plane$KI_27_OTSU 2 365656.90 292569.69 359.77 0.0  2 1.0 null 0
297_BlueStaticc vehicles.planes.Plane$KI_27_OTSU 2 365654.88 292529.41 354.77 0.0  2 1.0 null 0
298_BlueStaticc vehicles.planes.Plane$KI_27_OTSU 2 365654.88 292491.14 359.77 0.0  2 1.0 null 0
299_BlueStaticc vehicles.planes.Plane$KI_43_IA 2 365811.82 291917.52 539.84 0.0  2 1.0 null 0
300_BlueStaticc vehicles.planes.Plane$KI_43_IA 2 365811.82 291861.25 539.84 0.0  2 1.0 null 0
301_BlueStaticc vehicles.planes.Plane$KI_43_IA 2 365808.70 291801.85 539.84 0.0  2 1.0 null 0
302_BlueStaticc vehicles.planes.Plane$KI_21_II 2 365980.29 292170.62 204.77 0.0  2 1.0 null 0
303_BlueStaticc vehicles.planes.Plane$KI_21_II 2 365979.08 292231.64 539.84 0.0  2 1.0 null 0
304_BlueStaticc vehicles.artillery.Artillery$Type98_20mm_JA 2 365784.67 292201.73 539.84 0.0
305_BlueStaticc vehicles.artillery.Artillery$Type98_20mm_JA 2 366061.66 292268.20 674.84 0.0
[Target]
0 2 1 30 500 164214 320787 0 5 ja0110 164214 320787
3 2 1 120 01 164268 164600 330
3 2 1 120 01 164268 321220 3000
3 2 1 120 01 264053 378829 3000
3 2 1 120 01 390378 420063 3000
3 2 1 120 01 328779 435012 3000
3 2 1 120 01 342242 519731 3000
3 2 1 120 01 363357 513615 3000
3 2 1 120 01 319813 560640 3000
3 2 1 120 01 119971 380097 3000
3 2 1 120 01 111780 406700 3000
3 2 1 120 01 66936 451041 3000
3 2 1 120 01 64679 456000 3000
3 2 1 120 01 57200 475405 3000
3 2 1 120 01 59157 527327 3000
3 2 1 120 01 46403 535114 3000
3 2 1 120 01 20730 588222 3000
3 2 1 120 01 23948 594547 3000
3 2 1 120 01 457428 587342 3000
[StaticCamera]
 164214 320787 100
[Buildings]
16_bld House$FurnitureSandbags_Round 1 164235.63 321263.79 540.00 0.0
17_bld House$FurnitureSandbags_Round 1 164329.30 321115.56 360.00 0.0
18_bld House$FurnitureSandbags_Round 1 164157.42 321198.01 360.00 0.0
19_bld House$Water_Tower 1 164061.83 321133.35 649.10 0.0
20_bld House$BambooHut2 1 164048.85 321093.54 559.10 0.0
21_bld House$BambooHut 1 164056.13 321119.42 559.10 0.0
22_bld House$Bamboo_hut_3 1 164051.67 321107.41 559.10 0.0
23_bld House$FlagUKJack 1 164063.81 321108.40 559.10 0.0
24_bld House$FurnitureSandbags_Round 1 119858.05 380176.41 514.10 0.0
25_bld House$FurnitureSandbags_Round 1 119682.60 380974.72 469.10 0.0
26_bld House$FurnitureSandbags_Round 1 120038.86 379251.06 649.10 0.0
27_bld House$Bamboo_hut_3 1 120174.20 380183.18 690.12 0.0
28_bld House$Bamboo_hut_3 1 120174.00 380208.37 690.12 0.0
29_bld House$Bamboo_hut_3 1 120180.34 380163.17 690.12 0.0
30_bld House$FlagUKJack 1 120152.59 380169.52 690.12 0.0
36_bld House$FlagJarmy 1 365793.49 292201.85 625.00 0.0
[FrontMarker]
 FrontMarker0 447223.00 110187.00 2
 FrontMarker1 552590.00 136937.00 2
 FrontMarker2 344753.00 131684.00 2
 FrontMarker3 348019.00 150002.00 2
 FrontMarker4 369469.00 171243.00 2
 FrontMarker5 251181.00 130933.00 2
 FrontMarker6 575552.00 241644.00 2
 FrontMarker7 542220.00 278503.00 2
 FrontMarker8 366616.00 284975.00 2
 FrontMarker9 280899.00 285949.00 1
 FrontMarker10 187112.00 308137.00 1
 FrontMarker11 262282.00 378136.00 1
 FrontMarker12 391092.00 421698.00 1
 FrontMarker13 442793.00 448774.00 1
 FrontMarker14 325683.00 433157.00 1
 FrontMarker15 341314.00 514107.00 1
 FrontMarker16 363032.00 515223.00 1
 FrontMarker17 305887.00 512253.00 1
 FrontMarker18 318743.00 559829.00 1
 FrontMarker19 221019.00 597448.00 1
 FrontMarker20 121394.00 378288.00 1
 FrontMarker21 106704.00 395847.00 1
 FrontMarker22 99441.00 407062.00 1
 FrontMarker23 111582.00 405640.00 1
 FrontMarker24 86025.00 425992.00 1
 FrontMarker25 58796.00 474755.00 1
 FrontMarker26 56538.00 528302.00 1
 FrontMarker27 48152.00 541052.00 1
 FrontMarker28 21259.00 586163.00 1
 FrontMarker29 18318.00 595204.00 1
 FrontMarker30 456992.00 587372.00 1

2. I couldn't get a MIS file under control of version 2.0.3.0 generator:
2a. In same campaign of point 1, the generator entered in a loop that I could stop only rebooting my PC. When I started next session, I found the DGen_mod.log file had reached 70 MB size.
2b. I did second attempt under control of version 2.0.3.0 generator starting the only RAF stock dynamic campaign, getting an empty (blank) briefing screen and following DGen_modERROR file:

Code: [Select]
= DGen_mod 2.0.3.0 (07/05/2015) =
seed: 583093
ParamStr: gb 0       
DGen_mod initialization. Side: gb, Rank: 0
MaxFLAK=0
MaxBomberSkill=0
Distance=Short
Length=VeryLong
AI=Easy
Missions=Normal
AirIntensity=Low
GroundIntensity=High
SlowFire=100.0
PromotionRate=0.00
Career ID: Gb1
Unable to delete directory: missions\campaign\gb\DGen_1_Singapore2greybeard0
EnemyNation from settings:
Load DGen\mod\AllPlaneDB.dat:
Load DGen\Singapore2Planes.dat:
Singapore:Singapore2
Inherits Singapore2
Load DGen\mod\SingaporeTowns.dat:
EnemyNation from stock: Japan
ReadDB sorties:1
Load DGen\mod\AllWing.dat:
TestWing(Allies,243Squadron): 243Squadron 0 00
TestWing(Allies,34Squadronbc): 34Squadronbc 4 10
TestWing(Allies,232Squadron): 232Squadron 4 10
TestWing(Allies,243Squadron): 243Squadron 0 00
TestWing(Allies,258Squadronmid): 258Squadronmid 4 10
TestWing(Allies,453SquadronearlyRAAF): 453SquadronearlyRAAF 4 10
TestWing(Allies,488Squadronfe): 488Squadronfe 4 10
TestWing(Allies,120SquadronNEI): 120SquadronNEI 4 10
TestWing(Axis,IJA_F_S_1z): IJA_F_S_1z 4 10
TestWing(Axis,IJA_F_S_11z): IJA_F_S_11z 4 10
TestWing(Axis,IJA_F_S_31z): IJA_F_S_31z 4 10
TestWing(Axis,IJA_F_S_59z): IJA_F_S_59z 4 10
TestWing(Axis,IJA_F_S_64z): IJA_F_S_64z 4 10
TestWing(Axis,IJA_F_S_77z): IJA_F_S_77z 4 10
TestWing(Axis,IJN_AG_1_FS): IJN_AG_1_FS 4 10
TestWing(Axis,IJN_C_Ryujo_FS): IJN_C_Ryujo_FS 4 10
PlaneNationCheck: F2A_B339 before - England, after - England
PlaneNationCheck: F2A_B339 before - England, after - England
PlaneNationCheck: F2A_B339 before - England, after - England
PlaneNationCheck: F2A_B339 before - England, after - England
Blue skill set: 5 45 5
Red skill set: 1 20 30
Inherits operations from DGen\opsSingapore2.dat
Loading 120 operation from DGen\opsSingapore2.dat
MissionDistance set, testing DGen\Singapore2Red0.mis
Can't open!
Loading 304 red moving group
Loading 644 red stationary units
Loading 161 red buildings
MissionDistance set, testing DGen\Singapore2Blue0.mis
Can't open!
Loading 295 blue moving group
Loading 599 all moving group
Loading 1330 blue stationary units
Loading 1974 all stationary units
Loading 392 blue buildings
Loading 553 all buildings
Load DGen\mod\SingaporeAF.dat:
ShipList count 47 objects
ZoneList count 0 objects
ClusterList count 31 objects
FleetList count 1 objects
CarrierList count 0 objects
Dangerous areas - Red:4 Blue:1
DGen\MOD\MessageEn.dat
FindParked is OK: 4
In CombatMissionN. orgAF= 4. x=0.00 y=0.00 OlOpName=()
Axis: AF:0 HyB:0 Amp:0 Tnk:16 Art:2 Bdg:0 Carr:0 Car:1 Con:0 Dep:0 HQ:0 Prt:0 Ship:0 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:2 Soft:3
Axis: AF:0 HyB:0 Amp:0 Tnk:27 Art:4 Bdg:0 Carr:0 Car:2 Con:0 Dep:2 HQ:0 Prt:0 Ship:1 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:6 Soft:8
Axis: AF:0 HyB:0 Amp:1 Tnk:27 Art:4 Bdg:0 Carr:0 Car:2 Con:0 Dep:2 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:7 Soft:10
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:2 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:10 Soft:13
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Axis: AF:1 HyB:0 Amp:1 Tnk:29 Art:7 Bdg:0 Carr:0 Car:2 Con:0 Dep:3 HQ:0 Prt:1 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:11 Soft:14
Can't select target type
Title: Re: Project DGen_mod
Post by: Treetop64 on May 27, 2015, 12:42:59 AM
And still stationary aircraft missing! :'(

I can confirm this is occurring.  Clean install of DGen 2.0.3.0. to vanilla 1946 latest v4.12.  Campaigns with static aircraft in the .mis file aren't generating them during the campaign.  In any theater, Euro or Pacific, no static planes are being generated.
Title: Re: Project DGen_mod
Post by: greybeard on July 02, 2015, 02:42:33 AM
Asura

Since version 2.0.1.2 of your DGen_mod is the last one working with campaigns made for version 4.09m of the game, and my only concern is about fuel management, would you please make a special version of your DGen_mod (say, 2.0.1.3), where following formula:

tmpRadius := Trunc((FullRange / 2) - ((FullRange / 2)/100*45))

is changed in:

tmpRadius := Trunc(FullRange / 5)

Thank you,
GB
Title: Re: Project DGen_mod
Post by: Asura on July 09, 2015, 12:14:21 AM
I won't be able to make as you ask. It is necessary to deal with stationary planes. I need mis file which correctly works at 4.09. I will compare and I will truncate the current line for stac of planes.
Title: Re: Project DGen_mod
Post by: greybeard on July 09, 2015, 01:49:47 AM
Not sure to have understood what you mean.

Here follow MIS files which work correctly in 4.09.

Burma42Blue.mis:
Code: [Select]
[MAIN]
  MAP cztx_BurmaLower/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 2
  playerNum 0
[Chiefs]
  0_Chief Vehicles.JapanCarsColumnA 2
  1_Chief Vehicles.JapanCarsColumnC 2
  2_Chief Vehicles.JapanCarsColumnC 2
  3_Chief Trains.Germany_CargoTrain 2
  4_Chief Vehicles.JapanCarsColumnE 2
  5_Chief Vehicles.JapanCarsColumnA 2
[0_Chief_Road]
  454073.59 92922.61 120.00 0 2 3.055555582046509
  454068.25 93090.04 120.00
[1_Chief_Road]
  454698.28 92298.00 120.00 0 2 3.055555582046509
  454696.72 92427.69 120.00
[2_Chief_Road]
  454700.50 92100.00 120.00 0 2 3.055555582046509
  454600.19 92099.22 120.00
[3_Chief_Road]
  365900.00 283900.00 20.00 0 2 5.555555820465088
  365900.00 284500.00 20.00
[4_Chief_Road]
  280907.84 285900.84 120.00 0 6 3.055555582046509
  280700.00 285900.00 20.00
  280500.00 286100.00 20.00
  280500.00 287500.00 20.00
  280300.00 287700.00 20.00
  280381.06 288513.75 120.00
[5_Chief_Road]
  281101.41 285899.38 120.00 0 30 3.055555582046509
  281300.00 285700.00 20.00
  282900.00 285700.00 20.00
  283100.00 285500.00 20.00
  283500.00 285500.00 20.00
  284700.00 284300.00 20.00
  284700.00 284100.00 20.00
  285100.00 283700.00 20.00
  285300.00 283700.00 20.00
  288300.00 280700.00 20.00
  290500.00 280700.00 20.00
  290900.00 280300.00 20.00
  290900.00 275300.00 20.00
  291100.00 275100.00 20.00
  292700.00 275100.00 20.00
  293100.00 274700.00 20.00
  293100.00 266100.00 20.00
  293300.00 265900.00 20.00
  295100.00 265900.00 20.00
  295300.00 265700.00 20.00
  295700.00 265700.00 20.00
  296100.00 265300.00 20.00
  296100.00 258100.00 20.00
  295700.00 257700.00 20.00
  295700.00 255300.00 20.00
  295900.00 255100.00 20.00
  296300.00 255100.00 20.00
  296700.00 254700.00 20.00
  296700.00 253900.00 20.00
  296896.53 253702.64 120.00
[NStationary]
  0_Static vehicles.planes.Plane$KI_43_IA 2 454078.30 91228.25 180.00 0.0 ja
  1_Static vehicles.planes.Plane$KI_43_IA 2 454076.10 91256.17 180.00 0.0 ja
  2_Static vehicles.planes.Plane$KI_43_IA 2 454079.23 91197.88 180.00 0.0 ja
  3_Static vehicles.planes.Plane$KI_43_IA 2 454077.98 91339.12 524.10 0.0 ja
  4_Static vehicles.planes.Plane$KI_43_IA 2 454070.20 91363.87 524.10 0.0 ja
  5_Static vehicles.planes.Plane$KI_43_IA 2 454067.51 91383.50 524.10 0.0 ja
  6_Static vehicles.planes.Plane$KI_43_IA 2 454059.34 91410.21 524.10 0.0 ja
  7_Static vehicles.planes.Plane$KI_43_IA 2 453942.28 91040.90 225.00 0.0 ja
  8_Static vehicles.planes.Plane$KI_43_IA 2 453923.37 91026.79 225.00 0.0 ja
  9_Static vehicles.planes.Plane$KI_43_IA 2 453905.25 91013.28 255.00 0.0 ja
  10_Static vehicles.planes.Plane$KI_43_IA 2 453880.51 91003.53 255.00 0.0 ja
  11_Static vehicles.planes.Plane$KI_43_IA 2 453877.23 91103.73 449.10 0.0 ja
  12_Static vehicles.planes.Plane$KI_43_IA 2 453861.53 91101.11 449.10 0.0 ja
  13_Static vehicles.planes.Plane$KI_43_IA 2 453832.93 91086.21 420.00 0.0 ja
  14_Static vehicles.planes.Plane$KI_43_IA 2 453814.97 91079.28 420.00 0.0 ja
  15_Static vehicles.planes.Plane$L2D 2 454059.23 92298.71 420.00 0.0 ja
  16_Static vehicles.planes.Plane$L2D 2 454032.41 92256.23 495.00 0.0 ja
  17_Static vehicles.planes.Plane$L2D 2 453930.57 92264.82 464.10 0.0 ja
  18_Static vehicles.planes.Plane$L2D 2 453898.17 92335.11 195.00 0.0 ja
  19_Static vehicles.planes.Plane$B6N2 2 453821.54 92634.94 285.00 0.0 ja
  20_Static vehicles.planes.Plane$B6N2 2 453842.84 92629.24 285.00 0.0 ja
  21_Static vehicles.planes.Plane$B6N2 2 453865.06 92623.53 285.00 0.0 ja
  22_Static vehicles.planes.Plane$B6N2 2 453904.88 92610.10 255.00 0.0 ja
  23_Static vehicles.planes.Plane$B6N2 2 453925.73 92616.69 255.00 0.0 ja
  24_Static vehicles.planes.Plane$B6N2 2 453947.37 92623.50 255.00 0.0 ja
  25_Static vehicles.planes.Plane$KI_21_II 2 454186.54 92471.62 524.10 0.0 ja
  26_Static vehicles.planes.Plane$KI_21_II 2 454175.75 92510.96 524.10 0.0 ja
  27_Static vehicles.planes.Plane$KI_21_II 2 454162.12 92553.76 524.10 0.0 ja
  28_Static vehicles.planes.Plane$KI_21_II 2 454145.09 92629.62 524.10 0.0 ja
  29_Static vehicles.planes.Plane$KI_21_II 2 454133.86 92670.91 524.10 0.0 ja
  30_Static vehicles.planes.Plane$KI_21_II 2 454124.04 92710.48 524.10 0.0 ja
  31_Static vehicles.planes.Plane$KI_21_II 2 454134.01 92894.26 539.10 0.0 ja
  32_Static vehicles.planes.Plane$KI_21_II 2 454132.78 92934.21 539.10 0.0 ja
  33_Static vehicles.planes.Plane$KI_21_II 2 454130.65 92971.13 539.10 0.0 ja
  34_Static vehicles.planes.Plane$KI_21_II 2 454129.87 93017.24 539.10 0.0 ja
  35_Static vehicles.planes.Plane$KI_21_II 2 454132.02 93065.23 539.10 0.0 ja
  36_Static vehicles.planes.Plane$KI_21_II 2 454130.03 93107.56 539.10 0.0 ja
  37_Static vehicles.planes.Plane$KI_21_II 2 453009.72 91944.89 360.00 0.0 ja
  38_Static vehicles.planes.Plane$KI_21_II 2 453013.30 91980.50 375.00 0.0 ja
  39_Static vehicles.planes.Plane$KI_21_II 2 453019.70 92020.45 375.00 0.0 ja
  40_Static vehicles.planes.Plane$KI_21_II 2 453056.88 92140.43 345.00 0.0 ja
  41_Static vehicles.planes.Plane$KI_21_II 2 453045.08 92173.99 345.00 0.0 ja
  42_Static vehicles.planes.Plane$KI_21_II 2 453034.59 92209.35 345.00 0.0 ja
  43_Static vehicles.planes.Plane$KI_27_OTSU 2 452776.44 91627.66 375.00 0.0 ja
  44_Static vehicles.planes.Plane$KI_27_OTSU 2 452773.08 91609.14 375.00 0.0 ja
  45_Static vehicles.planes.Plane$KI_27_OTSU 2 452767.87 91586.94 375.00 0.0 ja
  46_Static vehicles.planes.Plane$KI_27_OTSU 2 452784.12 91647.03 375.00 0.0 ja
  47_Static vehicles.planes.Plane$KI_27_OTSU 2 452788.53 91502.79 315.00 0.0 ja
  48_Static vehicles.planes.Plane$KI_27_OTSU 2 452774.37 91520.83 315.00 0.0 ja
  49_Static vehicles.planes.Plane$KI_27_OTSU 2 452757.97 91536.64 315.00 0.0 ja
  50_Static vehicles.planes.Plane$KI_27_OTSU 2 452805.78 91483.84 315.00 0.0 ja
  51_Static vehicles.planes.Plane$KI_27_OTSU 2 452798.32 91686.75 420.00 0.0 ja
  52_Static vehicles.planes.Plane$KI_27_OTSU 2 452817.04 91698.65 420.00 0.0 ja
  53_Static vehicles.planes.Plane$KI_27_OTSU 2 452834.59 91707.79 420.00 0.0 ja
  54_Static vehicles.planes.Plane$KI_27_OTSU 2 452852.13 91716.93 420.00 0.0 ja
  55_Static vehicles.artillery.Artillery$Maxime 2 453832.41 92002.27 630.00 0.0 0
  56_Static vehicles.artillery.Artillery$Maxime 2 452533.61 91433.83 630.00 0.0 0
  57_Static vehicles.artillery.Artillery$Maxime 2 453202.80 93599.68 630.00 0.0 0
  58_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 453833.69 91997.62 615.00 0.0 0
  71_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 538987.95 274666.24 600.00 0.0 0
  72_Static vehicles.artillery.Artillery$Maxime 2 538990.29 274661.64 600.00 0.0 0
  79_Static vehicles.planes.Plane$KI_21_II 2 450338.99 105451.07 224.10 0.0 ja
  80_Static vehicles.planes.Plane$KI_21_II 2 450358.98 105471.26 224.10 0.0 ja
  81_Static vehicles.planes.Plane$KI_21_II 2 450378.96 105494.28 224.10 0.0 ja
  82_Static vehicles.planes.Plane$KI_21_II 2 450426.53 105535.30 224.10 0.0 ja
  83_Static vehicles.planes.Plane$KI_21_II 2 450447.55 105559.00 224.10 0.0 ja
  84_Static vehicles.planes.Plane$KI_21_II 2 450472.89 105583.82 224.10 0.0 ja
  85_Static vehicles.planes.Plane$KI_21_II 2 450580.54 105690.77 224.10 0.0 ja
  86_Static vehicles.planes.Plane$KI_21_II 2 450604.36 105712.78 224.37 0.0 ja
  87_Static vehicles.planes.Plane$KI_21_II 2 450624.78 105746.35 209.31 0.0 ja
  88_Static vehicles.planes.Plane$B6N2 2 450134.18 105998.80 437.83 0.0 ja
  89_Static vehicles.planes.Plane$B6N2 2 450112.62 105993.46 438.16 0.0 ja
  90_Static vehicles.planes.Plane$B6N2 2 450087.49 105977.67 422.13 0.0 ja
  91_Static vehicles.planes.Plane$B6N2 2 450039.65 105931.26 389.37 0.0 ja
  92_Static vehicles.planes.Plane$B6N2 2 450026.87 105909.04 372.86 0.0 ja
  93_Static vehicles.planes.Plane$B6N2 2 450017.96 105879.03 356.39 0.0 ja
  94_Static vehicles.planes.Plane$B6N2 2 450000.07 105841.67 388.42 0.0 ja
  95_Static vehicles.planes.Plane$B6N2 2 449990.93 105822.51 389.23 0.0 ja
  96_Static vehicles.planes.Plane$B6N2 2 449982.44 105804.13 389.17 0.0 ja
  97_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 450064.81 105745.52 659.64 0.0 0
  59_Static vehicles.stationary.Stationary$HaGo 2 538843.29 275559.01 645.00 0.0
  60_Static vehicles.stationary.Stationary$HaGo 2 538831.80 275556.25 645.00 0.0
  61_Static vehicles.stationary.Stationary$HaGo 2 538848.36 275549.76 645.00 0.0
  62_Static vehicles.stationary.Stationary$Kurogane 2 538727.56 274811.94 645.00 0.0
  63_Static vehicles.stationary.Stationary$Kurogane 2 538734.73 274811.24 585.00 0.0
  64_Static vehicles.stationary.Stationary$Kurogane 2 538419.23 274890.53 555.00 0.0
  65_Static vehicles.stationary.Stationary$Kurogane 2 538421.03 274876.02 555.00 0.0
  66_Static vehicles.stationary.Stationary$Kurogane 2 538420.82 274871.69 525.00 0.0
  67_Static vehicles.stationary.Stationary$Truck_Type94 2 538708.42 274907.86 615.00 0.0
  68_Static vehicles.stationary.Stationary$Truck_Type94 2 538644.25 275025.82 630.00 0.0
  69_Static vehicles.stationary.Stationary$Truck_Type94 2 538842.63 274660.53 360.00 0.0
  70_Static vehicles.planes.Plane$KI_43_IA 2 538647.36 275080.74 345.00 0.0 ja
  73_Static vehicles.planes.Plane$KI_43_IA 2 538653.79 275060.42 345.00 0.0 ja
  74_Static vehicles.planes.Plane$KI_43_IA 2 538661.19 275040.35 345.00 0.0 ja
  75_Static vehicles.planes.Plane$KI_43_IA 2 538670.59 275008.40 345.00 0.0 ja
  76_Static vehicles.planes.Plane$KI_43_IA 2 538640.32 275006.59 345.00 0.0 ja
  77_Static vehicles.planes.Plane$KI_43_IA 2 538631.95 275040.29 345.00 0.0 ja
  78_Static vehicles.planes.Plane$KI_43_IA 2 538627.54 275058.48 345.00 0.0 ja
  98_Static vehicles.planes.Plane$KI_43_IA 2 538624.58 275074.99 345.00 0.0 ja
  99_Static vehicles.planes.Plane$KI_43_IA 2 538695.56 274927.76 345.00 0.0 ja
  100_Static vehicles.planes.Plane$KI_43_IA 2 538701.57 274908.34 345.00 0.0 ja
  101_Static vehicles.planes.Plane$KI_43_IA 2 538709.67 274890.64 345.00 0.0 ja
  102_Static vehicles.planes.Plane$KI_43_IA 2 538717.32 274868.50 345.00 0.0 ja
  103_Static vehicles.planes.Plane$KI_43_IA 2 538661.25 274920.50 345.00 0.0 ja
  104_Static vehicles.planes.Plane$KI_43_IA 2 538666.60 274902.26 345.00 0.0 ja
  105_Static vehicles.planes.Plane$KI_43_IA 2 538671.96 274884.03 345.00 0.0 ja
  106_Static vehicles.planes.Plane$KI_43_IA 2 538678.58 274866.44 345.00 0.0 ja
  107_Static vehicles.planes.Plane$KI_43_IA 2 538808.83 274704.96 330.00 0.0 ja
  108_Static vehicles.planes.Plane$KI_43_IA 2 538819.87 274684.14 330.00 0.0 ja
  109_Static vehicles.planes.Plane$KI_43_IA 2 538832.72 274661.99 330.00 0.0 ja
  111_Static vehicles.planes.Plane$KI_21_II 2 578969.87 243568.20 210.00 0.0 ja
  112_Static vehicles.planes.Plane$KI_21_II 2 578994.67 243611.18 210.00 0.0 ja
  113_Static vehicles.planes.Plane$KI_21_II 2 579021.45 243655.20 210.00 0.0 ja
  114_Static vehicles.planes.Plane$KI_21_II 2 578892.35 243337.67 225.00 0.0 ja
  115_Static vehicles.planes.Plane$KI_21_II 2 578871.53 243314.92 225.00 0.0 ja
  116_Static vehicles.stationary.Stationary$Truck_Type94 2 578678.71 243090.77 585.00 0.0
  117_Static vehicles.stationary.Stationary$Truck_Type94 2 578735.68 243086.32 645.00 0.0
  118_Static vehicles.stationary.Stationary$Truck_Type94 2 578733.85 243097.37 645.00 0.0
  119_Static vehicles.stationary.Stationary$Truck_Type94 2 578872.20 243331.77 675.00 0.0
  120_Static vehicles.stationary.Stationary$Truck_Type94 2 579027.13 243680.94 360.00 0.0
  121_Static vehicles.stationary.Stationary$Truck_Type94 2 578802.81 243083.58 450.00 0.0
  122_Static vehicles.stationary.Stationary$Truck_Type94 2 578801.75 243096.57 450.00 0.0
  123_Static vehicles.stationary.Stationary$Truck_Type94 2 578802.69 243109.57 450.00 0.0
  124_Static vehicles.stationary.Stationary$Truck_Type94 2 578801.89 243071.56 450.00 0.0
  125_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 578978.83 243452.39 600.00 0.0 0
  126_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 578880.80 243902.75 645.00 0.0 0
  110_Static vehicles.planes.Plane$KI_43_IB 2 538849.55 274643.02 315.00 0.0 ja
  127_Static vehicles.planes.Plane$KI_21_II 2 553459.28 135042.65 180.00 0.0 ja
  128_Static vehicles.planes.Plane$KI_21_II 2 553460.84 135006.32 539.84 0.0 ja
  129_Static vehicles.stationary.Stationary$HaGoRadio 2 553157.44 134889.65 539.84 0.0
  130_Static vehicles.stationary.Stationary$HaGoRadio 2 553159.93 134899.60 569.84 0.0
  131_Static vehicles.stationary.Stationary$Truck_Type94 2 553176.78 134775.55 514.84 0.0
  132_Static vehicles.stationary.Stationary$Truck_Type94 2 553178.99 134765.88 509.84 0.0
  133_Static vehicles.stationary.Stationary$Truck_Type94 2 553175.40 134756.49 514.84 0.0
  134_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 553346.23 134456.74 514.84 0.0 0
  135_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 553215.60 135306.76 514.84 0.0 0
  138_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 345502.72 137775.71 399.84 0.0 0
  139_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 345619.70 139178.72 399.84 0.0 0
  136_Static vehicles.planes.Plane$KI_43_IA 2 345357.42 138493.67 399.84 0.0 ja
  137_Static vehicles.planes.Plane$KI_43_IA 2 345354.53 138471.69 359.84 0.0 ja
  140_Static vehicles.planes.Plane$KI_43_IA 2 344935.29 138565.42 504.84 0.0 ja
  142_Static vehicles.stationary.Stationary$Truck_Type94 2 344966.45 137974.19 669.84 0.0
  141_Static vehicles.stationary.Stationary$Kurogane 2 344928.23 138021.41 504.84 0.0
  143_Static vehicles.stationary.Stationary$ChiHa 2 345091.19 138122.97 494.84 0.0
  144_Static vehicles.stationary.Stationary$ChiHa 2 345180.34 138500.35 504.84 0.0
  145_Static vehicles.stationary.Stationary$ChiHa_alt 2 345132.79 138081.37 504.84 0.0
  146_Static vehicles.stationary.Stationary$ChiHa_alt 2 345325.94 138387.43 504.84 0.0
  147_Static vehicles.stationary.Stationary$Kurogane 2 345198.17 138057.60 474.84 0.0
  148_Static vehicles.stationary.Stationary$Kurogane 2 345322.97 138607.32 504.84 0.0
  149_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 251491.63 131900.63 594.84 0.0 0
  150_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 251603.51 131990.23 624.84 0.0 0
  151_Static vehicles.planes.Plane$KI_27_OTSU 2 251371.24 131831.74 239.84 0.0 ja
  152_Static vehicles.planes.Plane$KI_27_OTSU 2 251585.07 132203.65 424.84 0.0 ja
  153_Static vehicles.planes.Plane$KI_27_OTSU 2 251618.83 132222.22 414.84 0.0 ja
  154_Static vehicles.planes.Plane$KI_27_OTSU 2 251655.12 132240.79 419.84 0.0 ja
  155_Static vehicles.stationary.Stationary$Truck_Type94 2 251288.86 131813.37 604.84 0.0
  156_Static vehicles.stationary.Stationary$Truck_Type94 2 251294.63 131823.70 599.84 0.0
  157_Static vehicles.stationary.Stationary$Truck_Type94 2 251304.23 131829.02 614.84 0.0
  158_Static vehicles.artillery.Artillery$HaGo 2 251551.52 131944.90 599.84 0.0 0
  161_Static vehicles.planes.Plane$KI_27_OTSU 2 365656.90 292569.69 359.77 0.0 ja
  162_Static vehicles.planes.Plane$KI_27_OTSU 2 365654.88 292529.41 354.77 0.0 ja
  163_Static vehicles.planes.Plane$KI_27_OTSU 2 365654.88 292491.14 359.77 0.0 ja
  164_Static vehicles.planes.Plane$KI_43_IA 2 365811.82 291917.52 539.84 0.0 ja
  165_Static vehicles.planes.Plane$KI_43_IA 2 365811.82 291861.25 539.84 0.0 ja
  166_Static vehicles.planes.Plane$KI_43_IA 2 365808.70 291801.85 539.84 0.0 ja
  160_Static vehicles.planes.Plane$KI_21_II 2 365980.29 292170.62 204.77 0.0 ja
  159_Static vehicles.planes.Plane$KI_21_II 2 365979.08 292231.64 539.84 0.0 ja
  167_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 365784.67 292201.73 539.84 0.0 0
  168_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 366061.66 292268.20 674.84 0.0 0
  169_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 264445.48 378790.82 674.84 0.0 0
  170_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 263463.77 378484.93 674.84 0.0 0
  171_Static vehicles.planes.Plane$KI_43_IA 2 264590.21 379016.86 429.84 0.0 ja
  172_Static vehicles.planes.Plane$KI_43_IA 2 264569.08 379016.32 444.84 0.0 ja
  173_Static vehicles.planes.Plane$KI_43_IA 2 264546.96 379016.61 429.84 0.0 ja
  174_Static vehicles.planes.Plane$KI_43_IA 2 264526.58 379016.90 439.84 0.0 ja
  175_Static vehicles.planes.Plane$KI_43_IA 2 264505.92 379015.15 429.84 0.0 ja
  176_Static vehicles.stationary.Stationary$Truck_Type94 2 264404.62 379078.03 429.84 0.0
  177_Static vehicles.stationary.Stationary$Truck_Type94 2 264415.68 379080.65 429.84 0.0
  178_Static vehicles.stationary.Stationary$Truck_Type94 2 264427.91 379082.98 429.84 0.0
  179_Static vehicles.stationary.Stationary$ChiHa_alt 2 264304.10 379062.53 429.84 0.0
  180_Static vehicles.stationary.Stationary$HaGoRadio 2 264261.62 379050.58 459.84 0.0
  182_Static vehicles.stationary.Stationary$HaGo 2 327941.65 435230.90 459.84 0.0
  181_Static vehicles.stationary.Stationary$HaGoRadio 2 327906.56 435265.99 459.84 0.0
  183_Static vehicles.stationary.Stationary$Truck_Type94 2 327325.86 434010.52 374.84 0.0
  184_Static vehicles.stationary.Stationary$Truck_Type94 2 327345.81 434007.51 369.84 0.0
  185_Static vehicles.stationary.Stationary$Kurogane 2 327357.53 434005.81 369.84 0.0
  186_Static vehicles.stationary.Stationary$Kurogane 2 327400.47 434072.11 369.84 0.0
  187_Static vehicles.planes.Plane$KI_43_IA 2 328183.53 434733.01 479.84 0.0 ja
  188_Static vehicles.planes.Plane$KI_43_IA 2 328234.99 434672.01 504.84 0.0 ja
  189_Static vehicles.planes.Plane$KI_43_IA 2 328268.91 434597.95 539.84 0.0 ja
  190_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 327994.86 435004.63 719.84 0.0 0
  191_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 329189.37 434610.92 719.84 0.0 0
  192_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 342137.43 519417.16 719.84 0.0 0
  193_Static vehicles.artillery.Artillery$Type98_20mm_JA 2 342382.70 520031.14 719.84 0.0 0
  194_Static vehicles.stationary.Stationary$Truck_Type94 2 280861.63 285746.09 585.00 0.0
  195_Static vehicles.stationary.Stationary$Truck_Type94 2 280854.14 285752.86 585.00 0.0
  196_Static vehicles.stationary.Stationary$Truck_Type94 2 280869.28 285738.46 585.00 0.0
  197_Static vehicles.artillery.Artillery$ChiHa_alt 2 296639.54 253694.60 540.00 0.0 0
  198_Static vehicles.artillery.Artillery$ChiHa_alt 2 296628.95 253694.77 540.00 0.0 0
  199_Static vehicles.stationary.FlagMoving$FlagMovingJPc 2 538740.48 274807.37 585.00 0.0
[Buildings]
  0_bld House$FlagJarmy 1 453365.98 91986.78 630.00
  1_bld House$FurnitureSandbags_Round 1 453832.58 92002.22 435.00
  2_bld House$FurnitureSandbags_Round 1 453833.98 91997.17 615.00
  3_bld House$FurnitureSandbags_Round 1 452533.64 91433.36 360.00
  4_bld House$FurnitureSandbags_Round 1 453202.19 93599.50 360.00
  5_bld House$FlagJarmy 1 365793.49 292201.85 625.00
  6_bld House$FurnitureSandbags_Round 1 538988.03 274666.07 420.00
  7_bld House$FlagJarmy 1 578814.33 243070.62 450.00
  8_bld House$FurnitureSandbags_Round 1 450065.48 105745.88 479.64
  9_bld House$FurnitureSandbags_Round 1 450063.05 105741.65 659.64
  10_bld House$FlagJarmy 1 450308.19 105321.41 569.64
  11_bld House$FurnitureSandbags_Round 1 553346.22 134456.87 399.84
  12_bld House$FurnitureSandbags_Round 1 553215.86 135306.90 514.84
  13_bld House$FurnitureSandbags_Round 1 345502.22 137776.02 399.84
  14_bld House$FurnitureSandbags_Round 1 345619.21 139178.77 399.84
  15_bld House$FurnitureSandbags_Round 1 251491.36 131900.80 399.84
  16_bld House$FurnitureSandbags_Round 1 251603.44 131990.69 429.84
  17_bld House$FurnitureSandbags_Round 1 263463.49 378484.38 674.84
  18_bld House$FurnitureSandbags_Round 1 264445.11 378790.40 674.84
  19_bld House$FurnitureSandbags_Round 1 327995.65 435004.48 539.84
  20_bld House$FurnitureSandbags_Round 1 329190.07 434610.91 539.84
  21_bld House$FurnitureSandbags_Round 1 342137.27 519417.09 529.84
  22_bld House$FurnitureSandbags_Round 1 342383.08 520031.07 534.84
[Bridge]
[House]

Burma42Red.mis:
Code: [Select]
[MAIN]
  MAP cztx_BurmaLower/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[Chiefs]
  0_Chief Vehicles.USACarsColumnA 1
  1_Chief Vehicles.USACarsColumnE 1
  2_Chief Trains.Germany_CargoTrain 1
  3_Chief Vehicles.USACarsColumnB 1
  4_Chief Vehicles.USACarsColumnB 1
  5_Chief ShipPack.TroopTrans0 1 0 2 1.0
  7_Chief ShipPack.Transport1 1 0 2 1.0
  8_Chief ShipPack.Tanker1 1 0 2 1.0
  9_Chief ShipPack.DestroyerRN 1 0 2 1.0
  6_Chief ShipPack.Transport2 1 0 2 1.0
  10_Chief Vehicles.WillisMB 1
  11_Chief Armor.2-MatildaMkII_AU 1
  12_Chief Vehicles.Bulldozer_US 1
  13_Chief Vehicles.Motorcycle 1
[0_Chief_Road]
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  198700.00 582500.00 20.00
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  198699.72 579899.38 120.00 0 9 2.6388890743255615
  198798.00 579802.00 120.00
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  199500.09 575304.81 120.00
[1_Chief_Road]
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  47700.00 535300.00 20.00
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  45100.39 536501.06 120.00 0 9 3.055555582046509
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  46901.61 540500.56 120.00 0 7 3.055555582046509
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  48301.22 541301.13 120.00 0 2 3.055555582046509
  48499.59 541100.31 120.00 0 4 3.055555582046509
  48700.00 541100.00 20.00
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  49095.50 541100.00 120.00 0 24 3.055555582046509
  49100.00 540700.00 20.00
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  59500.00 528700.00 20.00
  59688.87 528699.88 120.00
[2_Chief_Road]
  379500.00 529700.00 20.00 0 116 5.555555820465088
  383100.00 533300.00 20.00
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  443500.00 576300.00 20.00
  443500.00 576500.00 20.00
  445300.00 578300.00 20.00
  445300.00 578900.00 20.00
  445900.00 579500.00 20.00
  446100.00 579500.00 20.00
  447700.00 581100.00 20.00
  447900.00 581100.00 20.00
  449100.00 582300.00 20.00
  450100.00 582300.00 20.00
  453100.00 585300.00 20.00
  453300.00 585300.00 20.00
  454700.00 586700.00 20.00
  455300.00 586700.00 20.00
  456100.00 587500.00 20.00
  456700.00 587500.00 20.00
  456900.00 587300.00 20.00
[3_Chief_Road]
  456960.06 587170.81 120.00 0 25 2.6388890743255615
  457100.00 587300.00 20.00
  457300.00 587500.00 20.00
  457300.00 587700.00 20.00
  459900.00 590300.00 20.00
  459900.00 593100.00 20.00
  460100.00 593300.00 20.00
  460900.00 593300.00 20.00
  461100.00 593500.00 20.00
  461300.00 593500.00 20.00
  461500.00 593700.00 20.00
  461700.00 593700.00 20.00
  461900.00 593900.00 20.00
  461900.00 594300.00 20.00
  462100.00 594500.00 20.00
  462300.00 594500.00 20.00
  462900.00 595100.00 20.00
  462900.00 595300.00 20.00
  463100.00 595500.00 20.00
  463100.00 595700.00 20.00
  462300.00 596500.00 20.00
  462300.00 596700.00 20.00
  462100.00 596900.00 20.00
  462100.00 597300.00 20.00
  462100.00 597430.38 120.00
[4_Chief_Road]
  456735.41 587099.56 120.00 0 25 3.055555582046509
  456900.00 587100.00 20.00
  457300.00 587500.00 20.00
  457300.00 587700.00 20.00
  459900.00 590300.00 20.00
  459900.00 593100.00 20.00
  460100.00 593300.00 20.00
  460900.00 593300.00 20.00
  461100.00 593500.00 20.00
  461300.00 593500.00 20.00
  461500.00 593700.00 20.00
  461700.00 593700.00 20.00
  461900.00 593900.00 20.00
  461900.00 594300.00 20.00
  462100.00 594500.00 20.00
  462300.00 594500.00 20.00
  462900.00 595100.00 20.00
  462900.00 595300.00 20.00
  463100.00 595500.00 20.00
  463100.00 595700.00 20.00
  462300.00 596500.00 20.00
  462300.00 596700.00 20.00
  462100.00 596900.00 20.00
  462100.00 597100.00 20.00
  462099.16 597271.56 120.00
[5_Chief_Road]
  23747.33 380234.75 120.00 0 2 2.5
  43631.04 527982.50 120.00
[7_Chief_Road]
  23803.06 380647.06 120.00 0 2 2.5
  43654.10 528136.94 120.00
[8_Chief_Road]
  23777.63 380468.00 120.00 0 2 2.5
  43644.34 528073.88 120.00
[9_Chief_Road]
  23677.45 379716.44 120.00 0 2 2.5
  43593.05 527755.81 120.00
[6_Chief_Road]
  23715.31 379981.59 120.00 0 2 2.5
  43607.86 527879.13 120.00
[10_Chief_Road]
  164239.28 321626.81 120.00 0 2 3.055555582046509
  164240.36 321437.97 120.00 0 2 3.055555582046509
  164213.39 321264.22 120.00 0 2 3.055555582046509
  164187.39 321049.25 120.00 0 2 3.055555582046509
  164187.38 320922.06 120.00 0 2 3.055555582046509
  164226.31 320788.34 120.00
[11_Chief_Road]
  164231.55 321650.94 120.00 0 2 2.0833334922790527
  164232.52 321451.53 120.00 0 2 2.0833334922790527
  164202.83 321264.31 120.00 0 2 2.0833334922790527
  164176.11 321049.16 120.00 0 2 2.0833334922790527
  164176.13 320920.09 120.00 0 2 2.0833334922790527
  164214.20 320787.31 120.00
[12_Chief_Road]
  120452.95 379320.78 120.00 0 2 1.6666667461395264
  120313.58 379599.53 120.00
[13_Chief_Road]
  120307.05 379257.66 120.00 0 2 3.055555582046509
  119823.59 380165.75 120.00 0 2 3.055555582046509
  119671.14 380383.53 120.00 0 2 3.055555582046509
  119499.09 380906.19 120.00
[NStationary]
  2_Static vehicles.planes.Plane$HurricaneMkIIa 1 264513.55 379120.31 405.00 0.0 gb
  1_Static vehicles.planes.Plane$HurricaneMkIIa 1 264576.97 379122.72 434.10 0.0 gb
  3_Static vehicles.planes.Plane$HurricaneMkIIa 1 264646.44 379123.85 480.00 0.0 gb
  4_Static vehicles.planes.Plane$P_40SUKAISVOLOCHHAWKA2 1 264314.93 379115.22 480.00 0.0 us
  5_Static vehicles.planes.Plane$P_40SUKAISVOLOCHHAWKA2 1 264266.88 379101.61 420.00 0.0 us
  6_Static vehicles.planes.Plane$P_40SUKAISVOLOCHHAWKA2 1 264380.19 379114.02 390.00 0.0 us
  7_Static vehicles.artillery.Artillery$Bofors_40mm_UK 1 264443.47 379071.01 450.00 0.0 0
  8_Static vehicles.stationary.Stationary$GAZ_AAA 1 264423.45 379080.28 525.00 0.0
  9_Static vehicles.stationary.Stationary$GAZ_AAA 1 264409.32 379077.83 525.00 0.0
  10_Static vehicles.stationary.Stationary$GAZ_AAA 1 264399.33 379079.23 525.00 0.0
  11_Static vehicles.stationary.Stationary$GAZ_AAA 1 264427.53 379085.24 525.00 0.0
  12_Static vehicles.stationary.Stationary$GAZ_AAA 1 264437.56 379086.91 525.00 0.0
  13_Static vehicles.stationary.Stationary$GAZ_AAA 1 264650.77 379117.15 375.00 0.0
  14_Static vehicles.stationary.Stationary$GAZ_AAA 1 264276.89 379100.88 375.00 0.0
  15_Static vehicles.stationary.Stationary$GAZ_AAA 1 459692.91 433987.48 629.10 0.0
  16_Static vehicles.stationary.Stationary$GAZ_AAA 1 459703.22 433985.28 629.10 0.0
  17_Static vehicles.stationary.Stationary$GAZ_AAA 1 459682.18 434023.31 569.10 0.0
  18_Static vehicles.stationary.Stationary$GAZ_AAA 1 459687.42 433963.46 360.00 0.0
  19_Static vehicles.stationary.Stationary$GAZ_AAA 1 459687.99 433957.77 360.00 0.0
  20_Static vehicles.stationary.Stationary$GAZ_AAA 1 459687.35 433968.11 360.00 0.0
  21_Static vehicles.artillery.Artillery$Bofors_40mm_UK 1 459899.42 434059.30 405.00 0.0 0
  22_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 1 459912.81 434003.79 705.00 0.0
  23_Static vehicles.stationary.Stationary$GAZ_AAA 1 459889.24 434063.16 645.00 0.0
  115_Static vehicles.planes.Plane$P_40E 1 457642.58 586844.11 480.00 0.0 us
  116_Static vehicles.planes.Plane$P_40E 1 457605.07 586855.93 480.00 0.0 us
  117_Static vehicles.planes.Plane$BLENHEIM4 1 457592.84 586914.60 315.00 0.0 gb
  52_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 1 457625.65 586843.02 705.00 0.0
  53_Static vehicles.stationary.Stationary$GAZ_AAA 1 457648.16 586874.35 540.00 0.0
  54_Static vehicles.stationary.Stationary$GAZ_AAA 1 458015.42 587152.09 540.00 0.0
  56_Static vehicles.stationary.Stationary$GAZ_AAA 1 458018.06 587158.22 540.00 0.0
  64_Static vehicles.stationary.Stationary$GAZ_AAA 1 458044.71 587136.10 510.00 0.0
  65_Static vehicles.stationary.Stationary$GAZ_AAA 1 458031.16 587138.49 510.00 0.0
  66_Static vehicles.stationary.Stationary$GAZ_AAA 1 457207.24 587303.52 510.00 0.0
  67_Static vehicles.stationary.Stationary$GAZ_AAA 1 457196.88 587305.50 540.00 0.0
  68_Static vehicles.stationary.Stationary$GAZ_AAA 1 457185.10 587307.40 540.00 0.0
  69_Static vehicles.stationary.Stationary$GAZ_AAA 1 457175.76 587301.62 540.00 0.0
  70_Static vehicles.stationary.Stationary$GAZ_AAA 1 457213.17 587277.19 690.00 0.0
  73_Static vehicles.stationary.Stationary$GAZ_AAA 1 457213.71 587271.80 690.00 0.0
  78_Static vehicles.stationary.Stationary$GAZ_AAA 1 457221.61 587259.63 690.00 0.0
  98_Static vehicles.stationary.Stationary$GAZ_AAA 1 457223.57 587254.30 690.00 0.0
  99_Static vehicles.stationary.Stationary$GAZ_AAA 1 457130.30 587255.22 405.00 0.0
  100_Static vehicles.stationary.Stationary$GAZ_AAA 1 457168.69 587229.64 585.00 0.0
  101_Static vehicles.stationary.Stationary$GAZ_AAA 1 457162.33 587237.19 585.00 0.0
  118_Static vehicles.stationary.Stationary$GAZ_AAA 1 457146.06 587253.15 585.00 0.0
  119_Static vehicles.stationary.Stationary$GAZ_AAA 1 457118.24 587282.24 585.00 0.0
  120_Static vehicles.stationary.Stationary$GAZ_AA 1 457152.66 587246.36 585.00 0.0
  121_Static vehicles.stationary.Stationary$GAZ_AA 1 457136.96 587262.22 585.00 0.0
  122_Static vehicles.stationary.Stationary$GAZ_AA 1 457125.30 587273.89 585.00 0.0
  123_Static vehicles.stationary.Stationary$GAZ_AA 1 457206.85 587282.62 630.00 0.0
  124_Static vehicles.stationary.Stationary$GAZ_AA 1 458036.07 587133.42 630.00 0.0
  24_Static vehicles.planes.Plane$HurricaneMkIIa 1 46863.10 535065.03 335.00 0.0 gb
  25_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 57351.10 475301.37 539.84 0.0 0
  26_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 57459.21 475270.74 719.84 0.0 0
  27_Static vehicles.planes.Plane$HurricaneMkIIa 1 57048.08 475185.97 359.84 0.0 gb
  28_Static vehicles.planes.Plane$HurricaneMkIIa 1 57102.63 475018.56 329.84 0.0 gb
  29_Static vehicles.planes.Plane$BLENHEIM4 1 57359.68 475158.51 269.84 0.0 gb
  30_Static vehicles.stationary.Stationary$WillisMB 1 57035.82 475162.46 534.84 0.0
  31_Static vehicles.stationary.Stationary$WillisMB 1 57350.86 475231.87 534.84 0.0
  32_Static vehicles.artillery.Artillery$MatildaMkII_UK 1 57469.11 475377.26 494.84 0.0 0
  33_Static vehicles.artillery.Artillery$MatildaMkII_UK 1 57476.32 475385.47 489.84 0.0 0
  34_Static vehicles.planes.Plane$HurricaneMkIIa 1 46886.88 534861.01 519.10 0.0 gb
  35_Static vehicles.planes.Plane$HurricaneMkIIa 1 46964.56 534679.58 519.10 0.0 gb
  36_Static vehicles.planes.Plane$HurricaneMkIIa 1 47101.62 534461.27 529.10 0.0 gb
  37_Static vehicles.stationary.Stationary$StudebeckerTruck 1 46992.10 534605.11 595.00 0.0
  38_Static vehicles.stationary.Stationary$StudebeckerTruck 1 47002.99 534590.45 595.00 0.0
  39_Static vehicles.artillery.Artillery$Maxime 1 46567.86 534873.25 595.00 0.0 0
  40_Static vehicles.artillery.Artillery$Maxime 1 46395.46 534804.29 595.00 0.0 0
  41_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 46630.55 534710.25 595.00 0.0 0
  42_Static vehicles.stationary.Stationary$WillisMBt 1 47025.52 534550.39 595.00 0.0
  43_Static vehicles.stationary.Stationary$WillisMBt 1 46693.34 534804.13 595.00 0.0
  44_Static vehicles.artillery.Artillery$MatildaMkII_UK 1 46935.86 534791.88 685.00 0.0 0
  45_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 328671.05 435102.29 515.00 0.0 0
  46_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 327560.48 434630.49 695.00 0.0 0
  47_Static vehicles.planes.Plane$HurricaneMkIIa 1 328182.32 434733.56 485.00 0.0 gb
  48_Static vehicles.planes.Plane$HurricaneMkIIa 1 328234.82 434671.78 514.10 0.0 gb
  49_Static vehicles.planes.Plane$HurricaneMkIIa 1 328267.12 434597.52 184.10 0.0 gb
  50_Static vehicles.planes.Plane$HurricaneMkIIa 1 328654.19 433830.53 480.00 0.0 gb
  51_Static vehicles.planes.Plane$HurricaneMkIIa 1 328693.46 433747.56 509.10 0.0 gb
  55_Static vehicles.planes.Plane$HurricaneMkIIa 1 328700.75 433664.08 539.10 0.0 gb
  57_Static vehicles.planes.Plane$HurricaneMkIIa 1 328141.02 433399.42 343.29 0.0 gb
  58_Static vehicles.planes.Plane$HurricaneMkIIa 1 328203.76 433331.98 299.83 0.0 gb
  59_Static vehicles.planes.Plane$HurricaneMkIIa 1 328301.29 433295.06 269.83 0.0 gb
  60_Static vehicles.stationary.Stationary$WillisMBt 1 327202.92 434350.37 629.83 0.0
  61_Static vehicles.stationary.Stationary$WillisMB 1 327504.58 434203.76 689.83 0.0
  62_Static vehicles.stationary.Stationary$MatildaMkII_UK 1 327396.99 433977.67 704.83 0.0
  63_Static vehicles.stationary.Stationary$StudebeckerTruck 1 327394.68 433970.21 509.83 0.0
  71_Static vehicles.stationary.Stationary$StudebeckerTruck 1 327394.76 433961.34 514.83 0.0
  72_Static vehicles.stationary.Stationary$StudebeckerTruck 1 327395.39 433952.69 499.83 0.0
  74_Static vehicles.stationary.Stationary$WillisMB 1 327395.96 433943.36 509.83 0.0
  0_Static vehicles.planes.Plane$HurricaneMkIIa 1 264493.20 379082.77 449.10 0.0 gb
  75_Static vehicles.planes.Plane$HurricaneMkIIa 1 67035.66 451252.48 495.00 0.0 gb
  76_Static vehicles.planes.Plane$HurricaneMkIIa 1 67012.34 451272.01 495.00 0.0 gb
  77_Static vehicles.planes.Plane$HurricaneMkIIa 1 66990.20 451293.70 495.00 0.0 gb
  79_Static vehicles.planes.Plane$HurricaneMkIIa 1 66967.16 451314.93 495.00 0.0 gb
  80_Static vehicles.planes.Plane$HurricaneMkIIa 1 66946.38 451334.36 495.00 0.0 gb
  81_Static vehicles.artillery.Artillery$Maxime 1 67205.03 451224.12 495.00 0.0 0
  82_Static vehicles.artillery.Artillery$Bofors_40mm_UK 1 66840.64 451384.30 495.00 0.0 0
  83_Static vehicles.artillery.Artillery$Bofors_40mm_UK 1 67326.50 450946.84 495.00 0.0 0
  84_Static vehicles.stationary.Stationary$WillisMB 1 67192.65 451234.44 465.00 0.0
  85_Static vehicles.stationary.Stationary$StudebeckerTruck 1 66936.69 451128.88 485.00 0.0
  86_Static vehicles.planes.Plane$HurricaneMkIIa 1 64493.28 456292.84 360.00 0.0 gb
  87_Static vehicles.planes.Plane$HurricaneMkIIa 1 64498.86 456319.71 375.70 0.0 gb
  88_Static vehicles.planes.Plane$HurricaneMkIIa 1 64506.31 456346.05 375.77 0.0 gb
  89_Static vehicles.planes.Plane$BLENHEIM4 1 64543.06 456449.14 389.71 0.0 gb
  90_Static vehicles.planes.Plane$BLENHEIM4 1 64570.66 456498.62 404.41 0.0 gb
  91_Static vehicles.artillery.Artillery$Maxime 1 65057.62 456324.01 404.97 0.0 0
  92_Static vehicles.artillery.Artillery$Maxime 1 64663.07 456659.75 404.97 0.0 0
  93_Static vehicles.artillery.Artillery$Bofors_40mm_UK 1 64469.07 456143.04 404.97 0.0 0
  94_Static vehicles.stationary.Stationary$WillisMBt 1 64681.20 456728.65 374.97 0.0
  95_Static vehicles.stationary.Stationary$StudebeckerTruck 1 64956.85 456214.71 554.97 0.0
  96_Static vehicles.artillery.Artillery$Maxime 1 164157.96 321198.14 540.00 0.0 0
  97_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 164235.41 321263.62 690.00 0.0 0
  102_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 164329.91 321115.75 510.00 0.0 0
  103_Static vehicles.planes.Plane$HurricaneMkIIa 1 164348.38 321405.11 185.00 0.0 gb
  104_Static vehicles.planes.Plane$HurricaneMkIIa 1 164350.01 321387.31 534.10 0.0 gb
  105_Static vehicles.planes.Plane$HurricaneMkIIa 1 164348.38 321367.87 534.10 0.0 gb
  106_Static vehicles.planes.Plane$HurricaneMkIIa 1 164350.92 321351.16 539.10 0.0 gb
  107_Static vehicles.planes.Plane$HurricaneMkIIa 1 164349.65 321333.00 185.00 0.0 gb
  108_Static vehicles.planes.Plane$F2A_B339 1 164214.30 321070.57 354.10 0.0 gb
  109_Static vehicles.planes.Plane$F2A_B339 1 164214.86 321052.85 359.10 0.0 gb
  110_Static vehicles.planes.Plane$F2A_B339 1 164214.18 321037.31 364.10 0.0 gb
  111_Static vehicles.planes.Plane$F2A_B339 1 164214.18 321022.86 359.10 0.0 gb
  112_Static vehicles.stationary.Stationary$MatildaMkII_AU 1 164115.76 321121.08 719.10 0.0
  113_Static vehicles.stationary.Stationary$MatildaMkII_AU 1 164113.70 321098.69 714.10 0.0
  114_Static vehicles.stationary.Stationary$StudebeckerTruck 1 164104.99 321112.30 364.10 0.0
  125_Static vehicles.stationary.Stationary$WillisMBt 1 164104.76 321122.16 559.10 0.0
  126_Static vehicles.artillery.Artillery$Maxime 1 119857.63 380176.41 694.10 0.0 0
  127_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 119682.34 380973.88 659.10 0.0 0
  128_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 120039.14 379251.80 479.10 0.0 0
  129_Static vehicles.planes.Plane$F2A_B339 1 119935.84 380656.94 509.10 0.0 gb
  130_Static vehicles.planes.Plane$F2A_B339 1 119952.50 380623.61 479.10 0.0 gb
  131_Static vehicles.planes.Plane$F2A_B339 1 119948.99 380578.88 494.10 0.0 gb
  132_Static vehicles.planes.Plane$F2A_B339 1 120002.48 380570.12 465.25 0.0 gb
  133_Static vehicles.stationary.Stationary$WillisMB 1 119707.50 380398.38 360.12 0.0
  134_Static vehicles.stationary.Stationary$StudebeckerTruck 1 119723.16 380389.78 715.12 0.0
  135_Static vehicles.stationary.Stationary$StudebeckerTruck 1 119729.58 380384.26 365.12 0.0
  136_Static vehicles.stationary.Stationary$StudebeckerTruck 1 119736.80 380377.44 360.12 0.0
[Buildings]
  0_bld House$FlagJarmy 1 453365.98 91986.78 630.00
  1_bld House$FurnitureSandbags_Round 1 453832.58 92002.22 435.00
  2_bld House$FurnitureSandbags_Round 1 453833.98 91997.17 615.00
  3_bld House$FurnitureSandbags_Round 1 453202.19 93599.50 360.00
  4_bld House$FlagUKJack 1 365793.49 292201.85 625.00
  5_bld House$FurnitureSandbags_Round 1 538988.03 274666.07 420.00
  6_bld House$FurnitureSandbags_Round 1 538990.61 274661.19 600.00
  7_bld House$FlagJarmy 1 538740.46 274806.67 600.00
  8_bld House$FlagJarmy 1 578814.33 243070.62 450.00
  9_bld House$FurnitureSandbags_Round 1 450065.48 105745.88 479.64
  10_bld House$FurnitureSandbags_Round 1 450063.05 105741.65 659.64
  11_bld House$FlagJarmy 1 450308.19 105321.41 569.64
  12_bld House$FlagUKJack 1 459924.69 433993.50 629.10
  13_bld House$AirdromeControlTowerSmall 1 459925.53 433983.03 629.10
  14_bld House$FurnitureSandbags_Round 1 328670.61 435101.10 695.00
  15_bld House$FurnitureSandbags_Round 1 327561.00 434630.98 515.00
  16_bld House$FurnitureSandbags_Round 1 164235.63 321263.79 540.00
  17_bld House$FurnitureSandbags_Round 1 164329.30 321115.56 360.00
  18_bld House$FurnitureSandbags_Round 1 164157.42 321198.01 360.00
  19_bld House$Water_Tower 1 164061.83 321133.35 649.10
  20_bld House$BambooHut2 1 164048.85 321093.54 559.10
  21_bld House$BambooHut 1 164056.13 321119.42 559.10
  22_bld House$Bamboo_hut_3 1 164051.67 321107.41 559.10
  23_bld House$FlagUKJack 1 164063.81 321108.40 559.10
  24_bld House$FurnitureSandbags_Round 1 119858.05 380176.41 514.10
  25_bld House$FurnitureSandbags_Round 1 119682.60 380974.72 469.10
  26_bld House$FurnitureSandbags_Round 1 120038.86 379251.06 649.10
  27_bld House$Bamboo_hut_3 1 120174.20 380183.18 690.12
  28_bld House$Bamboo_hut_3 1 120174.00 380208.37 690.12
  29_bld House$Bamboo_hut_3 1 120180.34 380163.17 690.12
  30_bld House$FlagUKJack 1 120152.59 380169.52 690.12
[Bridge]
[House]
Title: Re: Project DGen_mod
Post by: greybeard on July 12, 2015, 02:45:10 AM
There is something new, or the communication process was interrupted again? :-\
Title: Re: Project DGen_mod
Post by: Asura on July 16, 2015, 07:30:23 AM
There is something new, or the communication process was interrupted again? :-\

Try this version https://yadi.sk/d/dK4vLQEYhuWmC (https://yadi.sk/d/dK4vLQEYhuWmC)
Title: Re: Project DGen_mod
Post by: greybeard on July 16, 2015, 08:21:55 AM
Try this version...

Thanks, I'll try it ASAP!

GB
Title: Re: Project DGen_mod
Post by: greybeard on July 16, 2015, 09:59:54 AM
Test done. Unfortunately, starting time is still always midnight. In addition, all aircraft trying to takeoff from a carrier deck crash as soon as the mission starts (this is a bug present on all versions of your DGen from 2.0.2.0 onward).

(http://s2.postimg.cc/kgw8eynd5/DGen2032bugs.jpg) (http://postimage.org/)

On the bright side, be aware I solved problem of static aircraft: was enough adding in blue and red MIS files last items related to nationality and markings. For instance, instead of:

  5_Static vehicles.planes.Plane$A_20B 2 71622.20 121925.79 215.00 0.0

this:

  5_Static vehicles.planes.Plane$A_20B 2 71622.20 121925.79 215.00 0.0 fr 2 1.0 null 1

Indeed, although I still play 4.09, your DGen is able to read and manage the new format. This allowed the aircraft static display with all versions up to 2.0.3.2!
Title: Re: Project DGen_mod
Post by: Asura on July 17, 2015, 08:09:06 AM
https://yadi.sk/d/kHIWIBOChvhYm (https://yadi.sk/d/kHIWIBOChvhYm)

I corrected departure time. Didn't understand - the problem is solved with stationary planes?
Title: Re: Project DGen_mod
Post by: Asura on July 17, 2015, 08:11:25 AM
Collisions on the deck not a problem of the generator. The generator now places on take-off only the player's link. At most 4 planes. If they face among themselves it most likely stirs mod which increases number of planes on the deck. I advise it to disconnect.
Title: Re: Project DGen_mod
Post by: greybeard on July 17, 2015, 08:48:56 AM
Thanks for the update, I'll try it soon.

The problem is solved (uregulirovannyy) with stationary planes.

Collisions on the deck not a problem of the generator.

Be aware that same campaign if played with DGen 2.0.1.2 has no problem! Same files, no additional mods, all identical (ôl identichnyy), only (tol'ko) different DGen version.

Thanks for your help (spasibo).
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on July 17, 2015, 11:15:36 AM
https://yadi.sk/d/kHIWIBOChvhYm (https://yadi.sk/d/kHIWIBOChvhYm)

I corrected departure time. Didn't understand - the problem is solved with stationary planes?

Can we label this as the final version for 409?
Title: Re: Project DGen_mod
Post by: greybeard on July 17, 2015, 12:09:08 PM
Test results (in this campaign used for test there are 2 missions per day):

(http://s17.postimg.cc/i84rhd5hb/DGen2032bug.jpg) (http://postimage.org/)
no more start at 0000

(http://s21.postimg.cc/ipj546n3r/DGen2032bug_time.jpg) (http://postimage.org/)

(http://s14.postimg.cc/xc2x8hcn5/DGen2032bug_next_day.jpg) (http://postimage.org/)

(http://s24.postimg.cc/hbbpbx9yt/DGen2032bug_2nd_mission_of_2nd_day.jpg) (http://postimage.org/)

So, it remains only the bug of aircraft crash on carrier desktop. Secondarily, would be good not to have same (or inverted) time of departure for multiple missions in a day.

Thanks again for all your help!
Title: Re: Project DGen_mod
Post by: Cloyd on July 17, 2015, 12:22:16 PM
Can we label this as the final version for 409?

PLEASE! So that Asura can finalize DGen for us non-409 people.
Title: Re: Project DGen_mod
Post by: Asura on July 18, 2015, 03:44:19 AM
The new version is suitable for all versions of game. From 4.09 till 4.13. In version 4.13 the set of arms of 4.12 so far is used. Unfortunately in the summer absolutely there is no time for work with the generator. I will start doing large updatings in the fall. For version 4.09 (for the correct display of stationary planes) it is necessary to add the "OldStat" parameter to DGen_mod.ini. Without this parameter the full line of stationary planes for 4.12 will be used.
Title: Re: Project DGen_mod
Post by: Asura on July 18, 2015, 03:46:41 AM
Departure time for several missions in day an old problem, it I will solve. But quickly it won't manage to be made.

To a question of collisions - send me this campaign I will look that not so.
Title: Re: Project DGen_mod
Post by: hello on July 18, 2015, 06:59:39 AM
Thank you, that sounds very good.  Take your time and enjoy the summer!
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on July 18, 2015, 08:20:53 AM
+1000

Happy summer holidays!!!!
Title: Re: Project DGen_mod
Post by: greybeard on July 19, 2015, 02:45:48 AM
For version 4.09 (for the correct display of stationary planes) it is necessary to add the "OldStat" parameter to DGen_mod.ini. Without this parameter the full line of stationary planes for 4.12 will be used.

The "OldStat" parameter inside DGen_mod.ini did not work for me. I got stationary planes showing correctly in 4.09 by leaving the full line of 4.12 in blue/red mis files, as I explained above, making also an example. It is DGen which builds mission, and your DGen is made to read correctly the full line of 4.12, no matter if game version is 4.09. Of course, it is necessary that campaign makers modify accordingly their blue/red mis files, otherwise player will not see any stationary plane. For this same reason, stock and old DGen campaigns will not show, when played by DGen_mod v.2.0.3.2 any stationary plane. Hope I made myself understood.
Title: Re: Project DGen_mod
Post by: greybeard on July 19, 2015, 02:57:10 AM
Departure time for several missions in day an old problem, it I will solve.

Please! (Bud'te dobry!)

Quote
To a question of collisions - send me this campaign I will look that not so.

I sent you in the past many e-mails to dgen.service@mail.ru, without receiving any answer: this address is still valid?

Thank you,
GB
Title: Re: Project DGen_mod
Post by: Asura on July 20, 2015, 08:10:25 AM
10_RedStatic vehicles.planes.Plane$B_17G 1 263582.65 33902.26 390.00 0.0  2 1.0  0 - not OldStat
10_RedStatic vehicles.planes.Plane$B_17G 1 263582.65 33902.26 390.00 0.0 - OldStat

Two lines of the same campaign. In the second case there is a cut-down line in mis the file.

The mailbox working, just checked. Lay out campaign in a cloud - I will take away.
Title: Re: Project DGen_mod
Post by: greybeard on July 21, 2015, 12:50:34 AM
The mailbox working, just checked.

Sorry for my stupidity! No need to send campaign!

Click here to download (Nazhmite zdes', chtoby zagruzit') (http://www.mission4today.com/index.php?name=Downloads3&get=1932&mirror=3510)

It is "Dakar 1940" campaign, where all British planes always take off from carriers.

(http://www.mission4today.com/uploads/DL2014/33703_dakar404up_thumb.png)

Privet!
GB

Title: Re: Project DGen_mod
Post by: Asura on July 27, 2015, 07:14:33 AM
It is "Dakar 1940" campaign, where all British planes always take off from carriers.

https://www.mediafire.com/download/z2l1yxlg5byzve9/DGen.exe (https://www.mediafire.com/download/z2l1yxlg5byzve9/DGen.exe)

Try this version - the problem with collisions has to leave.
Title: Re: Project DGen_mod
Post by: hello on July 27, 2015, 08:27:03 AM
It is "Dakar 1940" campaign, where all British planes always take off from carriers.

https://www.mediafire.com/download/z2l1yxlg5byzve9/DGen.exe (https://www.mediafire.com/download/z2l1yxlg5byzve9/DGen.exe)

Try this version - the problem with collisions has to leave.

Thank you. Will try immediately.

PS. Don't forget your summer holidays :)
Title: Re: Project DGen_mod
Post by: greybeard on July 28, 2015, 12:21:43 AM
Try this version - the problem with collisions has to leave.

Indeed, it left. Unfortunately, another problem came out: auxiliary drop tanks given by generator, actually are missing during simulation. In addition, after four missions, at beginning of fifth IL-2 got blocked and I was forced to hit CTRL+ALT+DEL to terminate.

Thanks for your efforts,
GB
Title: Re: Project DGen_mod
Post by: Asura on July 29, 2015, 01:01:30 AM
auxiliary drop tanks given by generator, actually are missing during simulation.

Not absolutely I understood about tanks, but most likely discrepancy of arms in AllWeapons, Planes and game.

Quote
In addition, after four missions, at beginning of fifth IL-2 got blocked and I was forced to hit CTRL+ALT+DEL to terminate.

It is necessary to watch records of the log files.
Title: Re: Project DGen_mod
Post by: greybeard on July 29, 2015, 01:51:22 AM
Not absolutely I understood about tanks, but most likely discrepancy of arms in AllWeapons, Planes and game.

I have to check and then let you know.

Quote
It is necessary to watch records of the log files.

Right! I always forget to do it! :-[

Give me some time; I messed with too many projects lately.
Title: Re: Project DGen_mod
Post by: tn_prvteye on July 30, 2015, 01:04:04 PM
Quick question.  This probably isn't going to work, but I'm trying a Dgen campaign for Korea.  I'm running CUP and I've created a towns.dat and an AF.dat file for the 3BG_KTO map.
Also have very basic files to test.  Just a few squads to see if it will generate.  This is the error.  I realize that I'm probably trying to do something that DGEN can't do...just wanted to be sure.
Code: [Select]
= DGen_mod 2.0.3.0 (07/05/2015) =
seed: 2310655
ParamStr: us 0       
DGen_mod initialization. Side: us, Rank: 0
MaxFLAK=10
MaxBomberSkill=0
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: UsS
EnemyNation from settings:
Load DGen\mod\AllPlaneDB.dat:
Load DGen\mod\AllPlaneDB_m.dat:
3BG_KTO
Load DGen\mod\3BG_KTOTowns.dat:
EnemyNation from stock:
ReadDB sorties:1
Load DGen\mod\AllWing.dat:
TestWing(Allies,15AF_31FG_307FS): 15AF_31FG_307FS 0 00
Blue skill set: 5 40 30
Red skill set: 5 40 40
Inherits operations from DGen\ops_Korea.dat
Loading 1 operation from DGen\ops_Korea.dat
Loading 2 red moving group
Loading 278 red stationary units
Loading 0 red buildings
Loading 0 blue moving group
Loading 2 all moving group
Can't parse Stationary target description
Title: Re: Project DGen_mod
Post by: Asura on July 31, 2015, 12:45:01 AM
Quick question.  This probably isn't going to work, but I'm trying a Dgen campaign for Korea.  I'm running CUP and I've created a towns.dat and an AF.dat file for the 3BG_KTO map.

Add section [NStationary] to templates. Even if there are no stationary objects on a template in the Blue and Red files these sections have to be. Let and empty.

Approximately the minimum file of a template so has to look.

Code: [Select]
[MAIN]
  briefSound samples/sounds/CarrierUSA1.wav
  MAP LS_Marcus/load.ini
  TIME 6.750001
  CloudType 1
  CloudHeight 1300.0
  player USN_VF_9A01
  playerNum 0
[SEASON]
  Year 1943
  Month 8
  Day 31
[WEATHER]
  WindDirection 0
  WindSpeed 2.80
  Gust 0
  Turbulence 0
[Wing]
[Chiefs]
[NStationary]
[Buildings]

I with pleasure will pass the Korean campaign. :) MiG Alley will be? ;)
Title: Re: Project DGen_mod
Post by: tn_prvteye on July 31, 2015, 12:57:15 AM
Just a basic Campaign right now.  I've got the Map files if you'd like me to send them to you...but I obviously haven't been able to test them yet.  I've got the cities and AFs done.  I haven't done the bridges, yet.

It looks like I already have an [NStationary] section in the MIS templates.   :(

My Blue MIS Template:
Code: [Select]
[MAIN]
  MAP 3BG_KTO/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1945
  Month 2
  Day 19
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  1st_F_AVR00
[1st_F_AVR00]
  Planes 1
  Skill 1
  Class air.Mig_15
  Fuel 100
  weapons default
[1st_F_AVR00_Way]
  NORMFLY 42799.99 495414.47 500.00 300.00 &0
  NORMFLY 43932.42 496363.64 500.00 300.00 &0
  NORMFLY 44424.78 496500.40 500.00 300.00 &0
  NORMFLY 44605.32 496412.87 500.00 300.00 &0
[NStationary]
[Buildings]
[Bridge]
[House]
Title: Re: Project DGen_mod
Post by: Asura on July 31, 2015, 01:26:29 AM
In general has to work. If you don't understand - a vysulayta files of campaign, I pro-willows that not so.
Title: Re: Project DGen_mod
Post by: tn_prvteye on July 31, 2015, 11:26:29 AM
I got it to generate!  I was missing the [Chiefs] section.  No I have to fill out the campaign.  This could take a while.   :)
Title: Re: Project DGen_mod
Post by: JG7_X_Man on August 04, 2015, 02:15:22 PM
Asura - can we get a manual for us English users?  ;)
Title: Re: Project DGen_mod
Post by: Asura on August 05, 2015, 02:18:49 AM
Asura - can we get a manual for us English users?  ;)

Unfortunately I now have no translator. Perhaps later work will be continued but now concrete I can't tell anything.
Title: Re: Project DGen_mod
Post by: tbauchot on August 06, 2015, 03:37:04 PM
Hi Asura , Hi all,

Just a question about the functionality about the : "[Skill]" section of the "campaign name".db

For example :

[Skill]
Blue:A5,V50,N20
Red:A5,V20,N40

does that mean in the blue section that , As = 5% , Vétéran = 50% , Normal (average) = 20% ,
and no mentionned ,  rookie = 25% ?

I would be very happy and very grateful if you could give me some information on this topic !  ;)

Because some Dgen campaign with this settings, especially in 4.12 :

CampaignAI=Easy
CampaignDifficulty=Easy
CampaignMissions=Easy

are playable , but some over one are completly unplayable with too much killers and snipers in the sky with skill levels generally of 2 or 3 ...  :(

Thank you very much in advance !  :)

Best regards, Thierry.  ;)
Title: Re: Project DGen_mod
Post by: greybeard on August 07, 2015, 04:12:20 AM
For example :

[Skill]
Blue:A5,V50,N20
Red:A5,V20,N40

does that mean in the blue section that , As = 5% , Vétéran = 50% , Normal (average) = 20% ,
and no mentionned ,  rookie = 25% ?

Yes, it does.

Quote
Because some Dgen campaign with this settings, especially in 4.12 :

CampaignAI=Easy
CampaignDifficulty=Easy
CampaignMissions=Easy

are playable , but some over one are completly unplayable with too much killers and snipers in the sky with skill levels generally of 2 or 3 ...  :(

The Easy setting is already the lowest you can set. Besides, the CampaignDifficulty already includes both CampaignAI and CampaignMissions; that's to say when you set CampaignDifficulty=Easy this just means the other two are both set to Easy.

CampaignAI=Easy means that enemy AI is set one rank lower, e.g. Aces become Veterans and so on, while your mates are elevated one rank (i.e. Rookies ---> Average, etc.).

Unfortunately, from version 4.11.1 onward, TD gave (only) to enemy AI "inhuman" capabilities, lol, the most hated by me are the "St.Vithus dance" and the "Fake Stall (with successful recover!) below 100m altitude", both performed even and above all by Rookies (so unavoidable also with lowest setting of enemy AI). :(

I can suggest to install the SAS 2.7 Engine mod (although dedicated mainly to jet engines compatibility, it "softens" significantly enemy AI). Personally, I'm stick and happy with 4.09 with Certificate's AI. ;)

HTH

N.B.: you're a bit off-topic, though, since these aspects are not specific of Asura's DGen, but just stock and common with it.
Title: Re: Project DGen_mod
Post by: greybeard on August 07, 2015, 04:30:56 AM
Asura

I have started a new campaign using your latest version 2.0.3.4 of the DGen.

So far, so good.

Here I post translations of the new features in respect of previous versions, to be used by the community (if they are correct), they all refer to the settings[campaigns_name].dat file:

sections sequence:
Code: [Select]
Pacific
UseParkedPlanes
UseSearchlight
[EnemyNation]
[AF_OFF]
[Distance]
[AirStart]
[DropTanksON]
[MapSeason]
[MapNight]
[MapWeather]
[MapWind]
[RndScrambleOFF]
[Airfield]
[RndTransferOFF]
[Transfer]

Airfield
Code: [Select]
[Airfield] - not a mandatory section. A new mechanism for determining the player's aerodrome. If the section is
present, the generator will check for the matching items, placing player on the specified airport. If no match is
found or the section is not working the old airfield matching algorithms - ParkedPlanes and search for the nearest
will be - used.

Format section:

Episode_name Airfield Airplane Squadron Type_of_start Distance Direction

Sample section:

[Airfield]
BurmaD2 Malon SPITFIRE5C2 ** 2 20 2
BurmaD2 Kangla SPITFIRE8 615Squadron 2 20 2
BurmaD3 Kangla ** ** 2 20 2

On the first line, if the player flies SPITFIRE5C2 for any squadron, he will be posted at the Malon airport, on
the second line, if the player's plane is SPITFIRE8 and his squadron 615Squadron it will be placed at the airport
Kangla, on the third line, the player will be placed at the airport Kangla regardless of aircraft and Squadron.

** - Any value.
Type_of_start - determines the order of the groups taking off from the airfield.

Available Values:
0 - normal
1 - pair
2 - line
Distance - the distance between the planes at the start line and a couple of meters.
Direction - determines the direction of take-off.
Available Values:
0 - default (red from the first point to the second, blue from the second to the first)
1 - from the first point to the second coordinate
2 - from the second to the first point coordinates

INFO
Options Type_of_start, distance and direction are implemented in the generator, but temporarily disabled because
the game can not realize these opportunities for the squadron of two groups or more (more than 4 aircraft).

RndTransferOFF
Code: [Select]
[RndTransferOFF] - not a mandatory section. Disables generation of the relocation mission during episodes,
according to the old algorithm.

Format section:

Episode_name

Sample section:

[RndTransferOFF]
BurmaD2

Old generation algorithm mission relocation works as follows: each time the front-line searches for the nearest
airport to it, if the current airfield between the player and the closest frontline airfield is more than 100km -
current mission is created for the relocation to the new airport (the closest to the front line).

Transfer
Code: [Select]
[Transfer] - not a mandatory section. A new mechanism for the formation of relocation missions. If the section is
present, the generator will check all rows for the coincidence of the squadron, the date and the current
aerodrome, on the coincidence a redeployment mission is formed to said airfield. If no match is found or there is
no section the old relocation algorithms will work.

Format section:

Episode_name Date Squadron Aerodrome_current Aerodrome_new

Sample section:

[Transfer]
BurmaD2 19440324 ** Kangla Aberdeen
BurmaD2 19440324 615Squadron Malon Tulihal

On the first line, if the current date is 19440324, and the player is based on the Kangla airfield it will be
relocated to the airport of Aberdeen; on the second line, if the current date is 19440324, and Player's Squadron
is 615Squadron and it is based at the airport of Malon it will be relocated to the Tulihal airfield. In case of
more than one scheduled missions on same date, the first mission of the day will be the relocation and subsequent
mission has to be done with the new airport.

Besides, I would ask if it is possible to set a planned transfer for player to a new unit during campaign.

Thank you,
GB
Title: Re: Project DGen_mod
Post by: tbauchot on August 07, 2015, 04:53:42 AM
Hi Greybeard,

Thank you very much for your response and your humor about the AI ;)

I'm really sorry for the : Off topic !
Because I thought that the functionality : "[Skill]" section of the "campaign name".db
was specific to "Asura new Dgen"...

Good flights for you !
( I'am actually palying your campaigns : Murmansk_Expedition and Kurland_JG54_Fw-190A
on HSFX 7 , very good work, thank you very much ! ;)  )
Title: Re: Project DGen_mod
Post by: JG7_X_Man on August 07, 2015, 01:53:43 PM
Question: This might be a big ask but does anyone have a [Campaign Name]Planes.dat file for all aircraft In CUP or HSFX to share?
Title: Re: Project DGen_mod
Post by: greybeard on August 09, 2015, 02:54:15 AM
Asura

I'm proceeding in the campaign. Works like a Swiss clock.

I'm posting here translation of new features related to ops[episode_name].dat:

Code: [Select]
The new Mission code*: oBlueTranEscortC/oRedTranEscortC

Mission: support transport aircraft

Goal: random "zone" in the Player's territory

Description: these lines define the groups accompanying transport planes carrying supplies for friendly troops. Player Group provides cover for aircraft that when in the "zone" throw weight. Enemy groups try to intercept player's group.

Player's Aircraft Type: FIGHTER, LIGHT, ALL

Player's group place in the string: 2nd (e.g.: oRedTranEscortC 19410622:19450509 RED 2T 2Y BLUE 2F)

Weapons set to attack ground targets: no

Weapons set to attack air targets: no


The new Mission code*: oBlueScrambleO/oRedScrambleO

Mission: reaction to the raid on the airfield player (off the alarm)

Goal: player's aerodrome

Description: enemy aircraft groups carried out a raid on the player's airfield. The player begins the mission when all enemy groups are at a distance less than 40 km away. These missions are generated using data from ops-file with the date.

Player's Aircraft Type: FIGHTER, LIGHT, ALL, JABO

Player's group place in the string: 1st

Weapons set to attack ground targets: no

Weapons set to attack air targets: yes


The new Mission code*: oRedCircusBombDepot/oRedCircusAttackDepot

Mission: Operation "Circus"**

Goal: warehouse in enemy territory

Description: these lines define the groups for the operation "Circus" when attacking the enemy warehouse. Player's Group provides cover for the first attack group or attacks warehouse. Enemy groups carry out protection of their facilities.

Player's Aircraft Type: FIGHTER, LIGHT, ALL / BOMBER

Player's group place in the string: 2nd / 1st

Weapons set to attack ground targets: no / yes

Weapons set to attack air targets: no / no


The new Mission code*: oRedCircusBombHQ/oRedCircusAttackHQ

Mission: Operation "Circus"

Goal: Field Staff in enemy territory

Description: these lines define the groups for the operation "Circus" when attacking the enemy's field headquarters. Player's Group provides cover for the first attacking team or attacks the headquarters. Enemy groups carry out protection of their facilities.

Player's Aircraft Type: FIGHTER, LIGHT, ALL / BOMBER

Player's group place in the string: 2nd / 1st

Weapons set to attack ground targets: no / yes

Weapons set to attack air targets: no / no


The new Mission code*: oRedCircusBombPort/oRedCircusAttackPort

Mission: Operation "Circus"

Goal: port in enemy territory

Description: these lines define the groups for the operation "Circus" when attacking enemy ports. Player's Group provides cover for the first attacking team or attacks the port. Enemy groups carry out protection of their facilities.

Player's Aircraft Type: FIGHTER, LIGHT, ALL / BOMBER

Player's group place in the string: 2nd / 1st

Weapons set to attack ground targets: no / yes

Weapons set to attack air targets: no / no


The new Mission code*: oRedCircusBombAF/oRedCircusAttackAF

Mission: Operation "Circus"

Goal: airfield in enemy territory

Description: these lines define the groups for the operation "Circus" when attacking enemy airfields. Player's Group provides cover for the first attacking team or attacks the airfield. Enemy groups carry out protection of their facilities.

Player's Aircraft Type: FIGHTER, LIGHT, ALL / BOMBER

Player's group place in the string: 2nd / 1st

Weapons set to attack ground targets: no / yes

Weapons set to attack air targets: no / no


The new Mission code*: oRedCircusBombStation/oRedCircusAttackStation

Mission: Operation "Circus"

Goal: railway station in enemy territory

Description: these lines define the groups for the operation "Circus" when attacking enemy railway stations. Player's Group provides cover for the first attacking team or attacks the railway station. Enemy groups carry out protection of their facilities.

Player's Aircraft Type: FIGHTER, LIGHT, ALL / BOMBER

Player's group place in the string: 2nd / 1st

Weapons set to attack ground targets: no / yes

Weapons set to attack air targets: no / no


The new Mission code*: oRedGroundFreeHunt/oBlueGroundFreeHunt

Mission: free hunting for ground targets

Goal: random weakly armored enemy target

Description: these lines define the player's groups finding and attacking lightly armored enemy targets. The second group in the string provides cover for the player's one. Enemy groups try to intercept player's group.

Player's Aircraft Type: GROUND, JABO, LIGHT, ALL

Player's group place in the string: 1st

Weapons set to attack ground targets: yes

Weapons set to attack air targets: no


The new Mission code*: oRedRhubarb

Mission: Operation "Rhubarb"***

Goal: random weakly armored enemy target

Description: these lines define the player's groups for the operation "Rhubarb", finding and attacking lightly armored enemy targets in a not ideal weather (fog / cloud cover). The second group in the string provides cover for the player's one. Enemy groups try to intercept player's group.

Player's Aircraft Type: GROUND, JABO, LIGHT, ALL

Player's group place in the string: 1st

Weapons set to attack ground targets: yes

Weapons set to attack air targets: no


* - recommended to use the name of the mission of the column "The new Mission code".

** - Operation "Circus"(© Motorhead):
After completion of the Battle of Britain, in late 1940, it came a relative lull in the fighting over the English Channel. Luftwaffe stopped the massive raids on Britain and mostly limited to night bombing of cities, many units were transferred to other theaters. Offensive initiative passed to the British, and in front of the Royal Air Force raised the question of the further strategy of the air war against Germany. Fighter Command had decided to move the fighting into the territory occupied by the enemy. To this end, in early 1941, has developed several types of air operations: «Circus», «Rodeo», «Roadstead», «Rhubarb» etc, providing offensive over France. Since the beginning of 1941 to mid-1943, the main type of operation is the "Circus". All the "circus" were sequentially numbered, "Circus» No. 1 was held January 10, 1941, his goal became ammunition depots have Forey de Gine, south of Calais.
Plan of Operation "Circus" was simple: a small group of bombers (6-12 "Blenheims") directed to the bombing of the object in France. The aim was usually the ammunition depot, airport, port or train station. Bombers got a very strong fighter cover: 10-15 squadrons "Spitfire" accompanied them on the route of flight. Expect cause serious damage to ground targets is not accounted for, but the Luftwaffe could not ignore such raids, and were forced to engage in battle. The emergence of FW-190 and new modifications Me-109 led to the fact that the British suffered heavy losses during the "Circus". Often, the Royal Air Force lost more planes than he himself managed to destroy, but until 1943 "Circus" performed very intensively.

*** - Operation "Rhubarb": no description on Manual.

Cheers,
GB
Title: Re: Project DGen_mod
Post by: greybeard on August 10, 2015, 04:00:47 AM
Asura

First problem.

Notwithstanding Random Transfers were OFF

(http://s15.postimg.cc/afp1gz9uj/Planned_moves.jpg) (http://postimage.org/)

and a transfer was planned to Kluang on 6 February 1942

DGen motu proprio moved to Batu Pahat

(http://s3.postimg.cc/pkopfhaoz/Unwanted_move.jpg) (http://postimage.org/)

while on planned date no transfer was performed

(http://s8.postimg.cc/lon48u7ud/Missed_move.jpg) (http://postimage.org/)

Previous transfer was performed as planned

(http://s28.postimg.cc/94b1noq8t/Regular_move.jpg) (http://postimage.org/)
Title: Re: Project DGen_mod
Post by: Asura on August 11, 2015, 03:34:32 AM
Settings of section [AF_OFF] are used in this campaign?
Title: Re: Project DGen_mod
Post by: greybeard on August 11, 2015, 12:40:39 PM
Settings of section [AF_OFF] are used in this campaign?

No sir. [AF_OFF] section is empty.

Second problem:

(http://s10.postimg.cc/q5r898aex/Empty_briefing.jpg) (http://postimage.org/)

this happened at second mission of "CoralSea" episode, blue side. All related files are same of previous campaign; it changed only the generator version (from 2.0.1.2 to 2.0.3.4).
Title: Re: Project DGen_mod
Post by: Asura on August 12, 2015, 12:41:16 AM
The problem with change of airfield by jump is (sharply) connected with that that the list of indexes of airfields changed concerning the list of the AF files. It is necessary to understand that became the reason. As example:

At the beginning of mission the generator creates the list of airfields with indexes.

AF1 - 00
AF2 - 01
AF3 - 02
AF4 - 03

The player is based on airfield of AF2. If in the course of mission preparation the list of airfields changes (for example the section [AF_OFF] switches off AF1) indexes change.

AF1 - OFF (not in list)
AF2 - 00
AF3 - 01
AF4 - 02

The index of basic airfield of the player remains 01, but it not to AF2 and AF3 any more, it turns out races.

Also in all parameters connected with placement and a transfer parameters (the plane, squad, date, etc.) are checked for coincidence all without exception. At the correct task of all parameters placement and a transfer will correctly work.

Cant select target - the problem connected with that that this day, for this plane, at this distance for this mission wasn't the suitable purpose. It is necessary to check everything in campaign.
Title: Re: Project DGen_mod
Post by: greybeard on August 12, 2015, 01:34:44 AM
(http://s1.postimg.cc/997dct8hb/Empty_section.jpg) (http://postimage.org/)

Cant select target - the problem connected with that that this day, for this plane, at this distance for this mission wasn't the suitable purpose. It is necessary to check everything in campaign.

That day, that plane, at that distance, got a mission by DGen 2.0.1.2;

It is not necessary to check campaign, it is necessary to check DGen 2.0.3.4!

Thanks for the kind help,
GB
Title: Re: Project DGen_mod
Post by: Asura on August 13, 2015, 01:24:15 AM
give the reference to campaign and you speak what to try - I will check
Title: Re: Project DGen_mod
Post by: greybeard on August 13, 2015, 04:24:01 AM
give the reference to campaign and you speak what to try - I will check

Spasibo.

http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1675 (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1675)

This is previous version, which works with DGen 2.0.1.2.

I'm going to send you at dgen.service@mail.ru files to overwrite and get version 2.5, which works with DGen 2.0.3.4.

The two glitches I mentioned above are found playing episodes:

Singapore2 of campaign "Pacific War" for IJA.

CoralSea of campaign "Pacific War" for IJN.

------------------------------------------------------

Still bad news, sadly. :(

I tested another campaign (Kurland) with DGen 2.0.3.4, flying Yak-3 for Normandie-Niemen, and had troubles with fuel. Mission was an escort to IL-2 to a target not far, but Shturmovik is slow and suffer of the "Repeat Attack" (Povtorite Ataka!) syndrome, so Yak-3 flew at full throttle all the way, loitering on target waiting for IL-2 to be shot down or getting out of ammo. As a consequence it ran out of fuel close to home airbase, at the end of return trip.

I'm strongly convinced , for the way the game manages AI and missions, that radius of action should be 1/5 of full range - please think it over (obdumyvat').
Title: Re: Project DGen_mod
Post by: greybeard on August 15, 2015, 10:33:49 AM
Second and last tranche of new features translation; indeed, previous ones that i posted here were related to version 2.0.2 of Asura's DGen in respect of 2.0.1 - now I'm posting new features of version 2.0.3 in respect of 2.0.2:

Code: [Select]
ATTENTION! Starting with version 2.0.3.0 DGen_mod is not compatible with old seaplane dynamic campaigns. Missions in these campaigns are created with errors. Look for compatible new campaign.


FriendlyAAASkill – sets the skill of friendly anti-aircraft installations.

Available values are:
FriendlyAAASkill = 0 - the value of skill is taken from the campaign template files.
FriendlyAAASkill = 1 - all antiaircraft guns are set to cadet skill.
FriendlyAAASkill = 2 - all antiaircraft guns are set to newbie skill.
FriendlyAAASkill = 3 - all antiaircraft guns are set to veteran skill.
FriendlyAAASkill = 4 - all antiaircraft guns are set to ace skill.


FriendlyShipSkill - sets the skill of friendly ships.

Available values are:
FriendlyShipSkill = 0 - the value of skill is taken from the campaign template files.
FriendlyShipSkill = 1 - all ships are set to cadet skill.
FriendlyShipSkill = 2 - all ships are set to newbie skill.
FriendlyShipSkill = 3 - all ships are set to veteran skill.
FriendlyShipSkill = 4 - all ships are set to ace skill.


EnemyAAASkill - sets the skill of the enemy anti-aircraft installations.

Available values are:
EnemyAAASkill = 0 - the value of skill is taken from the campaign template files.
EnemyAAASkill = 1 - all antiaircraft guns are set to cadet skill.
EnemyAAASkill = 2 - all antiaircraft guns are set to newbie skill.
EnemyAAASkill = 3 - all antiaircraft guns are set to veteran skill.
EnemyAAASkill = 4 - all antiaircraft guns are set to ace skill.


EnemyShipSkill - sets the skill of the enemy ships.

Available values are:
EnemyShipSkill = 0 - the value of skill is taken from the campaign template files.
EnemyShipSkill = 1 - all ships are set to cadet skill.
EnemyShipSkill = 2 - all ships are set to newbie skill.
EnemyShipSkill = 3 - all ships are set to veteran skill.
EnemyShipSkill = 4 - all ships are set to ace skill.

I think there's an error here:

(http://s28.postimg.cc/cw0v85lnx/DGen_Manual23_ERROR.jpg) (http://postimage.org/)

Code: [Select]
New "Types":

HyRecon - reconnaissance seaplane, codes file ops*: Hr, Hx
HyFighter - fighter floatplane, code file ops*: Hf
HyFighterB - fighter-bomber floatplane, the codes file ops*: HfB, Hx
HyPatrol - patrol seaplane, codes file ops*: Hp, Hx
HyTransport - transport seaplane, codes file ops*: Ht
Patrol - land-based patrol aircraft, code file ops*: Pt

Extended Line 1 - defining hydro aerodrome (seaplanes taking off and landing on water):

(http://s28.postimg.cc/p0bjbe965/DGen_Manual23extended_Line1.jpg) (http://postimage.org/)

Code: [Select]
Hydrodrom - a sign that these coordinates are used only for seaplanes.


Extended line 2 - defining airfield, installed on the template (objects 1-5 Test runway in full editor):

(http://s29.postimg.cc/o1tm1289j/DGen_Manual23extended_Line2.jpg) (http://postimage.org/)

Code: [Select]
TText - line from a campaign template with the description of the object. In forming the object of the mission of the template will be identified as an airfield.

Examples of lines in the file:
227154.40; 227056.32; 227981.18; 227753.26; Wissant
492891.43; 279149.20; 494543.12; 279158.80; Rekata_seaplane_base; H
106082.58;113670.38;107002.35;113424.77;B11_Longues > 1_StaticAF ships.Ship$RwyTranspWide 1
106498.44 113560.65 555.00 0.0 0 2 1.0


[ChangeSquad] - not a mandatory section. The mechanism allows the player to transfer to the new squadron. When translating the name of the squadron changes and a new set of colleagues is made, with all the player's merits saved. The algorithm works at the beginning of each episode.

Format section:
episode_name Squadron_old Squadron_new

Sample section:

[ChangeSquad]
Moscow_1941_07_14HB 1TBAP 3TBAP

Advanced format string:

(http://s2.postimg.cc/fpq2oj47d/Advanced_Format_String.jpg) (http://postimage.org/)

Code: [Select]
Key_point - city (key point) of section [Towns] inside file [episode_name].DB. Link to the city in line instructs the generator to seek targets primarily in the area of that city. The option works for static purposes: warehouse, port, city, airport/seaplane base, railway station, an artillery battery, etc.


New code Y:

description - Player's group, starting from airport or seaplane base

gleaned from the file types AllPlaneDB.dat - n/a

maximum number of aircraft - 12

start of route - taking off from the airfield or seaplane base

end of route - landing on the airport or seaplane base


New code Hf:

description - group of fighter floatplanes

gleaned from the file types AllPlaneDB.dat - HyFighter

maximum number of aircraft - 12

start of route - take off from the seaplane base or airstart point

end of route - landing on a seaplane base or airstart point


New code HfB:

description - group of fighter-bomber floatplanes

gleaned from the file types AllPlaneDB.dat - HyFighterB

maximum number of aircraft - 12

start of route - take off from the seaplane base or airstart point

end of route - landing on a seaplane base or airstart point


New code Hx:

description - scramble mission for a group of seaplanes (interception). This group will start at an arbitrary point at a distance of 15 to 20 km from the target, the attack going in the direction of the seaplane base.

gleaned from the file types AllPlaneDB.dat - HyRecon, HyFighterB, HyPatrol

maximum number of aircraft - 12

start of route - start in the air at an arbitrary point

end of route - landing on the seaplane base


New code Ht:

description - group of transport seaplanes

gleaned from the file types AllPlaneDB.dat - HyTransport

maximum number of aircraft - 12

start of route - take off from the seaplane base or airstart point

end of route - landing on a seaplane base or airstart point


New code Hr:

description - group of scout seaplanes

gleaned from the file types AllPlaneDB.dat - HyRecon

maximum number of aircraft - 12

start of route - take off from the seaplane base or airstart point

end of route - landing on a seaplane base or airstart point


New code Hp:

description - group of patrol seaplanes

gleaned from the file types AllPlaneDB.dat - HyPatrol

maximum number of aircraft - 12

start of route - take off from the seaplane base or airstart point

end of route - landing on a seaplane base or airstart point


New code Pt:

description - group of patrol aircraft

gleaned from the file types AllPlaneDB.dat - Patrol

maximum number of aircraft - 12

start of route - take off from the airfield or airstart point

end of route - landing on the airport or airstart point



New classes:

RECON – Scout, available missions: all types of intelligence. (Example of plane now classed as RECON: AR_196A3)

PATROL – Patrol aircraft, available for the missions: attack ground targets of all types (cars and armored columns, trains, ships, battery, warehouses, airfields, bridges, etc.), intelligence, special missions, maritime patrol, search and free hunting of subs. (Example of plane classed as PATROL: CantZ506B). In addition, the "Patrol" role ("Type" as labeled in the Manual) has been added inside the "allPlaneDB.dat"; e.g.:

B_17D;Allies;0;USA;None;None;0;HBomber;Patrol;Staff;Reconplane;3220;290;7500;0;0;0


The new Mission code*: oRedPatrolSeaCluster/oBluePatrolSeaCluster

Mission: maritime zone patrolling

Goal: random naval target

Description: these lines define the player's groups when looking for a enemy naval target. The second group in the string provides cover for the player's one. Enemy groups try to intercept player's group.

Player's Aircraft Type: PATROL, BOMBER, GROUND, TORPEDO

Player's group place in the string: 1st

Weapons set to attack ground targets: yes

Weapons set to attack air targets: no




The new Mission code*: oRedSeaFreeHunt/oBlueSeaFreeHunt

Mission: free hunting for maritime purposes

Goal: random naval target

Description: these lines define the player's groups in finding and attacking maritime enemy targets. The second group in the string provides cover for the player's one. Enemy groups try to intercept player's group.

Player's Aircraft Type: PATROL, BOMBER, GROUND, TORPEDO

Player's group place in the string: 1st

Weapons set to attack ground targets: yes

Weapons set to attack air targets: no



The new Mission code*: oRedAntiSubPatrol/oBlueAntiSubPatrol

Mission: hunt for submarines

Goal: random submarine

Description: these lines define the player's groups in finding and attacking enemy submarines. The second group in the string provides cover for the player's one. Enemy groups try to intercept player's group.

Player's Aircraft Type: PATROL, BOMBER, GROUND, TORPEDO

Player's group place in the string: 1st

Weapons set to attack ground targets: yes

Weapons set to attack air targets: no



The new Mission code*: oRedSeaRescue/oBlueSeaRescue

Mission: search and rescue

Goal: random sea point

Description: these lines define the groups in missions to search for the missing pilot, the corresponding object acting as a target. Groups of opponents sent to the search area try to intercept the player's group.

Player's Aircraft Type: PATROL

Player's group place in the string: 1st

Weapons set to attack ground targets: no

Weapons set to attack air targets: no



The new Mission code*: oRedBombHyB/oBlueBombHyB

Mission: bombing enemy seaplane base

Goal: random enemy seaplane base

Description: these lines define the composition of the groups in the bombardment of enemy seaplane base. Player's group provides cover for the first attack group. Enemy groups carry out protection of their seaplane base, trying

to intercept the player's group.

Player's Aircraft Type: FIGHTER, LIGHT, ALL

Player's group place in the string: 2nd

Weapons set to attack ground targets: no

Weapons set to attack air targets: no



The new Mission code*: oRedAttackHyB/oBlueAttackHyB

Mission: attack the enemy seaplane base

Goal: random enemy seaplane base

Description: these lines define the player's groups when attacking enemy seaplane base. The second group in the string provides cover for the player's one. Enemy groups carry out protection of their seaplane base, trying to intercept the player's group.

Player's Aircraft Type: GROUND, BOMBER, JABO, LIGHT, ALL, PATROL

Player's group place in the string: 1st

Weapons set to attack ground targets: yes

Weapons set to attack air targets: no



The new Mission code*: oBlueDefendHyB/oRedDefendHyB

Mission: defense of friendly seaplane base

Goal: random friendly seaplane base

Description: these lines define the composition of the groups in the defense of friendly seaplane base. Player's group intercepts attacking enemy groups. Enemy groups attack friendly seaplane base.

Player's Aircraft Type: FIGHTER, LIGHT, ALL

Player's group place in the string: 1st

Weapons set to attack ground targets: no

Weapons set to attack air targets: yes



The new Mission code*: oBluePatrolHyB/oRedPatrolHyB

Mission: patrolling player's seaplane base

Goal: random friendly seaplane base

Description: these lines define the groups patrolling friendly seaplane base. Player's group intercepts enemy aircraft. Groups of opponents are sent to the area of friendly seaplane base.

Player's Aircraft Type: FIGHTER, LIGHT, ALL

Player's group place in the string: 1st

Weapons set to attack ground targets: no

Weapons set to attack air targets: yes



The new Mission code*: oBlueReconHyB/oRedReconHyB

Mission: enemy seaplane bases reconnaissance

Goal: random enemy seaplane base

Description: these lines define the composition of the groups in the reconnaissance of enemy seaplane bases. The second group in the string provides cover for the player's one. Enemy groups carry out protection of their

seaplane base, trying to intercept the player's group.

Player's Aircraft Type: GROUND, BOMBER, JABO, LIGHT, ALL, TORPEDO, RECON, PATROL

Player's group place in the string: 1st

Weapons set to attack ground targets: no

Weapons set to attack air targets: no


*** - Operation "Rhubarb"(© Motorhead):
Operation "Rhubarb" was one of the first offensive operations (along with the Circus), conducted by the Royal Air Force over France since the beginning of 1941. The aim of the operation was to inflict damages to the German facilities and communications using surprise attacks by small groups of planes. Similarly to the "Circus" operations, "Rhubarb" couldn't cause serious damage to the German troops in France, however kept the enemy in suspense.
Plan of Operation "Rhubarb" provided the flight level or the pair of fighters for a free ground hunting for objects in the enemy's backline, with mandatory use of low cloud as a shelter in case of emergence for enemy fighters. The most common operation was performed by two fighters, sometimes four, in this case the second pair can act as a cover. The group was led by an experienced pilot, who chose the target in its sole discretion: cars, trucks, trains, locomotives, aircraft guns. A fine moving staff car could decapitate a whole division.
The pilots of the Royal Air Force did not like the operation "Rhubarb" as Spitfires and Hurricanes were very vulnerable to anti-aircraft fire. In the first of such operation carried out on 12 January 1941 the pilots of 242 Squadron, killed an experienced pilot, Willie Mack Knight, a veteran of the Battle of Britain. Despite the high level of losses, not always paid off by inflicted damages, the operation "Rhubarb" with "Circus" were carried out roughly until 1944.
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on August 16, 2015, 03:10:47 PM
OH!!!!

When it will be available??
and the most important... when we enjoy a manual with all this new features??

thank you for your work  ;) ;)

best regards
Title: Re: Project DGen_mod
Post by: greybeard on August 16, 2015, 04:32:21 PM
When it will be available??

Not sure to have understood.

If you mean the updated DGen, see first post.

About manual, Asura repeatedly complained to have no translator; if you settle, you can append the above translation I made of new features to the good old 2.0.1.2 English Manual and you will have all! ;)
Title: Re: Project DGen_mod
Post by: Darth_Dooboss on August 18, 2015, 12:01:44 PM
When it will be available??

Not sure to have understood.

If you mean the updated DGen, see first post.

About manual, Asura repeatedly complained to have no translator; if you settle, you can append the above translation I made of new features to the good old 2.0.1.2 English Manual and you will have all! ;)
I download this version to many months ago... I refer to the new features like circus mission or the city to attack/defend/etc...
And about the manual, I only need some info like the previous sections and trial & error  :P
Title: Re: Project DGen_mod
Post by: greybeard on August 19, 2015, 01:00:58 AM
I download this version to many months ago... I refer to the new features like circus mission or the city to attack/defend/etc...
And about the manual, I only need some info like the previous sections and trial & error  :P

Indeed, version 2.0.3 was issued in May, but "Circus" operations were already available with previous version 2.0.2:

(http://s7.postimg.cc/uilauwnfv/Dgen_Mod202_User_Manual_New_Features.jpg) (http://postimage.org/)

also having its manual only in Russian, so many users may have missed it!

"City to attack", as you call it, are a new feature of current 2.0.3

(http://s30.postimg.cc/jt8nli5ox/Dgen_Mod203_User_Manual_New_Features.jpg) (http://postimage.org/)

info in previous sections are the sole translation available so far, AFAIK.
Title: Re: Project DGen_mod
Post by: GrilledPear on September 04, 2015, 08:48:35 PM
Hey folks, I'm having some problems with the campaign generator. I'm using HSFX 7.0.3 with IL-2 v. 2.12.2m.

I'm using DGen 2.0.3.0 along with Boelke's Westfront campaign and his affiliated patches (HSFX mod files version 1.5). His campaign has been running fine, however, I have issues with some vanilla campaigns loading. A few select portions of the USN campaign refuse to work--specifically the Guadalcanal, Marianas, and Japan campaigns don't work. I found a similar post reporting the same issue with the USMC Guadalcanal campaign, but there were no useful replies other than someone saying that the OP had the wrong version of DGen.

Whenever I try to load the Guadalcanal campaign, I got a Dgen error message that reads "Exception EIn Outerror in module DGen.exe at 001260A6. I/O error 32", and a subsequent crash of the game.

In the Marianas campaign, I get a loud beep when I hit the "generate" button and I get a blank briefing screen. No map, no nothing.

When I go to load the Japan campaign, I get a crash similar to the Guadalcanal campaign with the error message

"Exception EAccessviolation in module DGen.exe at 0007F1FE. Access violation at address 0047F1FE in module 'DGen.exe'> Read of address 04B46ED0"

I really enjoy the USN campaigns and this really rains on my parade. Does anyone have any input that could help me?

I apologize for the error report not being in code form (or posting any other part of my message in bbcode), for some reason I get a message that reads "you are not allowed to  post external links" when I try to put this part of the post in a code box.

= DGen_mod 2.0.3.0 (07/05/2015) =
seed: 2079612203
ParamStr: un 4       
DGen_mod initialization. Side: un, Rank: 4
MaxFLAK=40
MaxBomberSkill=0
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: Un1
Unable to delete directory: missions\campaign\un\DGen_1_Marianas2doe4
EnemyNation from settings:
Load DGen\mod\AllPlaneDB.dat:
Marianas:Marianas
Inherits Marianas
Load DGen\mod\MarianasTowns.dat:
EnemyNation from stock: Japan
ReadDB sorties:3
Load DGen\mod\AllWing.dat:
TestWing(Allies,USN_VF_3B): USN_VF_3B 0 00
PlaneNationCheck: PBN1 before - USA, after - USA
PlaneNationCheck: F4F_FM2 before - USA, after - USA
PlaneNationCheck: F6F3 before - USA, after - USA
PlaneNationCheck: P_47D22 before - USA, after - USA
Blue skill set: 2 30 10
Red skill set: 5 40 5
Inherits operations from DGen\opsMarianas2.dat
Loading 32 operation from DGen\opsMarianas2.dat
Loading 43 red moving group
Loading 101 red stationary units
Loading 13 red buildings
Loading 6 blue moving group
Loading 49 all moving group
Loading 190 blue stationary units
Loading 291 all stationary units
Loading 20 blue buildings
Loading 33 all buildings
Load DGen\mod\MarianasAF.dat:
ShipList count 23 objects
ZoneList count 0 objects
ClusterList count 0 objects
FleetList count 11 objects
CarrierList count 4 objects
Dangerous areas - Red:0 Blue:0
DGen\MOD\MessageEn.dat
In CombatMissionN. orgAF= -2. x=0.00 y=0.00 OlOpName=()
FighterTargetCheck - AlAx
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Allies: AF:0 HyB:0 Amp:0 Tnk:0 Art:0 Bdg:0 Carr:8 Car:0 Con:1 Dep:0 HQ:0 Prt:0 Ship:17 Sub:0 Rail:0 Sea:0 Land:0 Trn:0 Trp:0 Zone:0 Constr:0 Clust:0 Soft:0
Can't select target type
Title: Which program version when using C.U.P.
Post by: Fluffy James on September 08, 2015, 01:48:09 AM
Which IL-2 program version do I have to choose when installing DGen_Mod 2.0.3.0 into a new C.U.P. installation?

Available choices in te DGenInstaller 2.2:
4.11
4.12
4.12 + SAS Modact 5.3x + AI Flyables Pack 5.3x
DBW 1.71
HSFX 7

I suppose 4.12 + SAS Modact 5.3x + AI Flyables Pack 5.3x. Correct?

Many thanks!
Title: Re: Which program version when using C.U.P.
Post by: Barkhorn1x on September 14, 2015, 08:26:56 AM
Which IL-2 program version do I have to choose when installing DGen_Mod 2.0.3.0 into a new C.U.P. installation?

Available choices in te DGenInstaller 2.2:
4.11
4.12
4.12 + SAS Modact 5.3x + AI Flyables Pack 5.3x
DBW 1.71
HSFX 7

I suppose 4.12 + SAS Modact 5.3x + AI Flyables Pack 5.3x. Correct?

Many thanks!

I thought the same - and had a huge issue w/:
- Planes that go BOOM! when the mission loads
- Pink planes crashed in a field when mission loads
- Weapons w/ odd colors on crashed planes when mission loads

So I reloaded Asura DGen using the DBW 1.71 and - so far - I am not having those issues.  I guess you need to test the most likely options.
Title: Re: Which program version when using C.U.P.
Post by: Asura on September 16, 2015, 12:56:32 AM
Which IL-2 program version do I have to choose when installing DGen_Mod 2.0.3.0 into a new C.U.P. installation?

I suppose 4.12 + SAS Modact 5.3x + AI Flyables Pack 5.3x. Correct?


On the main functions we will combine the generator with any version. The main difference is the list of available planes.

4.12 + SAS Modact 5.3x + AI Flyables Pack 5.3x - the most universal choice. But 100% coincidence aren't guaranteed anyway. :)
Title: Re: Which program version when using C.U.P.
Post by: GrilledPear on October 09, 2015, 09:03:25 PM

I thought the same - and had a huge issue w/:
- Planes that go BOOM! when the mission loads
- Pink planes crashed in a field when mission loads
- Weapons w/ odd colors on crashed planes when mission loads

So I reloaded Asura DGen using the DBW 1.71 and - so far - I am not having those issues.  I guess you need to test the most likely options.

I had the same issues with Asura DGen until I updated it. It fixed the random bugs, but for some reason some vanilla campaigns won't work, as mentioned in my last post.
Title: Re: Project DGen_mod
Post by: Ta183Huckebein on October 10, 2015, 07:50:51 AM
Has anybody tried this with 4.13?

Just wondering if it works or not.
Title: Re: Project DGen_mod
Post by: tbauchot on November 05, 2015, 11:45:46 AM
Hi Asura,

If it interests you, I would like to report a bug about Dgen ( version : 2.0.3.0, but also on some older one )
When I play to :
Westfront campaign with Battle of Britain part for Asuras new dgen.exe ( from Boelcke )
I have a trouble with the sub campaign : Defence of the Battle fleet. (in the german fighter campaign)
Indeed, my victories and those of my teammates are never deferred at the end of a mission, yet they appear in the Dgen_mod.log and the Dgen_mod_eventlog.lst.
It would appear from some  sources that I will not mention, that it is a bug of the Dgen.
Have you ever noticed that thing ?
And if yes, would you have a solution for that ?

Thank you very much in advance.
Regards, Thierry.
Title: Re: Project DGen_mod
Post by: leszek957 on November 15, 2015, 08:03:28 AM
How to declare PATROL mission in *.ops file for User and/or AI plane ?
Letter P is for "Paradrop" - see old User manual.
For example for Beauforts:
Beaufort1Early;Allies;0;England;None;None;1;Bomber;TBomber;Reconplane;Patrol;2350;290;1863;0;0;0
Beaufort1Late;Allies;0;England;None;None;1;Bomber;TBomber;Reconplane;Patrol;2350;290;1863;0;0;0
Beaufort2;Allies;0;England;None;None;1;Bomber;TBomber;Reconplane;Patrol;2350;290;1863;0;0;0
Title: Re: Project DGen_mod
Post by: leszek957 on November 16, 2015, 04:08:52 AM

... for some reason some vanilla campaigns won't work, as mentioned in my last post.

I had similar problems. I corrected files All Weapons.dat and Weapons.properties.
The point is the differences in paylod for all machines - stock and moded. Sometimes it decides spelling and characters such as "_" and "-".
Exaple:
old weapons.properties:
...
Bf-109G-5.U4-MK108                                          U4: Mk 108 Nose Cannon
...

But in AllWeapons.dat I have:
...
BF_109G5;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;U3-MK108;All
...
I need to correct to:
BF_109G5;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;U4-MK108;All

The program does not tell you about incorrect weaponry and machine "explode" at the beginning of the mission.
Title: Re: Project DGen_mod
Post by: Barkhorn1x on November 17, 2015, 11:37:38 AM

... for some reason some vanilla campaigns won't work, as mentioned in my last post.

I had similar problems. I corrected files All Weapons.dat and Weapons.properties.
The point is the differences in paylod for all machines - stock and moded. Sometimes it decides spelling and characters such as "_" and "-".
Exaple:
old weapons.properties:
...
Bf-109G-5.U4-MK108                                          U4: Mk 108 Nose Cannon
...

But in AllWeapons.dat I have:
...
BF_109G5;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;U3-MK108;All
...
I need to correct to:
BF_109G5;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;U4-MK108;All

The program does not tell you about incorrect weaponry and machine "explode" at the beginning of the mission.

TY for the info.
Title: Re: Project DGen_mod
Post by: GrilledPear on November 26, 2015, 01:57:12 PM

... for some reason some vanilla campaigns won't work, as mentioned in my last post.

I had similar problems. I corrected files All Weapons.dat and Weapons.properties.
The point is the differences in paylod for all machines - stock and moded. Sometimes it decides spelling and characters such as "_" and "-".
Exaple:
old weapons.properties:
...
Bf-109G-5.U4-MK108                                          U4: Mk 108 Nose Cannon
...

But in AllWeapons.dat I have:
...
BF_109G5;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;U3-MK108;All
...
I need to correct to:
BF_109G5;5000;5000;0;0;0;0;0;0;1;1;1;0;0;1;0;0;0;0;U4-MK108;All

The program does not tell you about incorrect weaponry and machine "explode" at the beginning of the mission.

I'm running a dynamic campaign mod (made by Boelke from Axis and Allies Paintworks) for Asura's DGen mod, which requires me to replace the AllClasses.dat, AllPlaneDB.dat, AllWeapons.dat, and AllWing.dat with respective compatibility files in order for the campaign to work properly.

The modded campaigns works fine, but I have issues with vanilla campaigns--so if I mess with the files mentioned, it may render the modded campaigns unable to run, and vice versa.
Title: Re: Project DGen_mod
Post by: leszek957 on November 27, 2015, 12:01:05 PM
Where can I find the DGen_UserManual_EN.pdf for Dgen_mod 2.0.3.0 ?( ? ???? )?
Title: Re: Project DGen_mod
Post by: greybeard on November 28, 2015, 03:10:02 AM
Where can I find the DGen_UserManual_EN.pdf for Dgen_mod 2.0.3.0 ?( ? ???? )?

It does not exist!

You may find a translation of new features only at following links:

https://www.sas1946.com/main/index.php/topic,20104.msg526259.html#msg526259 (https://www.sas1946.com/main/index.php/topic,20104.msg526259.html#msg526259)

https://www.sas1946.com/main/index.php/topic,20104.msg527255.html#msg527255 (https://www.sas1946.com/main/index.php/topic,20104.msg527255.html#msg527255)

Asura maybe too ashamed of trouble he has done and retired in a dignified silence! :D
Title: Re: Project DGen_mod
Post by: Asura on December 01, 2015, 02:34:27 AM
I suspended work on development of DGen_MOD so far, all free time leaves on creation of new assembly which will include various mods and all necessary files for the generator. HSFX opportunities unfortunately aren't enough, constant problems with compatibility of mods and the generator compelled me everything to put in order. Now I am engaged in addition of new planes. Assembly becomes on version 4.13. How many it still will borrow time I can't tell, but very much I try. As soon as assembly is ready I will return to development of the generator, then I will continue to control this subject and to look for the reasons of mistakes.
Title: Re: Project DGen_mod
Post by: vonOben on December 08, 2015, 08:46:30 AM
Hi

Is there any  [map_name]Towns.dat, [map_name]AF.dat and [map_name]BR.dat files fore these maps:

Central Spain by RedEye_Jir
Northeast Spain by RedEye_Jir
Northern Spain by RedEye_Jir
Poland 1939 by Uzin

They are not included in DGen_MOD_2.0.3.0.zip, so I just want to check if someone has made them after the release of DGen_MOD 2.0.3.0.
If the files are not available or being worked at, I'll start on them.

Cheers

vonOben
Title: Re: Project DGen_mod
Post by: Asura on December 08, 2015, 11:28:23 PM
If you plan to make campaign in Spain, I suggest to be guided by future assembly of mods DGenPack. The listed maps are already included in it. It is possible to discuss necessary planes and I am ready to add to the generator two new nations - Franco's Air Force and Republican.
Title: Re: Project DGen_mod
Post by: vonOben on December 09, 2015, 04:43:07 AM
Thank you Asura!

Ok, I'll start working with the dat files for the mentioned maps then.
I'll get back to you regarding which planes I've in mind for the Spanish campaign.

Thank you for all your work on DGen_MOD!  :) :)
Much apreciated!  :) :)

Cheers

vonOben
Title: Re: Project DGen_mod
Post by: vonOben on December 18, 2015, 05:09:34 AM
Hi Asura

I've now started with the dat files for the mentioned maps and checked the planes I've intended to use for the Spanish Civil War and the Poland

1939 DGen_Mod campaigns in AllPlaneDB.dat for 4.12SASModAct and MODPlanes.
And I couldn't find the following planes (Air.ini names):
He45
He46
He51C
He_111B                              
HS_123A1
HS_123B1

It would be very nice if you could add these planes to DGen_Mod!  ;)

Could you also add squadrons to AllWing.dat for Condor Legion, Aviazione Legionaria, Poland, Spain Nationalist and Spain Republican?
I can help specifying which squadrons that are needed.

Is Poland already available as a nation in DGen_MOd?

Are there anything else that needs to be added for DGen_Mod for a Spanish Civil War and a Poland 1939 campaign?

Thanks in advance!  :)

Cheers

vonOben
Title: Re: Project DGen_mod
Post by: vonOben on December 20, 2015, 06:48:14 AM
Hi

A question regarding the [map_name]BR.dat file:
Has the bridge numbering in the  [map_name]BR.dat file any reference from the bridge numbering from the actual map or can I choose the bridge numbers myself?

Example from BurmaBR.dat:
Bridge0;45258;26136
Bridge1;50488;21487
Bridge2;48365;25242
Bridge3;52216;20575
Bridge4;71268;70117
Bridge5;65752;57430
Bridge6;65285;56518
Bridge7;100493;50796
Bridge8;95077;43720
Bridge9;95341;25293
Bridge10;103422;20124
Bridge11;93522;8722
Bridge12;93544;4243
Bridge13;101018;3311
Bridge14;121981;90927
Bridge15;123170;75530

Cheers

vonOben
Title: Re: Project DGen_mod
Post by: vonOben on December 21, 2015, 04:32:21 AM

That I have that on the generator, in Russian.
https://www.mediafire.com/?l4cufljymmkgb04 (https://www.mediafire.com/?l4cufljymmkgb04)

Could this information still be of interest?

If yes, could someone please re-upload since the link doesn't work anymore.
Is there an English version perhaps?

Thanks in advance.

Cheers

vonOben
Title: Re: Project DGen_mod
Post by: Barkhorn1x on January 09, 2016, 11:19:15 AM
Anyone know what a "Null" mission load failure means?  The DGEN error log does not generate in this case.

Thanks in advance.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on January 09, 2016, 01:45:00 PM
Try to check the game log....
Title: Re: Project DGen_mod
Post by: Barkhorn1x on January 10, 2016, 09:07:57 AM
TY.  Found the issue via the log; Weapons mismatch between the DGEN MOD Weapons file and the #WAW Weapons file.  Fixed it!
Title: Re: Project DGen_mod
Post by: vonOben on February 05, 2016, 01:46:29 AM
Hi

I get this DGen_mod error when trying to generate a mission for my new Poland 1939 campaign.
Does anyone know what it means and what to do about it?

Here's the Dgen_modERROR.log content:

Code: [Select]
= DGen_mod 2.0.4.0 (25/09/2015) =
seed: 4312468
ParamStr: de 0       
DGen_mod initialization. Side: de, Rank: 0
MaxFLAK=10
MaxBomberSkill=0
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=1.0
PromotionRate=1.90
Career ID: DePol39
EnemyNation from settings: Poland
Load DGen\mod\AllPlaneDB.dat:
Load DGen\mod\AllPlaneDB_m.dat:
Poland_1939:Poland39
Inherits Poland39
Load DGen\mod\Poland_1939Towns.dat:
ReadDB sorties:1
Load DGen\mod\AllWing.dat:
TestWing(Axis,1_ZG2_): 1_ZG2_ 0 00
TestWing(Axis,1_ZG2_): 1_ZG2_ 0 00
TestWing(Axis,1_ZG2_): 1_ZG2_ 0 00
TestWing(Axis,I_JG77): I_JG77 4 10
TestWing(Axis,I_LG1): I_LG1 4 10
TestWing(Axis,II_KG2): II_KG2 4 10
TestWing(Axis,II_KG2): II_KG2 4 10
TestWing(Axis,II_KG3): II_KG3 4 10
TestWing(Axis,II_KG3): II_KG3 4 10
TestWing(Allies,PZL111FS): PZL111FS 4 10
TestWing(Allies,PZL112FS): PZL112FS 4 10
TestWing(Allies,PZL113FS): PZL113FS 4 10
TestWing(Allies,PZL114FS): PZL114FS 4 10
TestWing(Allies,PZL121FS): PZL121FS 4 10
TestWing(Allies,PZL123FS): PZL123FS 4 10
PlaneNationCheck: P_11C before - Romania, after - Poland
Blue skill set: 5 30 30
Red skill set: 8 40 40
Inherits operations from DGen\Operations]
Error - can't open DGen\Operations]

Thanks in advance!

Cheers
Title: Re: Project DGen_mod
Post by: tbauchot on February 05, 2016, 02:51:45 AM
Hi vonHoben,

This is probably due to a wrong naming of the "ops" file.

You have this :
Inherits operations from DGen\Operations]
Error - can't open DGen\Operations]

And it should be (for example) this :
Inherits operations from DGen\opsFAFL_RAF_1942_2a.dat
Loading 19 operation from DGen\opsFAFL_RAF_1942_2a.dat
Loading 76 red moving group, etc, etc...

Apparently your file is named Operation instead of opsXXX.dat

Regards, Thierry.

Title: Re: Project DGen_mod
Post by: vonOben on February 06, 2016, 01:48:34 AM
Thanks for your help Thierry!  :)

I had forgotten to type in the information after [Operations] in the db-file.  :-[
This is my first try to make a DGen campaign, so I make a lot of newbie mistakes.
The missions generate ok now!   :)

Regards

Per
Title: Re: Project DGen_mod
Post by: WindWpn on February 16, 2016, 02:32:03 PM
i am seeing this error in the dgen_modERROR log:

Code: [Select]
Can't parse Stationary target description
anyone know where to look to debug this one?
Title: Re: Project DGen_mod
Post by: greybeard on March 07, 2016, 05:12:21 AM
I can't continue a campaign since getting following error:

Error - can't open DGen\mod\Towns.dat

related to the new map ag_Hankow I introduced. Oddly, it does not mention "ag_HankowTowns.dat", but just Towns.dat.

Of course, the ag_HankowTowns.dat exists and here follows its content:

Code: [Select]
195237.80;237311.08;0;Luan
294835.38;219628.98;0;Lujiang
38266.46;221514.07;0;Hongan
77018.24;211171.59;0;Macheng
54709.92;173652.14;0;Xinzhou
14387.93;177247.12;0;Huangpi
272283.55;138114.52;0;Anging
4958.94;144516.57;0;Wuhan
8608.24;141154.72;1;Hankow
59854.34;125309.48;0;Ezhou
117749.10;109099.99;0;Caohe
83194.66;104036.14;0;Huangshi
72424.30;90970.43;0;Daye
164407.38;87839.69;1;Huangmei
128628.16;62903.32;0;Wuxue
96223.96;61255.58;0;Baisha
7856.50;66156.06;0;Xianning
170162.20;48019.05;0;Jiujiang
235596.55;10419.36;0;Jingdezhen

definitely, can't figure want I'm doing wrong.

Any help?
Title: Re: Project DGen_mod
Post by: greybeard on March 13, 2016, 06:52:30 AM
Trying version 2.0.4.0.

That's unbelievable! Not only the bug of radius of action remained, but now was even worsened! o_O

I invented a work-around to make compatible the odd way to compute radius of action of Asura's Dgen_mod with reality by reducing to 40% the full range (measured in game). So a Fw 190A, for instance, gets a 226 km of full range and will have a drop tank when target distance is beyond 226/2=113 km (this is the odd way DGen_mod computes radius of action, but I can't change it!). Indeed, it gets the auxiliary tank, but the target may be far beyond also of the extended range! :o

In a transport intercept mission, I got target at more than 200 km, when the DGen_mod.log file reads: "range 226 km - DT need - set DT type 1 - new range 349". 349! And HOW it should reach a target at 217 km and RTB (for a total of 434 km - not taking in account idling over the target) with 349 km of range? >:(

If only it would have got the two drop tanks set (available for Fw 190A)! But it looks auxiliary tank sets are given randomly, and not relevant to distance. :(

Can't understand why to add a lot of gadgets (like Rhubarbs operations, which I was unable to get working, though) while neglecting to fix old bugs like this; on the contrary, adding new ones, like Scramble missions no more picked by generator (only ScrambleO missions are seen now, but they cause the complete blockade of my rig, forcing me to turn it off to get out).

Curiously, Asura continue visiting this forum (last time was yesterday), but giving no assistance!
Title: Re: Project DGen_mod
Post by: GrilledPear on March 28, 2016, 05:06:48 PM
I have a bug report to make

I am running DGEN 2.0.2.0, and occasionally the campaign decides to make a pilot MIA for no reason, even if you skip a mission or if everyone makes it back to friendly territory.
Title: Re: Project DGen_mod
Post by: Treetop64 on April 15, 2016, 09:41:21 PM
I have a bug report to make

I am running DGEN 2.0.2.0, and occasionally the campaign decides to make a pilot MIA for no reason, even if you skip a mission or if everyone makes it back to friendly territory.

That's not a bug.

That's been a feature in DGen since Forgotten Battles was introduced.  Using the original DGen, for European and Eastern Front missions you could only fly one mission a day, when in reality pilots often flew multiple missions a day.  The random pilot loss you describe was to simulate a loss suffered by another flight on a mission in a different period other than the one you flew.
Title: Re: Project DGen_mod
Post by: Treetop64 on April 15, 2016, 10:02:47 PM
Trying version 2.0.4.0.

Can't understand why to add a lot of gadgets (like Rhubarbs operations, which I was unable to get working, though) while neglecting to fix old bugs like this; on the contrary, adding new ones, like Scramble missions no more picked by generator (only ScrambleO missions are seen now, but they cause the complete blockade of my rig, forcing me to turn it off to get out).

Curiously, Asura continue visiting this forum (last time was yesterday), but giving no assistance!


Greybeard, if I were you I'd just go back to an older version of the DGen mod, frankly.  It's not worth a heart attack.  Each new release introduces more new problems while solving few - if any - of the old ones.  v2.0 or v2.0.1.0 seem to be the last stable versions, though they come with their own list of problems, they are not game breaking like the latest versions.  Personally, I'd prefer even one of the older versions that just allowed new aircraft and maps to be entered and that's it.  That's all I needed.  I don't remember which version it was, one of the v1 releases I think.

It's disappointing, really, since this project has a lot of potential.  I know it's not easy, but honestly I wish Asura would just concentrate on making DGen work reliably at a fundamental level, instead of this "install another set of new rims on a car that breaks down everyday" approach.
Title: Re: Project DGen_mod
Post by: greybeard on April 16, 2016, 12:57:30 AM
Treetop,

you focused perfectly oddities and shortcomings in Asura's DGen "development". It's a pleasure meeting a competent and unbiased person like you. I detected in 2.0.1.2 the last stable and really compatible with Starshoy's DGen campaigns version. Unfortunately, it lacks an important feature, introduced later: unit transfer. Indeed, it's hard to build an historical campaign without this feature. It is available with v2.0.3.4, which also have new bugs, though, and, at any rate, it doesn't always work, like it often happens with Asura's DGen "options". It's a pity Asura does not take care of all feedback he received, continuing on an his personal route, actually worsening his product.

For my tastes and capabilities, I've no different choices than continuing to drive this "car that breaks down everyday"; I'll try working around the above mentioned stable version.

Cheers,
GB
Title: Re: Project DGen_mod
Post by: GrilledPear on April 16, 2016, 10:58:27 PM
I have a bug report to make

I am running DGEN 2.0.2.0, and occasionally the campaign decides to make a pilot MIA for no reason, even if you skip a mission or if everyone makes it back to friendly territory.

That's not a bug.

That's been a feature in DGen since Forgotten Battles was introduced.  Using the original DGen, for European and Eastern Front missions you could only fly one mission a day, when in reality pilots often flew multiple missions a day.  The random pilot loss you describe was to simulate a loss suffered by another flight on a mission in a different period other than the one you flew.

Thank you. This, for some reason, did not occur to me.
Title: Re: Project DGen_mod
Post by: greybeard on April 17, 2016, 03:23:03 AM
Error - can't open DGen\mod\Towns.dat

This error, detailed earlier, was not caused by Towns.dat file, but by an "invisible" oddity in the DB file.

Thanks to providential help of vonOben, I could retake development of a campaign update abandoned for months.

The error was a blank line on top of the file, invisible with the Notepad of Windows 7, but evident with either Notepad of Windows XP or Wordpad. Please watch the difference:

(http://s22.postimg.cc/miwe85vo1/DB_file_notepad.jpg) (http://postimage.org/)

(http://s24.postimg.cc/6x2fpdrut/DB_file_wordpad.jpg) (http://postimage.org/)

of course, once removed the line, the campaign worked. I've no idea how the blank line went there; probably some copy and paste done uncorrectly.

Would also be nice if error messages wouldn't "sidetrack" the campaign maker, directing him toward the real culprit, instead that into an impasse.
Title: Re: Project DGen_mod
Post by: Asura on May 06, 2016, 06:49:41 AM
Hi, everybody. Unfortunately the position of administration of a forum in relation to me personally doesn't allow me to discuss further here DgenMOD and to spread new versions. My help of Daidalos Team in preparation of new versions of game has caused squall of indignations and a stream of causeless insults. With pleasure I will continue discussions on quieter platforms.

My subjects can be found here:
http://www.mission4today.com/index.php?name=ForumsPro&file=viewtopic&t=21038 (http://www.mission4today.com/index.php?name=ForumsPro&file=viewtopic&t=21038)
http://forum.aviaskins.com/showthread.php?t=2337&page=38 (http://forum.aviaskins.com/showthread.php?t=2337&page=38)

New version 2.0.5.0 is already available. ;)
Title: Re: Project DGen_mod
Post by: Sabro on September 04, 2016, 08:29:07 AM
Hello.

I decided to get back to HSFX and fly some great campaigns made by Boelcke. The problems started when I tried to generate a campaign. After clicking 'generate' the game made a 'beep' sound and nothing happened. Tried with stock Il-2 campaigns and with Boelcke's ones - happens everytime.

I'm using Il-2 4.12.2m with ModAct, AI Flyables and HSFX 7.03 + Asura's DGen 2.0.3 (the newest version I think).

Does anyone know why does this happen? Is there any way to fix this? Will campaigns made for Asura's DGen work for stock Il-2 DGen?

My DGenModERROR log:
https://www.mediafire.com/download/j0u733kt0krn83p/Dgen_modERROR.log

Cheers
Sabro
Title: Re: Project DGen_mod
Post by: Epervier on September 04, 2016, 09:28:01 AM
I'm using Il-2 4.12.2m with ModAct, AI Flyables and HSFX 7.03 + Asura's DGen 2.0.3 (the newest version I think).

New version 2.0.5.0 is already available.
Title: Re: Project DGen_mod
Post by: Sabro on September 04, 2016, 09:50:40 AM
I'm using Il-2 4.12.2m with ModAct, AI Flyables and HSFX 7.03 + Asura's DGen 2.0.3 (the newest version I think).

New version 2.0.5.0 is already available.

That pretty much fixed it, but still most of Boelcke's campaigns won't launch (at least some subcampaigns, the game can't load planes). Also briefings, campaign names and other mission-related stuff is in russian, even that I set English in Language in DGen_Mod.conf or nothing is set (both in stock and addon campaigns). And as I launched Boelcke's Korea campaign, planes taking off from the ground appear beside the runway, which results in crashing a lot, and planes taking off from carriers spawn really close next to each other, which results in a big crash as well.
Title: Re: Project DGen_mod
Post by: Sabro on September 04, 2016, 10:13:53 AM
And as I launched Boelcke's Korea campaign, planes taking off from the ground appear beside the runway, which results in crashing a lot, and planes taking off from carriers spawn really close next to each other, which results in a big crash as well.

Nevermind that, it was the Carrier Take Off Mod's fault. But still, briefings in russian and campaigns not loading is still a problem.
Title: Re: Project DGen_mod
Post by: Zoran395 on September 05, 2016, 04:43:14 AM
I would try to delete all files of your campaign with "*_ru.dat" and "*MsgRu.dat" to get the briefings in English.

For your error log, how big is your MessageRu.dat file?
Quote
DGen\MOD\MessageRu.dat
Message file DGen\MOD\MessageRu.dat is too long
Mine is 744.4 kB, about 7000 lines and DGEN loads ok.




Title: Re: Project DGen_mod
Post by: GrilledPear on October 13, 2016, 10:53:28 PM
Hello all,

I don't know if this issue has been addressed before, but I'm having issues with stock campaigns while using DGen Mod 2.0.2.0 with HSFX 7.03. The reason as to why I'm using this particular version is because it's the most stable for running Modded campaigns and stock campaigns--both load and generate missions just fine (The modded campaign I have works near flawlessly). However, there have been numerous cases where things that worked fine in vanilla have been messed up, or things have just been glitchy. I'll put it in a list:


Messing around in the FMB is a temporary fix, but not a full solution.  Is there anything I could do for a more permanent solution to the low and slow aircraft problems? Does anyone know what might be causing the AI glitches?

Thanks for listening.
Title: Re: Project DGen_mod
Post by: dedogist on October 18, 2016, 02:41:15 AM
It seems as though the DL link is broken. Any chance of a re-upload?
Title: Re: Project DGen_mod
Post by: Zoran395 on October 18, 2016, 05:11:16 AM
For dedogist:
You should go to http://www.mission4today.com/index.php?name=ForumsPro&file=viewtopic&t=21038&finish=15&start=0 (http://www.mission4today.com/index.php?name=ForumsPro&file=viewtopic&t=21038&finish=15&start=0) or better if you can Google Translate at http://forum.aviaskins.com/showthread.php?t=4386&highlight=dgen (http://forum.aviaskins.com/showthread.php?t=4386&highlight=dgen) for the latest updates.
Be aware that Asura nowadays only maintains DGEN for the latest version of the game ie 4.13
I have it running with his DGEN Pack. Not sure how much experience you have but this is not an easy "click-next-click-next-install" to get it to work

For GrilledPear:
Like said, Asura does not maintain older versions of his generator in particular on HSFX. He had to narrow what he wanted and could develop/support. If you are keen you can dive deep into the DGen configuration files which the generator uses for creating missions. To give you an idea:
(http://i.imgur.com/c7PHkit.png)
For planes exploding at 0m altitude seems to indicate a mismatch between HSFX definitions and those of the campaign generator.

In short, for me, modern day DGEN is in Asura's DGEN Pack but you have to be prepared for hardcore installs...
Title: Re: Project DGen_mod
Post by: GrilledPear on October 18, 2016, 07:44:54 PM
For GrilledPear:
Like said, Asura does not maintain older versions of his generator in particular on HSFX. He had to narrow what he wanted and could develop/support. ...
no pics quote!

You say that the problem may come from HSFX files conflicting with Dgen.mod files; do you have an idea what files control this?

I managed to fix the speed issue in AllPlane.dat, but not the altitude issue. AllWeapons.dat did not even have files for the B239 (I'm running a modded campaign that requires different files; and I think the problem may lie with Boelke's mod files, not Asura's). When I cross-referenced my backup files for Dgen 2.0.2.0, the B239 files are present.

According to the Dgen.MOD user manual, "Settings in [episode_name]Planes.dat override those of the AllPlaneDB.dat and AllWeapons.dat files". I tried searching for the [episode_name]Planes.dat files in their respective campaign names (They should look like Finland1941FPlanes.dat), but no such files existed. I also made note that these kinds of files only existed for Boelke's campaign, and not for vanilla.

Overall I think the default campaigns are just throwing a hissy fit over the modded generator.

Title: Re: Project DGen_mod
Post by: Zoran395 on October 19, 2016, 04:50:39 AM

In the version of Asura's DGEN I use there are two lines for the B239 in AllWeapons.dat (is it also what you have in your backup file?)
Turns out there are definitions for minimum altitude in the said lines:
(http://i.imgur.com/0raCUAN.png)
Code: [Select]
minAlt - altitude at all points of the route, except at the point of attack ground targets, and take-off landing. Optimum altitude with this combat load.
attAlt - altitude at the point of attack purposes. Optimum height from which the attack is made with

So if Boelke's file does not have these entries I would have a go at adding them to try to solve the altitude issue.

About your observation of:
Quote
I also made note that these kinds of files only existed for Boelke's campaign, and not for vanilla.
I think it just shows that the folder structure, number of files, their names are different between vanilla and Asura DGEN. There is a backward compatibility (at least I read about it...) with vanilla but you would expect more files for recent campaigns.

And your question:
Quote
do you have an idea what files control this?
For some light reading and the purpose of educating oneself, have a look over at https://www.sas1946.com/main/index.php/topic,51325.0.html (https://www.sas1946.com/main/index.php/topic,51325.0.html) this is for DCG not DGEN but they are two campaign generator acting in a similar way against definition files located in "/your-HSFX-gamefolder/Files/com/maddox/il2/objects"

PS: If you want to get into map making, I have a job offer for you, excellent modder attitude GrilledPear!!
Title: Re: Project DGen_mod
Post by: camcam146 on October 20, 2016, 06:59:50 PM
Hi guys my dgen has stopped working suddenly.
Upon pressing "generate button for a new campaign nothing happens.
I started then deleted a few campaigns which i suspect is the problem.
Here is the log titled "degen ERROR"
I have latest copy of degen installed.

= DGen 4.0.8.6 (17/04/08) =
seed: 5875886
DGen initialization. Side: de, Rank: 2
MaxBomberSkill=3
Distance=Any
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=Medium
GroundIntensity=Medium
SlowFire=5.0
PromotionRate=1.000000
Career ID: DeF
Crimea
ReadDB sorties:1

PlayerWing found:II_JG5_3
Cannot find plane U_2VS


Computer is going out window soon.
Please help
 Cam
Title: Re: Project DGen_mod [4.13]
Post by: JimmyBlonde on March 22, 2017, 04:15:27 PM
I'm having a mission generation problem with Armee d'lair (ETO_Blitzkreig) after adding the Bloch210 (Tested and working in QMB and manually added, loadouts good, aircraft is added to AllPlanes_m.dat and loadouts added to allWeapons_m.dat)

tl;dr "Can't Select Target Type" error in DGen_mod 2.0.8.0.

Log:

Code: [Select]
= DGen_mod 2.0.3.0 (07/05/2015) =
seed: 149749359
ParamStr: fr 0       
DGen_mod initialization. Side: fr, Rank: 0
MaxFLAK=100
MaxBomberSkill=3
Distance=Full
Length=VeryLong
AI=Normal
Missions=Normal
AirIntensity=High
GroundIntensity=High
SlowFire=5.0
PromotionRate=1.00
Career ID: Fr2
Unable to delete directory: missions\campaign\fr\DGen_2_ETO40_1_Blitzkrieg_05_10_FRBdoe0
EnemyNation from settings: Germany
Load DGen\mod\AllPlaneDB.dat:
Load DGen\mod\AllPlaneDB_m.dat:
ETO40_1_Blitzkrieg_05_10:ETO40_1_Blitzkrieg_05_10
Inherits ETO40_1_Blitzkrieg_05_10
Load DGen\mod\ETO40_1_Blitzkrieg_05_10Towns.dat:
ReadDB sorties:1
Load DGen\mod\AllWing.dat:
TestWing(Allies,NN): NN 0 00
TestWing(Allies,RAF_No001SQN): RAF_No001SQN 4 10
TestWing(Allies,RAF_No073SQN): RAF_No073SQN 4 10
TestWing(Allies,RAF_No085SQN): RAF_No085SQN 4 10
TestWing(Allies,RAF_No087SQN): RAF_No087SQN 4 10
TestWing(Allies,RAF_No018SQN): RAF_No018SQN 4 10
TestWing(Allies,RAF_No053SQN): RAF_No053SQN 4 10
TestWing(Allies,RAF_No057SQN): RAF_No057SQN 4 10
TestWing(Allies,RAF_No059SQN): RAF_No059SQN 4 10
TestWing(Allies,RAF_No012SQN): RAF_No012SQN 4 10
TestWing(Allies,RAF_No015SQN): RAF_No015SQN 4 10
TestWing(Allies,RAF_No040SQN): RAF_No040SQN 4 10
TestWing(Allies,RAF_No088SQN): RAF_No088SQN 4 10
TestWing(Allies,RAF_No103SQN): RAF_No103SQN 4 10
TestWing(Allies,RAF_No105SQN): RAF_No105SQN 4 10
TestWing(Allies,RAF_No142SQN): RAF_No142SQN 4 10
TestWing(Allies,RAF_No150SQN): RAF_No150SQN 4 10
TestWing(Allies,RAF_No226SQN): RAF_No226SQN 4 10
TestWing(Allies,RAF_No002SQN): RAF_No002SQN 4 10
TestWing(Allies,RAF_No004SQN): RAF_No004SQN 4 10
TestWing(Allies,RAF_No013SQN): RAF_No013SQN 4 10
TestWing(Allies,RAF_No026SQN): RAF_No026SQN 4 10
TestWing(Allies,GC_I_1_): GC_I_1_ 4 10
TestWing(Allies,GC_II_1_): GC_II_1_ 4 10
TestWing(Allies,GC_III_3): GC_III_3 4 10
TestWing(Allies,GC_II_10): GC_II_10 4 10
TestWing(Allies,GC_III_10): GC_III_10 4 10
TestWing(Allies,GC_II_2): GC_II_2 4 10
TestWing(Allies,GC_III_2): GC_III_2 4 10
TestWing(Allies,GC_I_4): GC_I_4 4 10
TestWing(Allies,GC_I_5): GC_I_5 4 10
TestWing(Allies,GC_III_1_): GC_III_1_ 4 10
TestWing(Allies,GC_II_8): GC_II_8 4 10
TestWing(Allies,GCN_I_13): GCN_I_13 4 10
TestWing(Allies,GCN_II_13): GCN_II_13 4 10
TestWing(Allies,GCN_III_13): GCN_III_13 4 10
TestWing(Allies,GB_I_12): GB_I_12 4 10
TestWing(Allies,GB_II_12): GB_II_12 4 10
TestWing(Allies,GC_I_2): GC_I_2 4 10
TestWing(Allies,GC_II_4): GC_II_4 4 10
TestWing(Allies,GC_II_5): GC_II_5 4 10
TestWing(Allies,GC_II_6): GC_II_6 4 10
TestWing(Allies,GC_III_7): GC_III_7 4 10
TestWing(Allies,GC_I_8): GC_I_8 4 10
TestWing(Allies,GB_I_38): GB_I_38 4 10
TestWing(Allies,GB_II_38): GB_II_38 4 10
TestWing(Allies,GC_I_3): GC_I_3 4 10
TestWing(Allies,GC_II_7): GC_II_7 4 10
TestWing(Allies,RAF_No501SQN): RAF_No501SQN 4 10
TestWing(Allies,615Squadron): 615Squadron 4 10
TestWing(Allies,RAF_No504SQN): RAF_No504SQN 4 10
TestWing(Allies,RAF_No003SQN): RAF_No003SQN 4 10
TestWing(Allies,79Squadron): 79Squadron 4 10
TestWing(Allies,RAF_No114SQN): RAF_No114SQN 4 10
TestWing(Allies,RAF_No139SQN): RAF_No139SQN 4 10
TestWing(Allies,RAF_No057SQN): RAF_No057SQN 4 10
TestWing(Allies,RAF_No018SQN): RAF_No018SQN 4 10
TestWing(Allies,RAF_No218SQN): RAF_No218SQN 4 10
TestWing(Allies,RAF_No098SQN): RAF_No098SQN 4 10
TestWing(Allies,RAF_No016SQN): RAF_No016SQN 4 10
TestWing(Axis,Stab_KG4): Stab_KG4 4 10
TestWing(Axis,I_KG4a): I_KG4a 4 10
TestWing(Axis,II_KG4): II_KG4 4 10
TestWing(Axis,III_KG4): III_KG4 4 10
TestWing(Axis,Stab_KG54): Stab_KG54 4 10
TestWing(Axis,I_KG54): I_KG54 4 10
TestWing(Axis,II_KG54): II_KG54 4 10
TestWing(Axis,III_KG54): III_KG54 4 10
TestWing(Axis,Stab_JG26): Stab_JG26 4 10
TestWing(Axis,II_JG26): II_JG26 4 10
TestWing(Axis,III_JG26): III_JG26 4 10
TestWing(Axis,III_JG3): III_JG3 4 10
TestWing(Axis,Stab_JG51): Stab_JG51 4 10
TestWing(Axis,I_JG26): I_JG26 4 10
TestWing(Axis,II_JG27): II_JG27 4 10
TestWing(Axis,I_JG5_1): I_JG5_1 4 10
TestWing(Axis,ZG1_I): ZG1_I 4 10
TestWing(Axis,ZG1_II): ZG1_II 4 10
TestWing(Axis,ZG1_II): ZG1_II 4 10
TestWing(Axis,ZG26_Stab): ZG26_Stab 4 10
TestWing(Axis,ZG26_I): ZG26_I 4 10
TestWing(Axis,ZG26_III): ZG26_III 4 10
TestWing(Axis,Stab_KG27a): Stab_KG27a 4 10
TestWing(Axis,I_KG27a): I_KG27a 4 10
TestWing(Axis,II_KG27a): II_KG27a 4 10
TestWing(Axis,III_KG27a): III_KG27a 4 10
TestWing(Axis,Stab_KG3_0): Stab_KG3_0 4 10
TestWing(Axis,I_KG3_0): I_KG3_0 4 10
TestWing(Axis,II_KG3_0): II_KG3_0 4 10
TestWing(Axis,III_KG3_0): III_KG3_0 4 10
TestWing(Axis,Stab_LG1): Stab_LG1 4 10
TestWing(Axis,I_LG1): I_LG1 4 10
TestWing(Axis,II_LG1): II_LG1 4 10
TestWing(Axis,III_LG1): III_LG1 4 10
TestWing(Axis,Stab_JG27): Stab_JG27 4 10
TestWing(Axis,I_JG27): I_JG27 4 10
TestWing(Axis,I_JG1): I_JG1 4 10
TestWing(Axis,Stab_KG77): Stab_KG77 4 10
TestWing(Axis,I_KG77): I_KG77 4 10
TestWing(Axis,II_KG77): II_KG77 4 10
TestWing(Axis,III_KG77): III_KG77 4 10
TestWing(Axis,Stab_StG2): Stab_StG2 4 10
TestWing(Axis,I_StG2): I_StG2 4 10
TestWing(Axis,III_StG2): III_StG2 4 10
TestWing(Axis,Stab_StG77a): Stab_StG77a 4 10
TestWing(Axis,I_StG77a): I_StG77a 4 10
TestWing(Axis,II_StG77a): II_StG77a 4 10
TestWing(Axis,Stab_JG77): Stab_JG77 4 10
TestWing(Axis,I_JG77): I_JG77 4 10
TestWing(Axis,Stab_JG3): Stab_JG3 4 10
TestWing(Axis,I_JG3): I_JG3 4 10
TestWing(Axis,II_JG3): II_JG3 4 10
TestWing(Axis,Stab_KG1): Stab_KG1 4 10
TestWing(Axis,I_KG1): I_KG1 4 10
TestWing(Axis,II_KG1): II_KG1 4 10
TestWing(Axis,III_KG1): III_KG1 4 10
TestWing(Axis,Stab_KG76): Stab_KG76 4 10
TestWing(Axis,I_KG76): I_KG76 4 10
TestWing(Axis,II_KG76): II_KG76 4 10
TestWing(Axis,III_KG76): III_KG76 4 10
TestWing(Axis,ZG26_II): ZG26_II 4 10
TestWing(Axis,ZG76_Stab): ZG76_Stab 4 10
TestWing(Axis,ZG76_II): ZG76_II 4 10
TestWing(Axis,Stab_KG2): Stab_KG2 4 10
TestWing(Axis,I_KG2): I_KG2 4 10
TestWing(Axis,II_KG2): II_KG2 4 10
TestWing(Axis,III_KG2): III_KG2 4 10
TestWing(Axis,Stab_KG3): Stab_KG3 4 10
TestWing(Axis,I_KG3): I_KG3 4 10
TestWing(Axis,II_KG3): II_KG3 4 10
TestWing(Axis,III_KG3): III_KG3 4 10
TestWing(Axis,Stab_KG53a): Stab_KG53a 4 10
TestWing(Axis,I_KG53a): I_KG53a 4 10
TestWing(Axis,II_KG53a): II_KG53a 4 10
TestWing(Axis,III_KG53a): III_KG53a 4 10
TestWing(Axis,Stab_StGOne): Stab_StGOne 4 10
TestWing(Axis,II_StG2): II_StG2 4 10
TestWing(Axis,Stab_JG52): Stab_JG52 4 10
TestWing(Axis,I_JG5_2): I_JG5_2 4 10
TestWing(Axis,II_JG5_2): II_JG5_2 4 10
TestWing(Axis,Stab_JG54): Stab_JG54 4 10
TestWing(Axis,I_JG54): I_JG54 4 10
TestWing(Axis,II_JG5_1): II_JG5_1 4 10
TestWing(Axis,Stab_KG51a): Stab_KG51a 4 10
TestWing(Axis,I_KG51a): I_KG51a 4 10
TestWing(Axis,II_KG51a): II_KG51a 4 10
TestWing(Axis,III_KG51a): III_KG51a 4 10
TestWing(Axis,Stab_KG55a): Stab_KG55a 4 10
TestWing(Axis,I_KG55a): I_KG55a 4 10
TestWing(Axis,II_KG55a): II_KG55a 4 10
TestWing(Axis,III_KG55a): III_KG55a 4 10
TestWing(Axis,Stab_JG2): Stab_JG2 4 10
TestWing(Axis,I_JG2): I_JG2 4 10
TestWing(Axis,III_JG2): III_JG2 4 10
TestWing(Axis,Stab_JG53): Stab_JG53 4 10
TestWing(Axis,I_JG5_3): I_JG5_3 4 10
TestWing(Axis,II_JG5_3): II_JG5_3 4 10
TestWing(Axis,III_JG5_3): III_JG5_3 4 10
TestWing(Axis,III_JG5_2): III_JG5_2 4 10
TestWing(Axis,ZG2_Stab): ZG2_Stab 4 10
TestWing(Axis,ZG2_I): ZG2_I 4 10
TestWing(Axis,WNSt1): WNSt1 4 10
TestWing(Axis,2F_11a): 2F_11a 4 10
TestWing(Axis,4F_11a): 4F_11a 4 10
TestWing(Axis,3F_10a): 3F_10a 4 10
TestWing(Axis,1F_22): 1F_22 4 10
TestWing(Axis,3F_22): 3F_22 4 10
TestWing(Axis,4F_14a): 4F_14a 4 10
TestWing(Axis,3F_11a): 3F_11a 4 10
TestWing(Axis,3F_31a): 3F_31a 4 10
TestWing(Axis,2F_22): 2F_22 4 10
TestWing(Axis,2F_122a): 2F_122a 4 10
TestWing(Axis,3F_122a): 3F_122a 4 10
TestWing(Axis,4F_122a): 4F_122a 4 10
TestWing(Axis,2F_123a): 2F_123a 4 10
TestWing(Axis,1F_123a): 1F_123a 4 10
TestWing(Axis,3F_123a): 3F_123a 4 10
TestWing(Axis,5F_122a): 5F_122a 4 10
TestWing(Axis,3F_121a): 3F_121a 4 10
TestWing(Axis,4F_121a): 4F_121a 4 10
TestWing(Axis,Stab_KGzbV1a): Stab_KGzbV1a 4 10
TestWing(Axis,I_KGrzbV1a): I_KGrzbV1a 4 10
TestWing(Axis,II_KGrzbV1a): II_KGrzbV1a 4 10
TestWing(Axis,III_KGzbV1a): III_KGzbV1a 4 10
TestWing(Axis,IV_KGzbV1a): IV_KGzbV1a 4 10
PlaneNationCheck: HurricaneMkIa before - Finland, after - England
PlaneNationCheck: BLENHEIM1 before - Finland, after - England
PlaneNationCheck: BLENHEIM4 before - Finland, after - England
PlaneNationCheck: MS406 before - Finland, after - France
Blue skill set: 25 25 50
Red skill set: 5 20 75
Inherits operations from DGen\opsETO40_1_Blitzkrieg_05_10_FRB.dat
Loading 2 operation from DGen\opsETO40_1_Blitzkrieg_05_10_FRB.dat
Loading 111 red moving group
Loading 3171 red stationary units
Loading 8019 red buildings
Loading 65 blue moving group
Loading 176 all moving group
Loading 2564 blue stationary units
Loading 5735 all stationary units
Loading 5369 blue buildings
Loading 13388 all buildings
Load DGen\mod\ETO40_1_Blitzkrieg_05_10AF.dat:
Load DGen\mod\ETO40_1_Blitzkrieg_05_10BR.dat:
ShipList count 18 objects
ZoneList count 0 objects
ClusterList count 76 objects
FleetList count 0 objects
CarrierList count 0 objects
Dangerous areas - Red:68 Blue:32
DGen\MOD\MessageEn.dat
DGen\ETO40_1_Blitzkrieg_05_10_FRBMsgEn.dat
GoodProximity is OK: 2
In CombatMissionN. orgAF= 2. x=0.00 y=0.00 OlOpName=()
Axis: AF:2 HyB:1 Amp:0 Tnk:0 Art:0 Bdg:4 Carr:0 Car:6 Con:0 Dep:12 HQ:2 Prt:0 Ship:0 Sub:0 Rail:4 Sea:0 Land:0 Trn:1 Trp:16 Zone:0 Constr:0 Clust:34 Soft:41
Axis: AF:2 HyB:1 Amp:0 Tnk:0 Art:0 Bdg:4 Carr:0 Car:6 Con:0 Dep:12 HQ:2 Prt:0 Ship:0 Sub:0 Rail:4 Sea:0 Land:0 Trn:1 Trp:16 Zone:0 Constr:0 Clust:34 Soft:41
Axis: AF:2 HyB:1 Amp:0 Tnk:0 Art:0 Bdg:4 Carr:0 Car:6 Con:0 Dep:12 HQ:2 Prt:0 Ship:0 Sub:0 Rail:4 Sea:0 Land:0 Trn:1 Trp:16 Zone:0 Constr:0 Clust:34 Soft:41
Axis: AF:2 HyB:1 Amp:0 Tnk:0 Art:0 Bdg:4 Carr:0 Car:6 Con:0 Dep:12 HQ:2 Prt:0 Ship:0 Sub:0 Rail:4 Sea:0 Land:0 Trn:1 Trp:16 Zone:0 Constr:0 Clust:34 Soft:41
Axis: AF:2 HyB:1 Amp:0 Tnk:0 Art:0 Bdg:4 Carr:0 Car:6 Con:0 Dep:12 HQ:2 Prt:0 Ship:0 Sub:0 Rail:4 Sea:0 Land:0 Trn:1 Trp:16 Zone:0 Constr:0 Clust:34 Soft:41
Axis: AF:2 HyB:1 Amp:0 Tnk:0 Art:0 Bdg:4 Carr:0 Car:6 Con:0 Dep:12 HQ:2 Prt:0 Ship:0 Sub:0 Rail:4 Sea:0 Land:0 Trn:1 Trp:16 Zone:0 Constr:0 Clust:34 Soft:41
Axis: AF:2 HyB:1 Amp:0 Tnk:0 Art:0 Bdg:4 Carr:0 Car:6 Con:0 Dep:12 HQ:2 Prt:0 Ship:0 Sub:0 Rail:4 Sea:0 Land:0 Trn:1 Trp:16 Zone:0 Constr:0 Clust:34 Soft:41
Axis: AF:2 HyB:1 Amp:0 Tnk:0 Art:0 Bdg:4 Carr:0 Car:6 Con:0 Dep:12 HQ:2 Prt:0 Ship:0 Sub:0 Rail:4 Sea:0 Land:0 Trn:1 Trp:16 Zone:0 Constr:0 Clust:34 Soft:41
Axis: AF:2 HyB:1 Amp:0 Tnk:0 Art:0 Bdg:4 Carr:0 Car:6 Con:0 Dep:12 HQ:2 Prt:0 Ship:0 Sub:0 Rail:4 Sea:0 Land:0 Trn:1 Trp:16 Zone:0 Constr:0 Clust:34 Soft:41
Can't select target type


Title: Re: Project DGen_mod [4.13]
Post by: JimmyBlonde on March 22, 2017, 04:43:18 PM
Nevermind, I figured it out myself. The aircraft was already present in campaign as AI only and assigned the class "Transport" changed it to "Bomber".
Title: Re: Project DGen_mod [4.13]
Post by: solotk on April 20, 2017, 11:39:42 AM
1. Select Campaign - Click -*BEEP*

2. Read Error Log -Make changes -Restart IL-2

3. Select Campaign - Click - *BEEP*

4. Repeat .2 & .3 umpteen times

5. Give it up as a bad job, go back to playing a well crafted campaign.

Title: Re: Project DGen_mod [4.13]
Post by: Mira on May 06, 2017, 01:39:41 AM
HSFX  + DGen 2.0.3. + Westfront campaing for Boelcke..
Ranking in the RAF campaign in Russian language.
ONLY RAF..Other campaigns in English
Some advice ?
http://i.imgur.com/aoobLij.jpg
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on October 05, 2017, 04:19:46 AM
DGen_Mod 2.0.5.0 - User Manual in English

I've translated the Russian DGen_Mod user manual 2.4 for DGen_Mod 2.0.5.0 to English now.

English is not my native language, so the translation might not be perfekt.
Constructive feedback is highly apprecierad.

The manual can be downloaded from the IL-2 page on my site.

http://vonoben.free.fr/
Title: Re: Project DGen_mod [4.13]
Post by: Zoran395 on October 06, 2017, 04:03:52 AM
Hi VonOben,
Happy to review your translation.
English is not my native language either but ... I have a long lasting interest in DGEN_Mod and constant contact with Motorhead + the folks at Aviaskins. I only fly Asura's DGen pack as well.
All the best to you and thank you for doing it (it is something I had on my list...)
Title: Re: Project DGen_mod
Post by: vegetarian on October 06, 2017, 05:24:11 AM
G'day vonOben

Excellent work, thank you.
Title: Re: Project DGen_mod
Post by: leszek957 on October 11, 2017, 09:31:29 AM

PlayerWing found:II_JG5_3
Cannot find plane U_2VS

Try to check your files: AllPlaneDB.dat , AllWeapons.dat , AllClasses.dat , {campaign_name}Planes.dat , classes{campaign_number} like for example classesRuQ.dat
It looks like U_2VS is missing now.
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on November 04, 2017, 12:37:04 AM
DGen_Mod 2.0.5.0 - User Manual in English

I've translated the Russian DGen_Mod user manual 2.4 for DGen_Mod 2.0.5.0 to English now.

English is not my native language, so the translation might not be perfekt.
Constructive feedback is highly apprecierad.

The manual can be downloaded from the IL-2 page on my site.

http://vonoben.free.fr/

A updated version has now been uploaded, with corrected English and misc improvements.

Many thanks to Zoran395 for creative feedback and translation help.  :)
Title: Re: Project DGen_mod [4.13]
Post by: Logan76254 on January 16, 2018, 12:54:18 PM
I know this is a very old post, so I don't know if anyone will see this, but I'm getting this mod for Boelcke's dynamic campaign on HSFX 7. I downloaded the zip file and everything, but what do I need to do to actually get this mod installed?
Title: Re: Project DGen_mod [4.13]
Post by: Scacco 1 on January 22, 2018, 04:12:18 AM
Hi mates!

I'm a bit of a newbie in IL2 but I'm starting to study how to build a campaign with this wondefull mod!

The first capaign that came in my mind is about WWI....beacuse there are very few available and the most of them are static.

A player can start in 1914 and arrive in 1918 with about 8 to 10 planes changes so I think that could be possible cover the whole war with about 10 subcampaigns making the planes changes coincide with the main ground operation....thanks to the longest battle duration were in this conflict....

I believe that this could be a very useful campaign for most WWI users!

In those days I'm starting to build the necessary files to add the Westfront map into DGen...

....but even reading the new manual I have a couple of doubt about which can be the best files building that I can't figure out by myself!

Those are my initial doubts about what 'll be the best solutio for adding the TOWNS , AIRFIELD and BRIDGE references , since the frontline is almost static....so I need to know if can I set two condition:

1) Can I build a campaign with a not moving frontline?

2) Can I build a campaign with multiple aircraft assigned to the player randomly?

This are the condition why I need those answers:

1) If the frontline can be set as static?

If possible I can cover more long intervals of time in the subcampaigns.

2 Can the player use more than an aircraft in the same unit in the same subcampaign?

That's because initially the fighters were spread among recces in each unit (so a pilot can fly randomly with a recce and a fighter while assigned at the same  unit)

If possible I can again set longer subcampaigns with a non moving frontline.

MOREOVER

Another non related to this specific campaign question is about aircraft update....did the DGen take in account the arrive of newer model of the same plane or new planes at the player unit?

Thanks in advance for your help!

As I got all those information I'll open a new tread about the specific campaign WIP....
Title: Re: Project DGen_mod [4.13]
Post by: Zoran395 on January 23, 2018, 05:01:45 AM
I will answer as the best as I can but, even if I am quite passionate about the generator, I am not an experienced campaign maker.
I created one test campaign for a new map I was working on at the time.... I was blown away by the results. So much so that it influenced my map making (https://yadi.sk/a/DUUcNdNzsFsvs) from then on.

Here goes:

Quote
1) Can I build a campaign with a not moving frontline?
I have seen DGEN mission templates with front lines flags set. I would still think that the front line will move depending on the overall strategic situation.
Quote
2) Can I build a campaign with multiple aircraft assigned to the player randomly?
I do not think you can in DGen. You can do it in static campaigns though.
Quote
If possible I can cover more long intervals of time in the subcampaigns.
I think you can make it as long as you want, with say 5 missions every day from 1914 to 1918...
Quote
2 Can the player use more than an aircraft in the same unit in the same subcampaign?
DGen is geared for sequential aircraft changes (like upgrades... or downgrades). You can keep the same airfield but have operations with different planes.

It is quite an undertaking and I would advise you to go step by step...
-----

One last thing, you have to be prepared to have to try on your own and try, try, try... until you can get it to work. Or find a workaround. Or drop your expectations. This is the only way you will get some outcome and hopefully the one you are after.
The pool of people who can help you is limited (so is their time) and/or English is not their main language.

Having said that it is an awesome piece of kit for those who dare.
Title: Re: Project DGen_mod [4.13]
Post by: Scacco 1 on January 23, 2018, 02:44:02 PM
Thanks mate for your reply and apologize for my late one!

I have just finished to read all the posts of this tread....

I have got a basic understanding of the whole new features of the DGen....

Now I must learn how the stock work in the untouched section....

ANYONE PLEASE have a link about stock DGen manual?
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on January 24, 2018, 04:39:04 AM
Hi Scacco 1

You can have a static frontline if you like. The frontline among other things are controlled by [episode_name].DB.
But why do you want a static frontline?
It's rather easy to make a historical frontline moments for a WWI Campaign.

From the Readme file:
[episode_name].DB – this file contains all the necessary data for episode missions: front line moving, available units and airplanes etc.

Have you read "Updating 'Disaster on the Frontiers' with Kurland '44" by Amagi?
It's written for the old DGen, but it also applies to DGen Mod in many ways and I would like to recommend it.

Quote:
The frontline is based on the towns.  Blue holds towns based on the number of points it has starting from the top down, and needs enough points to pay for all of a town's value.

Cheers

vonOben
Title: Re: Project DGen_mod [4.13]
Post by: Motörhead on January 24, 2018, 11:23:28 AM
1) Can I build a campaign with a not moving frontline?

Of course, any campaign/subcampaign can be created with moving for both sides or with static front line.

2) Can I build a campaign with multiple aircraft assigned to the player randomly?

In current version of DGen this is impossible. Probably, in future this feature can be added in DGen by Asura. For example, you can play IJN campaign on G4M. In most missions you will drive stock bomber, but in few kamikaze missions you get the Ohka carrier.

2 Can the player use more than an aircraft in the same unit in the same subcampaign?
Same as previously - not in current version of DGen. Maybe in future.

Another non related to this specific campaign question is about aircraft update....did the DGen take in account the arrive of newer model of the same plane or new planes at the player unit?

Only when next operation (subcampaign) started.
Title: Re: Project DGen_mod [4.13]
Post by: Scacco 1 on January 24, 2018, 12:28:40 PM
Thanks mates for your replies!

I got finally all information about how to start building a new DGen campaign.....

I'm focused in WWI because is the less devloped due the relatively recent introduction of such planes in the sim....but I also plan to develop in parallel a F.19 campaign to have one semi-hisorical WWI campaign and one historical campaign to test the difference between WWI and WWII environemt and how camapign works from little to multiple....

The two campaign have about the same condition: a semi static frontline....infact in the F.19 action there was few frontline change or ground opertions while in WWI for the first 3 years , in the various battle in the West , the frontline was almost static , large mass of infantry got with heavy losses little advance of terrain with really few kilometers of wide and deep extension....and for the most thy lost every suffered gain after few days or weeks....

So I have started to study how develop the [schedule] for the frontline and how split the subcampaigns to couple the various offensive we can find in the map with the change in the strategical and tactical situation in the aerial warfare fought above....

As atm I'm out of home and with limited connection I can't download DGen pack 2 , can I ask you if the two maps: Suomissalmi 39/40 and WWI Westfront are included in the DGenpack or the Dgen (and so the TOWN AIRFIELD and BRIDGE files are anyway done and could be used or , if necessary , updated) or not so I can start to build them from scratch?

Thanks for your past and future replies!
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on January 29, 2018, 01:36:34 AM

ANYONE PLEASE have a link about stock DGen manual?


There is no stock DGen manual that I'm aware of.  :(

But there is a DGen_Mod manual included in the download in Russian and the English translation at my site:

http://vonoben.free.fr/
Title: Re: Project DGen_mod [4.13]
Post by: vtrelut on January 29, 2018, 02:11:01 AM
You may also download and read this, for debugging your stock DGen campaigns:

http://www.mission4today.com/index.php?name=Downloads&file=details&id=2020


Cheers,

Vincent
Title: Re: Project DGen_mod [4.13]
Post by: Scacco 1 on February 02, 2018, 01:32:20 AM
Thanks mate!

Really useful!
Title: Re: Project DGen_mod [4.13]
Post by: leforban on October 28, 2019, 03:12:33 PM
Hi
Does anyone has an idea where to look for to debug the following error on stalingrad campaign :
Quote
bPacific set as False (USSR, Army - Stalingrad), NewMap set as False
===== missions\campaign\ru\DGen_+_Stalingrad00\conf.dat =====
Mc Douglas,joe,inverness,1910
3IAK
dir=missions\campaign\ru\DGen_+_Stalingrad00
dir=missio2ns\campaign\ru\DGen_+_Stalingrad00
Language=Russian
instant=false
Stalingrad I_16TYPE18
Stalingrad2 I_16TYPE18
Kuban43 I_16TYPE24
Prokhorovka SPITFIRE5B
Kubanlate43 SPITFIRE5B
Crimea44 LAGG_3SERIES66
Balaton LA_5F
============ eof ==============
Language settings not found in confXX.ini

Any help would make my day
I'm able to play all the other subcampaign kuban, crimea etc but stalingrad just want do it after the end of the first mission.
Title: Re: Project DGen_mod [4.13]
Post by: whistler on February 12, 2020, 05:39:41 AM
Hi,

n00b here :)

+100 pages / +5 years of work and I cannot find milestones or anything (not that I read all posts). Are there versions for, I don't know, 4.10, 4.12, 4.13...? Something stable and ready to play? or is this an endless WIP/beta project? Just let me know is there is anything I can use in my 4.12.

Thanks!
Title: Re: Project DGen_mod [4.13]
Post by: greybeard on February 13, 2020, 01:06:25 AM
Hi noob! ;D And welcome!

Long story made short: this kind of DGen has come to an end, since Asura developed a new concept enbodying both DGen and modpack tailored for it, all in Russian and only on a Russian site. Just mentioned end is version 2.0.5.0 which is compatible with all game versions. I fear that the link to download it is dead and anyway buried inside these one hundred and more pages; it has its manual in Russian, though. I'm now going to pack it and its manual's translation in English (courtesy of von Oben), and send you by PM.

Cheers
Title: Re: Project DGen_mod [4.13]
Post by: whistler on February 13, 2020, 01:37:54 AM
I noticed this crowded tavern and I got in to have a chat ;)

Thanks greybeard. I am very well aware of your standalone DGen campaigns and I wondered in anyone ever consolidated a good campaign pack or something ready to go. I will check the documentation for sure! Thanks again.
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on May 15, 2020, 04:22:48 AM
DGen_MOD 2.0.5.0 is still available for download here:

https://www.mediafire.com/file/z9zdr7einya3dcf/DGen_MOD_2.0.5.0.zip/file

DGen_MOD exe update to 2.0.6.0 here:

https://www.mediafire.com/file/m0stcw7akwt3tmb/DGen_current_version_%252820.08.2018%2529.rar/file

DGen_Mod 2.0.5.0 - User Manual in English can be doaded from the IL-2 page on my site.

http://vonoben.free.fr/
Title: Re: Project DGen_mod
Post by: Griffon_301 on May 15, 2020, 04:46:49 AM
Hi guys...thanks to Greybeard, I am also on the DGen mod crowd now and will try some things in BAT... Will report back...
Btw DGen mod 3.0 is not that bad at all considering it runs on 4.14.1.. it has some stuff that would be awesome to have in BAT
Title: Re: Project DGen_mod [4.13]
Post by: larschance on May 15, 2020, 10:18:15 AM
I found DgenMod v3.0 excellent when it worked. Motorhead spent a lot of time upgrading his campaigns but stalled while waiting for Azura to translate the manual and briefings, provide maps etc from what I understand. Several of the campaigns were bug ridden, some of which were recognised but others not so. A shame as it was visually very good.
Title: Re: Project DGen_mod [4.13]
Post by: Asura on October 09, 2020, 02:12:21 AM
After a long break, I finally returned to work on DGenMOD 2.1.0.0 While I hope to prepare a new version by early November. New mission types will be added and many of the opportunities that have accumulated over the past 5 years will be realized. In addition, a full instruction on the generator and all its capabilities will be issued. As before, the generator does not depend on the version of the game, but the issue remains with the preparation of data on aircraft. If someone wants to do campaigns for BAT I am ready to help and tell how to prepare the data. Well, as usual, everything new will be used in Motörhead campaigns.
If someone has a desire to get the current version 2.1.0.0 - say, I will lay it out. However, the instruction is still only in Russian - I am waiting for translators.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on October 10, 2020, 10:03:58 AM
Great news mate!

I hope to be ready to start develop campaign in time for your relese....

While a bit out in the last years I was more in deep at the campaign building and at your great work on Aviaskin....

What I was wondering from my unskilled pov are a couple of aspects and mission type:

Did you plan to add WWI aircrafts?

About missions....

Did a blue ballon busting mission appear?

And a blue side for Circus and Ramrods?

Can be introduced new missions aspects derived from some mods developed like FAC and artillery spotting?

I hope to don't have been too much bothering but I'm really exited about your next release!

Thanks for keeping up this vital aspect of the game!
Title: Re: Project DGen_mod [4.13]
Post by: Darth_Dooboss on October 10, 2020, 11:23:24 AM
After a long break, I finally returned to work on DGenMOD 2.1.0.0 While I hope to prepare a new version by early November. New mission types will be added and many of the opportunities that have accumulated over the past 5 years will be realized. In addition, a full instruction on the generator and all its capabilities will be issued. As before, the generator does not depend on the version of the game, but the issue remains with the preparation of data on aircraft. If someone wants to do campaigns for BAT I am ready to help and tell how to prepare the data. Well, as usual, everything new will be used in Motörhead campaigns.
If someone has a desire to get the current version 2.1.0.0 - say, I will lay it out. However, the instruction is still only in Russian - I am waiting for translators.

Fantastic news!!!!
 :) ;)
Title: Re: Project DGen_mod
Post by: Asura on October 11, 2020, 05:41:05 AM
Did you plan to add WWI aircrafts?

WWI can be used now, but you need to spell out aircraft in the files AllClasses.dat, AllPlaneDB.dat, AllWeapons.dat. I have plans to add this data, in addition, I plan to add all data on WWI nations to DGen (titles, awards, etc.), but this will be later.

Quote
Did a blue ballon busting mission appear?

Yes, in 2.1.0.0 it is planned

Quote
And a blue side for Circus and Ramrods?

No, it was these types that were historically only in the red side

Quote
Can be introduced new missions aspects derived from some mods developed like FAC and artillery spotting?

This is interesting - I wrote myself into the tasks

Title: Re: Project DGen_mod [4.13]
Post by: Whiskey_Sierra_972 on October 11, 2020, 06:04:25 AM
Great mate!

Thanks for your reply!

Quote
I plan to add all data on WWI nations to DGen

Atm I'm updating the ww1 regiments adding historically correct nations and units....actually about 25% done....if this can be useful I can try to fine tune it....

Quote
No, it was these types that were historically only in the red side

Yes is true....but maybe I didn't explain well....I was asking about choose the blues side and play in defence against those reds missions....not to play in a blue circus/ramrods operation in offensives against reds....
I'm asking because the circus/ramrods were peculiar operation with specific flight composition and organization and I suppose that the DGen engine arrange them in a different way than the available blue defend xxxxx mission....but maybe I'm wrong....

Thanks again for your reply and for your great works!
Title: Re: Project DGen_mod [4.13]
Post by: Asura on October 11, 2020, 12:51:26 PM
Atm I'm updating the ww1 regiments adding historically correct nations and units....actually about 25% done....if this can be useful I can try to fine tune it....

Any help will add new features faster

Quote
Yes is true....but maybe I didn't explain well....I was asking about choose the blues side and play in defence against those reds missions....not to play in a blue circus/ramrods operation in offensives against reds....
I'm asking because the circus/ramrods were peculiar operation with specific flight composition and organization and I suppose that the DGen engine arrange them in a different way than the available blue defend xxxxx mission....but maybe I'm wrong....

These types of missions have already been implemented in Motörhead campaigns. You can try how they work.
Title: Re: Project DGen_mod [4.13]
Post by: sowercrowd on October 11, 2020, 01:01:39 PM
After a long break, I finally returned to work on DGenMOD 2.1.0.0 While I hope to prepare a new version by early November. New mission types will be added and many of the opportunities that have accumulated over the past 5 years will be realized. In addition, a full instruction on the generator and all its capabilities will be issued. As before, the generator does not depend on the version of the game, but the issue remains with the preparation of data on aircraft. If someone wants to do campaigns for BAT I am ready to help and tell how to prepare the data. Well, as usual, everything new will be used in Motörhead campaigns.
If someone has a desire to get the current version 2.1.0.0 - say, I will lay it out. However, the instruction is still only in Russian - I am waiting for translators.

Fantastic news!!!!
 :) ;)
Indeed !
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on October 12, 2020, 02:49:12 PM
Atm I'm updating the ww1 regiments adding historically correct nations and units....actually about 25% done....if this can be useful I can try to fine tune it....

Any help will add new features faster

Quote
Yes is true....but maybe I didn't explain well....I was asking about choose the blues side and play in defence against those reds missions....not to play in a blue circus/ramrods operation in offensives against reds....
I'm asking because the circus/ramrods were peculiar operation with specific flight composition and organization and I suppose that the DGen engine arrange them in a different way than the available blue defend xxxxx mission....but maybe I'm wrong....

These types of missions have already been implemented in Motörhead campaigns. You can try how they work.


As I'll finish the nations association (I have to finish German Air Service units because it was reformed in 1917 from Fliegertruppe into Lufstreitkhrafte and I have to decide if is more simple for users search for units into two separate 'Nation' or into a single list for both the respective units) I'll send you the relevant files so you can look at them and if those can be added...compatible with other ages...and moreover compatible with DGen engine....I can fine tune them accordingly.

And I'll take a look at the Motörhead campaigns more in deep....
Title: Re: Project DGen_mod
Post by: Asura on October 13, 2020, 02:00:48 AM

As I'll finish the nations association (I have to finish German Air Service units because it was reformed in 1917 from Fliegertruppe into Lufstreitkhrafte and I have to decide if is more simple for users search for units into two separate 'Nation' or into a single list for both the respective units)

It is necessary to do for one Nation, the division will greatly hinder the creation of a large campaign.

Title: Re: Project DGen_mod [4.13]
Post by: Darth_Dooboss on October 13, 2020, 09:50:47 AM
DGen_MOD 2.0.5.0 is still available for download here:

https://www.mediafire.com/file/z9zdr7einya3dcf/DGen_MOD_2.0.5.0.zip/file

DGen_MOD exe update to 2.0.6.0 here:

https://www.mediafire.com/file/m0stcw7akwt3tmb/DGen_current_version_%252820.08.2018%2529.rar/file

DGen_Mod 2.0.5.0 - User Manual in English can be doaded from the IL-2 page on my site.

http://vonoben.free.fr/

Link to download 2.0.6.0 broken, no files
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on October 13, 2020, 02:09:32 PM
It is necessary to do for one Nation, the division will greatly hinder the creation of a large campaign.

Roger....I plan to finish German and start French/Britishunits in my next working trip this saturday....I'll return on the next friday and I think that I'll can send something to you for a first evaluation....
Title: Re: Project DGen_mod [4.13]
Post by: Asura on October 14, 2020, 02:13:27 AM
Link to download 2.0.6.0 broken, no files

I did not post 2.0.6.0 and now I can no longer do it.
Title: Re: Project DGen_mod
Post by: Asura on October 14, 2020, 02:21:53 AM
Roger....I plan to finish German and start French/Britishunits in my next working trip this saturday....I'll return on the next friday and I think that I'll can send something to you for a first evaluation....

This will greatly reduce the time to add new Nations. I want to remind you that in addition to the squadrions list, you still need files with pilot names, city names, awards (with images), military ranks and a set of pilot photos... If you collect all the data, the new nation will be available to create any campaigns - static and dynamic.

In addition to WWI, I plan to add countries for local conflicts of the 20th century.
Title: Re: Project DGen_mod [4.13]
Post by: Whiskey_Sierra_972 on October 14, 2020, 01:18:58 PM
Code: [Select]
....still need files with pilot names, city names, awards (with images), military ranks and a set of pilot photos... If you collect all the data, the new nation will be available to create any campaigns....
Yes....I'll try to go still further my initial goal (initially only west front countries/units and then all the east countries/units too)....but while I think to be able to deal with pilot names , awards and ranks....I have to think about pilot photos and city names because atm I have no idea how to....this mean that I'll bother for help in the future....

;)
Title: Re: Project DGen_mod [4.13]
Post by: Asura on October 16, 2020, 06:01:24 AM
I can send an example on one of the Nations - a complete set that is necessary to use the Nation with campaigns.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on October 18, 2020, 02:53:53 PM
I can send an example on one of the Nations - a complete set that is necessary to use the Nation with campaigns.

That's 'll be really a welcomed aid....

:)
Title: Re: Project DGen_mod [4.13]
Post by: Asura on October 19, 2020, 02:00:01 AM
https://www.mediafire.com/file/y2l742b751wqehc/Country.7z/file (https://www.mediafire.com/file/y2l742b751wqehc/Country.7z/file)

Example of a complete dataset to add a new Nation
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on October 26, 2020, 03:02:38 AM
Thanks....just downloaded.... I'll take a look this evening....

Btw....German and Austro-Hungarian units 'll be finished this week....then British and French....

I can't find useful information about Imperial Russian Air Service units....I discovered only that there should be about 90....
Title: Re: Project DGen_mod [4.13]
Post by: Asura on October 28, 2020, 01:01:57 AM
My plan to add the Nations to the generator:

Red
id Индия - India                                   
ve Вьетнам (СРВ) - Vietnam (SRV)                   
ar Аргентина - Argentina                           
eg Египет - Egipet                                 
sy Сирия - Syria                                   
li Ливия - Libya                                   
ir Ирак - Iraq                                     
jo Иордания - Jordan                               
re Российская Империя (WWI) - Russian Empire (WWI)
ff Франция (WWI) - France (WWI)                   
gg Великобритания (WWI) -  United Kingdom (WWI)   
im Италия (WWI) - Italy (WWI)                     

Blue
pk Пакистан - Pakistan                         
sv Южный Вьетнам - South Vietnam               
is Израиль  - Israil                           
di Германия (WWI) - Germany (WWI)             
av Австро-Венгрия (WWI) - Austria-Hungary (WWI)
rd Белое движение - White movement             
uo Украина (1918-1919)   - Ukraine (1918-1919)   
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on October 28, 2020, 12:35:59 PM
I'll report my code/country association in the next few hours....I have edited the country.ini to keep it compatible with bat....if possible to add the same association....all squadrons file can be used and compatible.....
Title: Re: Project DGen_mod [4.13]
Post by: Whiskey_Sierra_972 on October 28, 2020, 02:56:38 PM
Hi again....here we are....

Well....your plan is:

Code: [Select]
Red
id Индия - India                                   
ve Вьетнам (СРВ) - Vietnam (SRV)                   
ar Аргентина - Argentina                           
eg Египет - Egipet                                 
sy Сирия - Syria                                   
li Ливия - Libya                                   
ir Ирак - Iraq                                     
jo Иордания - Jordan                               
re Российская Империя (WWI) - Russian Empire (WWI)
ff Франция (WWI) - France (WWI)                   
gg Великобритания (WWI) -  United Kingdom (WWI)   
im Италия (WWI) - Italy (WWI)                     

Blue
pk Пакистан - Pakistan                         
sv Южный Вьетнам - South Vietnam               
is Израиль  - Israil                           
di Германия (WWI) - Germany (WWI)             
av Австро-Венгрия (WWI) - Austria-Hungary (WWI)
rd Белое движение - White movement             
uo Украина (1918-1919)   - Ukraine (1918-1919)

SAS BAT is in this settings (for sure in WAW and JTW not sure for TGA)

Code: [Select]
allies Allies
axis   Axis


nn None

//Stock

de Germany
fi Finland
fr France
gb RAF
hu Hungary
it Italy
ja IJA

pl Poland
ro Romania
sk Slovakia
ru USSR
us USAAF
un USN
um USMC
ra RAAF
rz RNZAF
rn RN
in IJN
du NL


//red

yu Yugoslavia RYAF
ab Abyssinia
be Belgium
br Brazil
sa South Africa
cn China
cz Czechoslovakia
il Italy (ICAF) Allied
rl Romania Allied
fl Finland Allied
gr Greece
dd German Democratic Republic
hy Hungary (red sided)
mg Managua
nl Netherlands (LV Europe)
es Spain Republican
re Russian Empire
ch Switzerland
bl Bulgaria (Allied)
ap Partisan
id India
no Norway
pt Portugal
at Austria
bo Bolivia
mx Mexico
dk Denmark
ph Philippines
pe Peru
ur Uruguay
is Israel
kr Korea South (Red)

ct Canada


//Duplicate (no static plane markings available in FMB) from blue to red

ix Iraq (Red)


//New Country red

az Angola
mz Mozambique


//New Country red for CLASS

cx China Red(PLA post 1945)
kx Korea North (Red)
sx Syria (Red)
ex Egypt (Red)


rd Ukraine



/////////////////////////////////////////////

//blue


sp Spain Nationalist
ar Argentina
bg Bulgaria
hr Croatia
co Colombia
ee Estonia
ir Iran
an Italy (ANR, 1943-45)
mk Manchukuo
lv Latvia
lt Lithuania
pa Paraguay
pn Poland (Axis)
pk Pakistan
rb Russian Liberation Army
tk Turkey
sw Sweden
vi France Vichy
ik Iraq
cc China (PLA post 1945)
kp Korea North (Blue)
sy Syria
eg Egypt



//Duplicate (no static plane markings available in FMB) from red to blue

pq Portugal (Blue)
aq Austria (Blue)
mq Mexico (Blue)
dq Denmark (Blue)
pw Philippines (Blue)
pz Peru (Blue)
uq Uruguay (Blue)
gq Greece (Blue)
tw Taiwan (Blue)
fc Finland (Postwar)


//New country blue

ss South Africa (Postwar)
sb South Africa (Republic)


//New country blue for CLASS

cq Canada (Postwar)
iq Israel (Blue)
kq Korea South (Blue)

vb RAF (Postwar)
na USA (Postwar)

bu Ukraine (Postwar)





//New RED

do Indonesia
ho Honduras
le Lebanon
jo Jordan
cu Cuba

sl Syldavia
nv Vietnam (North)
ng Nigeria

al Albania
cr Costa Rica
vz Venezuala
ag Algeria
ci Chile
eh Ethiopia
ly Libya
bt Botswana
ug Uganda
su Saudi Arabia
cm Cambodia
mm Myanmar


//New BLUE


ni Nicaragua
el El Salvador
my Malaysia
si Singapore
as RAAF (Postwar)
nz RNZAF (Postwar)
gp Germany (Postwar)

vn Vietnam (South)
cv Costa-Verde
bi Biafra
bd Borduria

ad Ireland
pm Panama
gl Guatemala
mr Morocco
et Eritrea


//sideswitch for HSFX compatibility

th Thailand
ty Thailand (Postwar)

//added from HSFX

yp Yugoslavia JKRV
ca RCAF

While SAS BAT for DOF is in this condition

Code: [Select]
allies Red
axis   Blue


//nn The First World War

//Stock

de Luftstreitkräfte
//de Germany
//fi Finland
fr  Aéronautique Militaire
//fr France
gb Royal Flying Corps
//gb RAF
hu K.u.K. Luftfahrtruppen
//hu Hungary
//it Regia Aeronautica
//ja IJA

//pl Poland
//ro Romania
//sk Slovakia
ru Imperial Russian Air Service
//ru USSR
us A.E.F. Air Service
//us USAAF
//un USN
//um USMC Signal Corps
ra Australian Flying Corps
//ra RAAF
//rz RNZAF
rn Royal Naval Air Service
//rn RN
//in IJN
//du NL


//red

//yu Yugoslavia RYAF
//ab Abyssinia
be Belgian Air Service
//be Belgium
//br Brazil
//sa South Africa
//cn China
//cz Czechoslovakia
il Corpo Aeronautico Militare
//il Aeronautica Militare
//il Italy (ICAF) Allied
//rl Romania Allied
//fl Finland Allied
gr Ellinikì Aeroporìa
//gr Greece
//dd German Democratic Republic
//hy Hungary (red sided)
//mg Managua
//nl Netherlands (LV Europe)
//es Spain Republican
//re Russian Empire
//ch Switzerland
//bl Bulgaria (Allied)
//ap Partisan
//id India
//no Norway
//pt Portugal
//at Austria
//bo Bolivia
//mx Mexico
//dk Denmark
//ph Philippines
//pe Peru
//ur Uruguay
//is Israel
//kr Korea South (Red)

//ct Canada


//Duplicate (no static plane markings available in FMB) from blue to red

//ix Iraq (Red)


//New Country red

//az Angola
//mz Mozambique


//New Country red for CLASS

//cx China Red(PLA post 1945)
//kx Korea North (Red)
//sx Syria (Red)
//ex Egypt (Red)


//rd Generic Red



/////////////////////////////////////////////

//blue


//sp Spain Nationalist
//ar Argentina
//bg Bulgaria
//hr Croatia
//co Colombia
//ee Estonia
//ir Iran
//an Italy (ANR, 1943-45)
//mk Manchukuo
//lv Latvia
//lt Lithuania
//pa Paraguay
//pn Poland (Blue)
//pk Pakistan
//rb Russian Liberation Army
tk Ottoman Aviation Squadrons
//tk Turkey
//sw Sweden
//vi France Vichy
//ik Iraq
//cc China (PLA post 1945)
//kp Korea North (Blue)
//sy Syria
//eg Egypt



//Duplicate (no static plane markings available in FMB) from red to blue

//pq Portugal (Blue)
//aq Austria (Blue)
//mq Mexico (Blue)
//dq Denmark (Blue)
//pw Philippines (Blue)
//pz Peru (Blue)
//uq Uruguay (Blue)
//gq Greece (Blue)
//tw Taiwan (Blue)
//fc Finland (Postwar)


//New country blue

//ss South Africa (Postwar)
//sb South Africa (Republic)


//New country blue for CLASS

//cq Canada (Postwar)
//iq Israel (Blue)
//kq Korea South (Blue)

//vb RAF (Postwar)
//na USA (Postwar)

//bu Generic Blue





//New RED

//do Indonesia
//ho Honduras
//le Lebanon
//jo Jordan
//cu Cuba

//sl Syldavia
//nv Vietnam (North)
//ng Nigeria

//al Albania
//cr Costa Rica
//vz Venezuela
//ag Algeria
//ci Chile
//eh Ethiopia
//ly Libya
//bt Botswana
//ug Uganda
//su Saudi Arabia
cm IJA Air Corps
//cm Cambodia
mm IJN Air Service
//mm Myanmar

//cj Czech National Uprising



//New BLUE


//ni Nicaragua
//el El Salvador
//my Malaysia
//si Singapore
//as RAAF (Postwar)
//nz RNZAF (Postwar)
//gp Germany (Postwar)

//vn Vietnam (South)
//cv Costa-Verde
//bi Biafra
//bd Borduria

//ad Ireland
//pm Panama
//gl Guatemala
//mr Morocco
//et Eritrea


//sideswitch for HSFX compatibility


//th Thailand
//ty Thailand (Postwar)

//added from HSFX

yp Srpska Avijatika
//yp Yugoslavia JRV (Jugoslovensko Ratno vazduhoplovstvo)
//ca RCAF

While my DOF Squadrons reconstruction is in this state (reorganized and ordered for better understandig of what is what....maybe a little retouch to separate STOCK nation from MODDED nations can be useful):

Code: [Select]
allies Red
axis   Blue










// NEUTRAL FACTION maybe useful for civilian aircraft





//nn The First World War
//nn none (blue)

//gg The First World War
//gg none (red)










// ALL NATIONS AVAILABLE (please don't use this section to manage in game countries)





//ab Abyssinia
//ad Ireland
//ag Algeria
//al Albania
//an Italy Axis (ANR)
//ap Partisan
//aq Austria (Blue)
//ar Argentina
//as Australia (Postwar)
//at Austria (Red)
//az Angola
//bd Borduria
//be Belgium
//bg Bulgaria
//bi Biafra
//bl Bulgaria (Allied)
//bo Bolivia
//br Brazil
//bt Botswana
//bu Generic Blue
//ca China (RCAF)
//cc China (PLA) (Blue)
//ch Switzerland
//ci Chile
//cj Czech National Uprising
//cm Cambodia
//cn China (early PLA) (Red)
//co Colombia
//cq Canada (Postwar)
//cr Costa Rica
//ct Canada
//cu Cuba
//cv Costa-Verde
//cx China (PLA) (Red)
//cz Czechoslovakia
//dd Germany (Postwar) (DDR)
//de Germany Axis
//dk Denmark (Red)
//do Indonesia
//dq Denmark (Blue)
//du Netherlands (East Indies)
//ee Estonia
//eg Egypt (Blue)
//eh Ethiopia
//el El Salvador
//es Spain (Republicans)
//et Eritrea
//ex Egypt (Red)
//fc Finland (Postwar)
//fi Finland Axis
//fl Finland Allied
//fr France
//gb Great Britain Allied (RAF)
//gl Guatemala
//gm Germany (Marine Aviation)
//gn Germany (Unified)
//gp Germany (Postwar) (BRD)
//gq Greece (Blue)
//gr Greece (Red)
//ho Honduras
//hr Croatia
//hu Hungary (Blue)
//hy Hungary (Red)
//id India
//ik Iraq
//il Italy (AMI)
//il Italy Allied (ICAF)
//in IJN
//iq Israel (Blue)
//ir Iran
//is Israel (Red)
//it Italy Axis (Regia Aeronautica)
//ix Iraq (Red)
//ja IJA
//jo Jordan
//kp Korea North (Blue)
//kq Korea South (Blue)
//kr Korea South (Red)
//kx Korea North (Red)
//le Lebanon
//lt Lithuania
//lv Latvia
//ly Libya
//mg Managua
//mk Manchukuo
//mm Myanmar
//mq Mexico (Blue)
//mr Morocco
//mx Mexico (Red)
//my Malaysia
//mz Mozambique
//na USA (Postwar)
//ng Nigeria
//ni Nicaragua
//nl Netherlands (Europe)
//no Norway
//nv Vietnam (North)
//nz New Zealand (Postwar)
//pa Paraguay
//pe Peru
//ph Philippines (Red)
//pk Pakistan
//pl Poland (Red)
//pm Panama
//pn Poland (Blue)
//pq Portugal (Blue)
//pt Portugal (Red)
//pw Philippines (Blue)
//pz Peru (Blue)
//ra Australia (RAAF)
//rb Russian Liberation Army
//rd Generic Red
//re Russian Empire
//rl Romania Allied
//rn Royal Navy (GB)
//ro Romania Axis
//ru Russia (USSR)
//rz New Zealand (RNZAF)
//sa South Africa Allied
//sb South Africa (Postwar Republic)
//si Singapore
//sk Slovakia
//sl Syldavia
//sp Spain (Nationalists)
//sr Serbia
//ss South Africa (Postwar Union)
//su Saudi Arabia
//sw Sweden
//sx Syria (Red)
//sy Syria (Blue)
//th Thailand Axis
//tk Turkey
//tw Taiwan (Blue)
//ty Thailand (Postwar)
//ug Uganda
//um USA (USMC)
//un USA (USN)
//uq Uruguay (Blue)
//ur Uruguay
//us USA (USAAF)
//vb Great Britain (RAF Postwar)
//vi France Vichy
//vn Vietnam (South)
//vz Venezuela
//yb Yugoslavia (Postwar JRV) (Blue)
//yp Yugoslavia (Postwar JRV) (Red)
//yu Yugoslavia Allied (RYAAF)

So , in definitive if possible can you consider to code:

India : id
North Vietnam : nv
South Vietnam : vn
Argentina : ar
Egypt (blue) : eg
Egypt (red) : ex
Syria (blue) : sy
Syria (red) : sx
Libya : ly
Iraq (blue) : ik
Iraq (red) : ix
Jordan : jo
Russian Empire (WWI) : re
France (WWI): fr*
United Kingdom (WWI) : gb*
Italy (WWI) : it*
Pakistan : pk
Israel (red) : is
Israel (blue) : iq
Germany (WWI) : de*
Austria-Hungary (WWI) : hu (the code 'at' still possible because I'm doing those units right now)
White movement : wr
Ukraine (1918-1919) : uo

* Those nation are used also in DOF because the game engine for campaign recognize them....I'm adding unit with the same codes so them can be listed and used for campaign and keep compatibility for missions....
Title: Re: Project DGen_mod [4.13]
Post by: Asura on October 29, 2020, 01:24:56 AM
Code "gb*" will not work in the generator. Only two characters are possible to define a nation. I may make a separate mod for generator and BAT compatibility across the available nations.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on October 29, 2020, 08:33:27 AM
Code "gb*" will not work in the generator. Only two characters are possible to define a nation. I may make a separate mod for generator and BAT compatibility across the available nations.

Sorry * is only to give you a reference at the text below....not a symbol to be included in the country code...

""* Those nation are used also in DOF because the game engine for campaign recognize them....I'm adding unit with the same codes so them can be listed and used for campaign and keep compatibility for missions....""

Code: [Select]
Read this way for the *

France (WWI): fr
United Kingdom (WWI) : gb
Italy (WWI) : it
Germany (WWI) : de
Title: Re: Project DGen_mod [4.13]
Post by: Asura on November 01, 2020, 01:29:44 AM
Unfortunately, this will not work either, the codes for the nations WWI and WWII should be different
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on November 01, 2020, 05:23:55 AM
Roger....no problem.....so if you confirm your WWI country code I can edit the files in the next future....
Title: Re: Project DGen_mod [4.13]
Post by: Whiskey_Sierra_972 on November 02, 2020, 11:52:34 AM
Rethinking about....if on different nations the mods can be compatible also with BAT....and don't  need a dedicated DOF collocation....so I have to rebuild my files....

Asura can you please check at least the compatibility codes with BAT and it's forgotten countries list?
Title: Re: Project DGen_mod [4.13]
Post by: Asura on November 09, 2020, 11:48:30 PM
It makes no sense to check the codes. The Mode of Nations for DGen will completely replace the existing BAT nations and can be used with any part.
Title: DGenMOD
Post by: Asura on November 01, 2021, 05:39:13 AM
I haven't updated the generator in a while, but it's time...

I introduce version 2.1.0.0 allowing you to realize almost any mission possible in the game. COMPLETE instructions for creating campaigns. The data files are compatible with 4.14.1.

https://www.mediafire.com/file/4tdgmwuxau0c0sr/DGenMOD_2.1.0.0.7z/file (https://www.mediafire.com/file/4tdgmwuxau0c0sr/DGenMOD_2.1.0.0.7z/file)

Thank you so much vonOben for translating the instructions

v2.1.0.0 (01/11/2021)

- the support for obsolete weapons definition files is off in [episode_name]Planes.dat files
- the CampaignLength parameter of DGenMOD.ini is not processed, the length of campaign is not changed
- the support for linked missions is off, [Links] sections in *.DB files are ignored
+ when selecting weapons, the actual date of its adoption is taken into account
+ now it is possible to specify weapons for each group in each mission
+ a general mission without a specific target can be created
+ a custom message can be added to the preflight briefing
+ a new way to determine target point has been introduced - the Zone file
+ new types of missions for target lighting by using flare bombs have been added - oRedEnlightObj and oBlueEnlightObj
+ new types of missions for target searching and marking have been added - oRedPathfinder
+ new types of missions for mine laying have been added - oRedMinelaying и oBlueMinelaying
+ new types of missions for blocking enemy airfields have been added - oRedIntruder и oBlueIntruder
+ oRedRescue and oBlueRescue missions have been updated to use points from the Zone files
+ new types of SAR missions (land and sea search and rescue) have been added - oRedSeaRescue, oBlueSeaRescue, oRedLandRescue and oBlueLandRescue. The mission uses objects from Command & Control
+ new types of missions for the composite aircraft Mistel have been added - oBlueMistelBridge, oBlueMistelStation, oBlueMistelTroops
+ new types of missions for the MXY7 Ohka have been added - oBlueOhka. Available only for DGenPACK 3.0.1 or above
+ new types of missions for the FZG.76 have been added - oBlueV1. Available only for DGenPACK 3.0.1 or above
+ new types of the V-1 interception missions have been added - oRedDiverIntercept
+ new types of missions for the SPB bomber have been added - oRedSPBCBridge, oRedSPBCTroops, oRedSPBCStation, oRedSPBCDepot, oRedSPBCPort, oRedSPBFBridge, oRedSPBFTroops, oRedSPBFStation, oRedSPBFDepot, oRedSPBFPort
+ new types of paratroop dropping missions for transport aircraft have been added - oRedDropAB, oRedDropGR, oRedDropAG, oBlueDropAB, oBlueDropGR, oBlueDropAG
+ new types of delivery missions for transport aircraft (by dropping in the target area) have been added - oRedDropCargo, oBlueDropCargo 
+ new types of delivery missions for transport aircraft (with landing on the target field) have been added - oRedDelivery, oBlueDelivery
+ new types of medical evacuation missions for transport aircraft have been added - oRedMedEvac, oBlueMedEvac
+ new types of missions to relocate to a new field and return to the base field have been added - oRedFieldGo, oBlueFieldGo, oRedFieldRet, oBlueFieldRet
+ now it is possible to add to a dynamic campaign some previously created static missions
+ for player's group (codes Y, U, N of the ops* file) it is possible to create a 4th flight, with max number of aircraft - 16
+ for night sorties it is possible to break player's group (codes Y, U, N of the ops* file) into separate planes, with max number of aircraft for night sorties - 4
+ the escort group formation has been corrected
+ the landing lights are added to a mission regardless of the time of day
+ a new section [FuelQuantity] has been added to the settings*.dat files to limit player group's fuel
+ a new type of rocket interceptor RFighter (Rf) has been intoduced (ops* files)
+ the dates of aircraft availability has been added for subcampaigns
+ new types of balloon attack and defense missions have been added - oRedBalloonInt, oBlueBalloonInt, oRedBalloonDef, oBlueBalloonDef
+ now it is possible to change the plane for the current sortie
+ a new algorithm to bind the player to a carrier has been added, using the [Carrier] section of a settings*.dat file
+ a new specific target type "ship" has been intoduced (ops* files)
+ a new type of heavy bomber group with a "cruiser" support (hBc) has been introduced (ops* files)
+ the list of information, being written to log files, has been changed
+ user's guide version 3.0
+ the buildings destruction data transfer from templates (sections [Buildings] and [House]) has been added
+ some errors corrected

v2.0.6.0 (01/12/2016)

+ the names of DGen's folders and files has been altered
+ user's guide version 2.5
+ new types of missions to intercept transport aircraft oBlueTranInterceptC and oRedTranInterceptC has been added
+ bridge attack, defense and reconnaissance missions are bound to the bridge name, specified in a ops*.dat file
+ a new coordinate system, using auxiliary *ZN.dat files, has been intoduced for TranEscortC, TranInterceptC, ParadropEscort, ParadropIntercept missions
+ for several sorties without the specified time in the ops*.dat files, the first sortie will be generated within the first two hours of a period (night or day)
+ added data for the Central_Spain_Jir, Jir_Northern_Spain_1936, NE_Spain_Jir maps (by Per Rasmusson)
+ added data for the Poland_1939 map (by Per Rasmusson)
+ added data for the cztx_BurmaLower map (by Greybeard)
+ added data for the Donbass map (by Paul Kondratenko)
+ added data for the Belarus map (by Paul Kondratenko)
+ added data for the Poland_1944 map (by Paul Kondratenko)
+ some errors corrected
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on November 14, 2021, 11:06:57 PM
Many thanks for the new version Asura!

There are some nice new features in this new version.  ]thumbsup[

I've used it in 4.12 without any problems!  ;)

Best regards

vonOben
Title: Re: Project DGen_mod [4.13]
Post by: Whiskey_Sierra_972 on November 26, 2021, 04:27:05 AM
I'M A DONKEY!

I wrote here with Asura a lot in the past , I also find the download link for his new DGen verion right here and while downloading it I went to Aviaskin to get the new Pack 3.1 and after this I forgot all about this tread!

Maybe after the Covid my brain is slower and smemored than I think ....

So....first and above all my deepest apologize to Asura because I haven't thank him for this new DGen version!

I have installed the 3.1 pack and the updated Campaign pack and find all very good and without any issue in my test flights!

I was looking at the 'manual' (thanks to vonOben for his wonderful translation!!!!) and discover the amazing new features that Asura have implemended!!!

Stunning and Amazing!

I can't belive that we could set such high level of customization while developing a campaign!

I'm starting a project for a small campaign to implement the still few mission and campaign available for interwar aircrafts and a learning tread to discuss what is a DGen campaign development from scratch....maybe someone can be also intrigued in such building and exploitation of such amazing degree of customization!

Now...my question....( https://www.sas1946.com/main/index.php/topic,67871.msg741764.html#msg741764 )

I'm creating the AllPlane and AllClasses databases....

About the first no doubts....really I had a doubt....but I solved it!

About the second I need some information:

1) Where I can got the fmRange fmCruise Speed and fmFuelMass values?

2) Are correct my drop tank fuel calculation:

At the end of this string I should add 6 values….

SM_S62;Allies;1;SpainRep;SpainNat;none;1;HyPatrol;HyRecon;none;none;none;none;none;none;

Those missing values are:

- First 3 missing are the point one question subject:

fmRange
fmCruise Speed
fmFuelMass

- Last 3 missing are for Drop Tank Fuel (in liters).

DT1fuel
DT2fuel
DT3fuel

I have to simply indicate them from the results in the weapon_ru file?

The SM.62 doesn't have drop tanks so I simply add at the last 3 entries 0;0;0;

BUT FOR EXAMPLE

If I have:

EXPLANEAIRINI.1xdt                               1x 75gal Droptank (that if converted in liters from US gal became 283,90 liters)

I have to add 280;0;0 because he have only one kind of DT loadout….

AND

If I have:

EXPLANEAIRINI.1xdt                               1x 75gal Droptank (that if converted in liters from US gal became 283,90 liters)
EXPLANEAIRINI.2xdt                               2x 75gal Droptank (that if converted in liters from US gal became 567,80 liters)

I have to add 280;560;0 because he have two kind of DT loadout….

AND

If I have:

EXPLANEAIRINI.1xdt50                           1x 50gal Droptank (that if converted in liters from US gal became 189,27 liters)
EXPLANEAIRINI.1xdt                               1x 75gal Droptank (that if converted in liters from US gal became 283,90 liters)
EXPLANEAIRINI.2xdt                               2x 75gal Droptank (that if converted in liters from US gal became 567,80 liters)

I have to add 180;280;560 because he have three kind of DT loadout….

Thanks in advance for your help and reply!

And THANKS again for this new DGen version , the DGen Pack 3.1 and the manuals english translation!
Title: Re: Project DGen_mod [4.13]
Post by: Asura on November 27, 2021, 03:48:48 AM
Maybe after the Covid my brain is slower and smemored than I think ....

The main thing is that everything is fine now!

Quote
1) Where I can got the fmRange fmCruise Speed and fmFuelMass values?

I usually take this data from FM files. In addition, the range can be set according to the aircraft documentation (approximately), the speed is the same as the speed that will be set at the points of the route (also approximately). But fuel data needs to be taken from FM. This parameter

[Mass]
  Empty 11321
  TakeOff 27500.0
  Oil 50.0
  Fuel 4990.0


Quote
2) Are correct my drop tank fuel calculation:

You counted everything correctly and pointed out in the examples. Fuel data is used to calculate the combat radius in which the generator searches for targets for the mission.

The AllPlaneDB.dat file populates the tank volume data. And the file AllWeapons.dat indicates which tank will be used with this weapon (parameters LR1, LR2, LR3)

Quote
At the end of this string I should add 6 values….

SM_S62;Allies;1;SpainRep;SpainNat;none;1;HyPatrol;HyRecon;none;none;none;none;none;none;

That's right.

I added my xls file that has data for AllPlanes and AllWeapons. This file is replenished, I will periodically update it.

https://www.mediafire.com/file/4w6e7632tvtes9s/%2521DGen_planes.zip/file (https://www.mediafire.com/file/4w6e7632tvtes9s/%2521DGen_planes.zip/file)
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on November 29, 2021, 02:06:00 PM
Thanks a lot for your explanation...very clear...and thanks for this link about the value....priceless!

Now I have understand all and I can proceed with the files development!

Thanks a lot for your help and your support in my work!

walter
Title: Re: Project DGen_mod
Post by: Venator77 on January 17, 2022, 07:16:21 AM
Hello Asura, not sure if you're still around but here goes.

Will this new version of DGen_mod work with the campaigns from the DGen patch for BAT? I asked this in the BAT forums, but the responses prompted me to ask someone who was an expert on DGen_mod and who better than the creator?

Thanks in advance.

Venator77
Title: Re: Project DGen_mod
Post by: Asura on January 17, 2022, 07:54:33 AM
Hello Asura, not sure if you're still around but here goes.

Hi!

Quote
Will this new version of DGen_mod work with the campaigns from the DGen patch for BAT? I asked this in the BAT forums, but the responses prompted me to ask someone who was an expert on DGen_mod and who better than the creator?

In general, the generator does not care which version of the game to work with. The main problem will be according to the files AllClasses.dat, AllPlaneDB.dat, AllWeapons.dat and AllWing.dat. All names must correspond to BAT names.
Title: Re: Project DGen_mod
Post by: Venator77 on January 17, 2022, 08:01:50 AM

In general, the generator does not care which version of the game to work with. The main problem will be according to the files AllClasses.dat, AllPlaneDB.dat, AllWeapons.dat and AllWing.dat. All names must correspond to BAT names.

These All(name).dat files are overwritten by the episode specific dat files right?
Title: Re: Project DGen_mod
Post by: Asura on January 18, 2022, 02:00:45 AM
These All(name).dat files are overwritten by the episode specific dat files right?

No. This is the database for the generator. These files contain data on aircraft, weapons and squadrons available in the game. Databases must match the version of the game where dynamic campaigns will be created.

I do not recommend trying to run dynamic campaigns made for DGen 4.x.x.x under the control of DGenMOD. Most likely this will lead to a large number of errors.

DGenMOD better used to create new dynamic campaigns on any maps and using any aircraft.

To do this for BAT, you must populate the database. If anyone wants to do that, I can teach. After that, you can do new campaigns on all maps included in BAT and on all aircraft. Here is just the set of available nations so far will be original, the same as in DGen 4.x.x.x
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on January 18, 2022, 06:01:28 AM
I see. The user manual included with the download was very detailed and easy to understand what to do in regards of creating a new campaign.

Is there a way to add additional countries for use in DGen_mod? I saw hiw extra nations were added for use and I want to know how I can do that cause I want to add a couple more.
Title: Re: Project DGen_mod [4.13]
Post by: Asura on January 18, 2022, 07:42:55 AM
Just so it will not work to add them. I have planned a further increase in countries, but so far there is no time.

   - - - - - - - id Индия - India
   - - - - - - - ve Вьетнам (СРВ) - Vietnam (SRV)
   - - - - - - - ar Аргентина - Argentina
   - - - - - - - eg Египет - Egipet
   - - - - - - - sy Сирия - Syria
   - - - - - - - li Ливия - Libya
   - - - - - - - ir Ирак - Iraq
   - - - - - - - jo Иордания - Jordan
   - - - - - - - re Российская Империя (WWI) - Russian Empire (WWI)
   - - - - - - - ff Франция (WWI) - France (WWI)
   - - - - - - - gg Великобритания (WWI) -  United Kingdom (WWI)
   - - - - - - - im Италия (WWI) - Italy (WWI)
   - - - - - - - pk Пакистан - Pakistan
   - - - - - - - sv Южный Вьетнам - South Vietnam
   - - - - - - - is Израиль  - Israil
   - - - - - - - di Германия (WWI) - Germany (WWI)
   - - - - - - - av Австро-Венгрия (WWI) - Austria-Hungary (WWI)
   - - - - - - - rd Белое движение - White movement
   - - - - - - - uo Украина (1918-1919)   - Ukraine (1918-1919)

This is a list of nations that I will add.
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on January 18, 2022, 08:39:06 AM
Are you saying that it is difficult to add in new nations? I was hoping to add Syldavia and Borduria among the list, but if it's too difficult to do so without significant programming knowledge, then I won't press the issue.
Title: Re: Project DGen_mod [4.13]
Post by: Asura on January 19, 2022, 01:44:30 AM
Each nation must not only be spelled out in the generator code, but also add messages, awards, titles, pilot names, etc. This is a rather large amount of work.
Title: Re: Project DGen_mod
Post by: Venator77 on January 19, 2022, 06:09:53 AM
Could you give me a full list of what I need to do in order to add a country? I will definitely take my time with the projects the DGen_mod would allow me to create. There is so much potential that I want to get into it.
Title: Re: Project DGen_mod [4.13]
Post by: Asura on January 20, 2022, 01:43:00 AM
1 list of pilot names, example Americans.dat
2 list of cities - USA.dat
3 photos of pilots -\DGen\US
4 list of awards with images -\Missions\Campaign\US\award.properties
5 list of military ranks -\Missions\Campaign\US\rank.properties
6 background image - background.tga
7 squadrons list -\ PaintSchemes\Regiments
8 data-filled file for each squadron -\ PaintSchemes\Regiments

All data should be historically accurate. Immediately warn - I will not add non-existent and fantastic nations.:)
Title: Re: Project DGen_mod
Post by: Venator77 on January 20, 2022, 05:15:33 AM
Thank you!

All data should be historically accurate. Immediately warn - I will not add non-existent and fantastic nations.:)

That's fine, I plan to provide them myself in the future for the people who want them.
Title: Re: Project DGen_mod
Post by: vonOben on January 21, 2022, 04:21:47 AM
Could you give me a full list of what I need to do in order to add a country? I will definitely take my time with the projects the DGen_mod would allow me to create. There is so much potential that I want to get into it.

There is a way of using new countries in DCG, where you substitute a existing country with a new one and create a sort of a "frankencountry".

This might work also with DGenMod until Asura has updated the exe.

Check here:
https://www.sas1946.com/main/index.php/topic,63277.0.html
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on January 22, 2022, 08:33:51 PM
Where can I find DGen campaigns that run on DGen_mod? I have a hard time finding them since they aren't clearly designated as such.
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on January 23, 2022, 08:26:23 PM
Ok, so I was testing Germany Fighter South to start with Kiev41, and my game froze and crashed, with this window error

(https://i.imgur.com/Sz7Sq82.png)

Here's the log: https://pastebin.com/pCHF1W6g

What's going on here?
Title: Re: Project DGen_mod [4.13]
Post by: Asura on January 23, 2022, 11:54:44 PM
Similar errors occur when the generator cannot read data from files due to a mismatch in string formats. For example, the generator expects to get a numeric value a gets a string, or gets nothing at all.
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on January 24, 2022, 01:01:38 AM
Where can I find DGen campaigns that run on DGen_mod? I have a hard time finding them since they aren't clearly designated as such.

greybeard has made many DGenMod campaigns, they are usually for older versons of DGenMod and they are made in the same way as DGen campaigns without the new DGenMod features.

Motörhead has made many DGenMod campaigns and he uses the new features to make the campaigns more historically accurate.
Check this topic: "Pearl Harbor - Tokyo" V2.0 release, this is the only campaign he has released AFAIK. His other campaigns are part of DGen Pack.
https://www.sas1946.com/main/index.php/topic,41494.0.html
There is an old download link to a beta campaign here:
https://www.sas1946.com/main/index.php/topic,41494.msg686530.html#msg686530s
Title: Re: Project DGen_mod
Post by: Venator77 on January 24, 2022, 05:22:44 AM
Similar errors occur when the generator cannot read data from files due to a mismatch in string formats. For example, the generator expects to get a numeric value a gets a string, or gets nothing at all.

Is there any way this can be fixed

VonOben, thank you for the links.
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on January 31, 2022, 07:12:19 PM
Hey Asura,

I am planning on making a DGen campaign following the Blue Squadron and I would like to know if putting the campaign under Nationalist Spain would work, even though the squadron is included within the Luftwaffe and not the Spanish Nationalist Air Force. I am aware that I would need to make the Spain and Spaniards files, but that'll be one of the things I'll try to take care of as I work out the details.
Title: Re: Project DGen_mod [4.13]
Post by: Asura on January 31, 2022, 11:57:44 PM
Hi!

This will not work. Squadron is tied to the nation and the nation in the game is determined primarily by the squadron nation.
Title: Re: Project DGen_mod
Post by: Venator77 on February 01, 2022, 05:28:27 AM
Oh... Well how can I ensure that once I create this DGen campaign that all the pilots will have Spanish names? Or is this impossible?

Edit: from a closer inspection, some of the German fighter DGen campaigns have foreign squadrons included. While these campaigns aren't exactly made for DGen_mod, does DGen_mod change that?
Title: Re: Project DGen_mod [4.13]
Post by: Asura on February 01, 2022, 11:12:20 PM
The AllWing.dat file contains the name of the squadrons and the nationality of the squadron:

1a_21;wFighter;Allies;SpainRep

By the name of the nation SpainRep generator will determine what the names of the pilots will be, what the identification marks will be and in what language radio negotiations will be held. All this is done in the generator code and there is no way to just change it.

The generator supports two nations for Spain - SpainNat and SpainRep. If you specify these nations for squadron, the pilots will definitely be with Spanish names.

There are no restrictions on the use of squadrons of different nations in the same campaign, but it must be remembered that Romanian or Slovak squadrons in the campaign for Germany will appear with their identification marks.
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on February 01, 2022, 11:25:26 PM
So what I have is 15.(span.)/JG 51, which is a Luftwaffe squadron that is programmed with Spanish speakers.

What I want to do is to have Spanish names, Spanish hometowns, but leave Luftwaffe markings, awards and ranks. Is this sort of configuration possible under DGen_mod?
Title: Re: Project DGen_mod [4.13]
Post by: Asura on February 03, 2022, 02:53:02 AM
Such a squadron will not be able to do in the game. This does not depend on the generator, but on the structure of the squadrons in general. The game does not provide such an opportunity.
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on February 04, 2022, 01:54:33 AM
So what I have is 15.(span.)/JG 51, which is a Luftwaffe squadron that is programmed with Spanish speakers.

What I want to do is to have Spanish names, Spanish hometowns, but leave Luftwaffe markings, awards and ranks. Is this sort of configuration possible under DGen_mod?

It should be possible if you swap files for example with JSGME:
Replace the German speech files with Spanish speech, with the same file names.
And replace the normal Germans.dat with one with Spanish names and Germany.dat with one with Spanish towns. Select "Markings off" in the Aircraft customisation screen and use skins with national markings.
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on February 04, 2022, 06:53:26 AM
There is something I'm not understanding. Is DGen_mod changing speech patterns of squadrons? Cause the squadron I listed already speaks Spanish in game.
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on February 04, 2022, 09:58:02 AM
Could you post the text line of that squadron from the AllWing.dat file?
Title: Re: Project DGen_mod
Post by: Venator77 on February 04, 2022, 02:28:57 PM
Could you post the text line of that squadron from the AllWing.dat file?

Can't, I have not added it in yet, I was asking if I could put it as Spain or Germany.
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on March 07, 2022, 08:35:02 PM
How do I fix this? I've seen this happen a few times when the game freezes when making a mission. Is this a memory issue or something?

(https://i.imgur.com/KKkzhpt.png)
Title: Re: Project DGen_mod [4.13]
Post by: Asura on March 08, 2022, 01:04:41 AM
All such errors are related to campaign files. Look at what the DGenMOD_proc.log file is breaking. As a rule, there you can determine which procedure is interrupted by an error.
If the file DGenMOD_proc.log empty, you must enable debug mode - set DGenMOD.ini
LogLevel=0
Title: Re: Project DGen_mod
Post by: Venator77 on March 08, 2022, 09:44:46 AM
Here are the latest DGen_MOD files. I hope you could make better sense of these than I can.

https://www.mediafire.com/file/lrcpsrr9rbp0yoo/Dgen_mod_logs.zip/file
Title: Re: Project DGen_mod [4.13]
Post by: Asura on March 08, 2022, 11:09:13 PM
The problem arises in the procedure of special types of missions. You need to check if the Ops list does not contain ops like Scramble, IceRoad, Balloon. I think coincidentally the generator gets the task to create one of these missions, but does not find the data for it.
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on March 09, 2022, 06:15:49 AM
So I went back and checked the ops file and it appears there are Scramble missions included. Is that what's causing this problem?
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on March 09, 2022, 07:52:32 AM
I've used several scramble missions (oRedScrambleO) in one of my campaigns, but I didn't encounter any problems.

What is the problem with these types of missions (Scramble, IceRoad, Balloon) in ops files?
Title: Re: Project DGen_mod [4.13]
Post by: Asura on March 09, 2022, 11:20:51 PM
The Scramble mission is formed randomly and does not depend on the specific date in the [Schedule] section. For it, ops must have a row with a wide range of dates (the entire period of the episode). ScrambleO fully managed by ops files. IceRoad, Balloon require appropriate conditions and objects.
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on March 10, 2022, 01:53:10 AM
From the Manual:

Scramble:
Groups of enemy aircraft carry out a raid on the airfield of the player. The player starts a mission when all enemy groups are at a distance of less than 40 km. These missions are formed randomly. The ops file should not have date restrictions for these missions.


ScrambleO:
Groups of enemy aircraft carry out a raid on the airfield of the player. The player starts a mission when all enemy groups are at a distance of less than 40 km. These missions are formed according to the data from the ops file with the date taken into account.


Iceroad:
Special missions using the LadogaWinter.mis template. These missions are randomly generated on the Leningrad map provided that the date is less than 01/01/1944 and the range from the airfield of the player to the target of the template is less than 150 km. The ops file should not have date restrictions for these missions. The "blue" attack ground targets, the "reds" defend.


Balloon:
A group of "red" aircraft is attacking a "blue" balloon, a group of "blue" aircraft is protecting it. These missions are formed randomly with a target of 100 km from the player's airfield. The ops file should not have date restrictions for these missions.

Title: Re: Project DGen_mod
Post by: Venator77 on March 10, 2022, 11:11:07 AM
How do I deal with the Scramble missions that should not have date restrictions?
Title: Re: Project DGen_mod
Post by: vonOben on March 11, 2022, 01:00:08 AM
How do I deal with the Scramble missions that should not have date restrictions?

If you have a campaign starting for example: May 18, 1940 and ending May 25, 1940:
A mission without date restriction:
oBlueScramble      19400518:19400525:A

And a mission with date restriction:
oBlueFreeHunt      19400518:19400518:A

Title: Re: Project DGen_mod
Post by: Venator77 on March 11, 2022, 08:01:27 AM
Oh I see. So I'll have to use one ops file for each episode. I'll go ahead and fix this and report back.
Title: Re: Project DGen_mod
Post by: vonOben on March 11, 2022, 08:42:57 AM
Oh I see. So I'll have to use one ops file for each episode. I'll go ahead and fix this and report back.

That depends on how you want the missions in the different episodes.

If you want different missions and historic missions on a certain date you need separate ops-files.
Title: Re: Project DGen_mod
Post by: Venator77 on March 11, 2022, 02:09:16 PM
That depends on how you want the missions in the different episodes.

If you want different missions and historic missions on a certain date you need separate ops-files.

I don't plan on making my campaign too crazy, I just want to ensure I can play through its entirety without having that debilitating error preventing me from doing so.
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on March 11, 2022, 09:43:46 PM
After changing the date range in the ops file, I saw some progress, but I get the error again after playing the 2nd mission. Game freezes when I try to move from the 2nd mission debrief to the 3rd mission.

Here are the logs and screengrab of the error window

https://www.mediafire.com/file/xc6wz9rjell5wlh/Logs.zip/file
Title: Re: Project DGen_mod [4.13]
Post by: DaveB on March 13, 2022, 04:37:35 PM
The issue is with your ops file. the last entry in the DGenMOD.log tells me this. Looking at the avaliable operations there is just way too many for the generator to choose and one or more are not compatable
with your campaign. Unfortunatley the logs wont tell you which one it was trying to select. So start with a simple ops file based on the cluster list that is in your DGenMOD.log

 eg. cBattery Axis you would use oRedAttackBattery and oRedBombBattery
      cTroops Axis                        oRedAttackTroops  and oRedBombTroops

Dont use transfers, freehunt, verify, rescue, etc.  (Keep it simple) If all goes well you can add other operations that may suit the campaign your designing and see what happens.

The smallest of errors can break DGen in many ways so keep backups of your campaign progression
Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on March 13, 2022, 04:51:07 PM
So I would have to write the ops file from scratch rather than repurposing an existing ops file? Blast, I guess this is what happens when you try to rush things on the first attempt. I'll try your suggestion and see how it goes.
Title: Re: Project DGen_mod
Post by: Venator77 on March 15, 2022, 05:38:25 PM
So I put only one mission type (FreeHunt) and it works, though the game takes a bit to process.

BTW, how do I ensure no squadron friendly aircraft stay German? I had a few planes like the Ju-52 and Fw-189 appear in Spanish colors and I want to prevent that.
Title: Re: Project DGen_mod
Post by: Asura on March 16, 2022, 12:05:27 AM
BTW, how do I ensure no squadron friendly aircraft stay German? I had a few planes like the Ju-52 and Fw-189 appear in Spanish colors and I want to prevent that.

In the [Planes] section, explicitly indicate the nation for these aircraft

Axis Germany 10 FW_189A2
Title: Re: Project DGen_mod
Post by: vonOben on March 16, 2022, 05:19:17 AM
So I put only one mission type (FreeHunt) and it works, though the game takes a bit to process.

What is your GroundIntensity setting in DGenMOD.ini?

To save loading time when testing the campaign I suggest you use GroundIntensity=Medium instead of High.
Title: Re: Project DGen_mod
Post by: Venator77 on March 16, 2022, 09:33:37 AM
I do medium. I'll probably reduce to low since I don't really go after extra targets these days.
Title: Re: Project DGen_mod [4.13]
Post by: Whiskey_Sierra_972 on March 21, 2022, 05:40:23 AM
Just so it will not work to add them. I have planned a further increase in countries, but so far there is no time.

Code: [Select]
   - - - - - - - id Индия - India
   - - - - - - - ve Вьетнам (СРВ) - Vietnam (SRV)
   - - - - - - - ar Аргентина - Argentina
   - - - - - - - eg Египет - Egipet
   - - - - - - - sy Сирия - Syria
   - - - - - - - li Ливия - Libya
   - - - - - - - ir Ирак - Iraq
   - - - - - - - jo Иордания - Jordan
   - - - - - - - re Российская Империя (WWI) - Russian Empire (WWI)
   - - - - - - - ff Франция (WWI) - France (WWI)
   - - - - - - - gg Великобритания (WWI) -  United Kingdom (WWI)
   - - - - - - - im Италия (WWI) - Italy (WWI)
   - - - - - - - pk Пакистан - Pakistan
   - - - - - - - sv Южный Вьетнам - South Vietnam
   - - - - - - - is Израиль  - Israil
   - - - - - - - di Германия (WWI) - Germany (WWI)
   - - - - - - - av Австро-Венгрия (WWI) - Austria-Hungary (WWI)
   - - - - - - - rd Белое движение - White movement
   - - - - - - - uo Украина (1918-1919) - Ukraine (1918-1919)

This is a list of nations that I will add.

Hi Asura!

I'm back with my new nations project!

I have ready the squadrons for:
Luftstreitkrafte
Kaiserliche Marine-Fliegerabteilung (because in Imperial Germany the 2 services are indipendent like in Japan for IJN and IJA)
Austro-Hungarian Empire
Ottoman Empire

about GERMANY the files:

1 list of pilot names, Oldgermans.dat (IN DEVELOPMENT)
2 list of cities - LKK.dat (IN DEVELOPMENT)
3 photos of pilots -\DGen\DI (IN DEVELOPMENT)
4 list of awards with images -\Missions\Campaign\DI\award.properties (DONE)
5 list of military ranks -\Missions\Campaign\DI\rank.properties (DONE)
6 background image - background.tga (DONE)
7 squadrons list -\ PaintSchemes\Regiments (DONE)
8 data-filled file for each squadron -\ PaintSchemes\Regiments (DONE)

Moreover I have also ready the needed related files for Germany: AWARDS and RANKS

In development the pilots portraits and the names....

What I need to understand is how to build the .dat section....

1) In the germans.dat file the names are listed with a number before it....how does this number mean and how many names I have to list?
2) How many cities I have to add in the related .dat file?

MOREOVER....about nations code....(if the new coded DGen is WIP) is still possible to:

1) change:

av Австро-Венгрия (WWI) - Austria-Hungary (WWI) into: ah Австро-Венгрия (WWI) - Austria-Hungary (WWI)

2) add:

dm Авиационная часть Императорского флота (WWI) - Kaiserliche Marine-Fliegerabteilung (WWI)
oe Османская империя (WWI) - Ottoman Empire (WWI)
Title: Re: Project DGen_mod [4.13]
Post by: Asura on March 22, 2022, 12:21:39 AM
Hi!

What I need to understand is how to build the .dat section....

1) In the germans.dat file the names are listed with a number before it....how does this number mean and how many names I have to list?

This number is associated with the place of birth (city). Used to match the name to the place of birth.

Quote
2) How many cities I have to add in the related .dat file?

How much is needed for a variety of options. This parameter has no defined rules.

Quote
MOREOVER....about nations code....(if the new coded DGen is WIP) is still possible to:

1) change:

av Австро-Венгрия (WWI) - Austria-Hungary (WWI) into: ah Австро-Венгрия (WWI) - Austria-Hungary (WWI)

This can be done when I add new nations - I will correct.

Quote
2) add:

dm Авиационная часть Императорского флота (WWI) - Kaiserliche Marine-Fliegerabteilung (WWI)
oe Османская империя (WWI) - Ottoman Empire (WWI)

Expansion of the list is also possible, given that I will have all the necessary data files it is not difficult to do.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on March 22, 2022, 12:47:26 PM
Thanks Asura for your precious help!

I start to build the pilots data....

I plan to finish the Luftstreitkrafte files in the next few days....

I think that the first beta will be with the 2 german air services....simply because them are almost the same....
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on April 01, 2022, 02:18:56 PM
Thanks Asura for your precious help!

I start to build the pilots data....

I plan to finish the Luftstreitkrafte files in the next few days....

I think that the first beta will be with the 2 german air services....simply because them are almost the same....

Hi all!

Hi Asura!

Work still on!

I have done the pilots names update!

For Germany (corrected all files to use code DI for Army and DM for Navy in game): I have added at the stock germans all the WWI aces (more than 300 names) and actually the file list about 1000 names....I have to work on the length of each 1 to 9 section names to have in each the same number of names....do you think that is possible to point the game engine to use them also for navy?

For Austro-Hungarian (corrected all files to use AV in game): I'll add at the stock gemans the names of all WWI aces (more than 50 names) plus a similar number of the most commons Hungarian names and surnames to give the correct variability....

A question about pilots images: how many I can add? I'm asking because atm I have the images for 185 WWI german aces and I'm wondering how many can be used from the game....I need to know: no less than X no more than Y.....

As I'll complete the 2 germans files I'll start to edit the Austro-Hungarian and Turkish (their units code is TO that stand for T(urkey) O(ttoman)) files....where I hope to find sufficient images for build the pilots images....
Title: Re: Project DGen_mod
Post by: Asura on April 02, 2022, 03:33:13 AM
Hi!

For Germany (corrected all files to use code DI for Army and DM for Navy in game): I have added at the stock germans all the WWI aces (more than 300 names) and actually the file list about 1000 names....I have to work on the length of each 1 to 9 section names to have in each the same number of names....do you think that is possible to point the game engine to use them also for navy?

Yes, you can use a single name file. So done for Japan and USA.

Quote
A question about pilots images: how many I can add? I'm asking because atm I have the images for 185 WWI german aces and I'm wondering how many can be used from the game....I need to know: no less than X no more than Y.....

You need 32 images (photos) of the pilots.

00.bmp - 31.bmp

Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on April 03, 2022, 03:01:11 AM
Thanks Asura for your reply!

I'll start to edit pictures today!
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on May 23, 2022, 01:45:11 PM
Just to notice....I'm still at work!

I'm building the new nations units....atm I have done all usable French , RNAS , RFC and RAF units....

The building of the relative files is going on....
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on May 23, 2022, 01:55:37 PM
I'm also building a template for a DGen Westfront campaign....now I'm building artillery positions (blue and red , medium on frontline and heavy in the rear) and I'm placing the artillery clusters at no less than 2km distance each....

Just need to know if the 2km is a distance for each specific cluster or for all clusters....

In the end my question is:

I have placed artillery clusters at 2 km each and I need now to put the other clusters (ballons , dumps , barracks and so on) , can I place different clusters nearer than 2km from a different one or I must keep eack cluster at 2km from each other regardless of their type?
Title: Re: Project DGen_mod [4.13]
Post by: Asura on May 24, 2022, 04:56:12 AM
The distances between clusters and the radii of defining clusters are the same for all types. Cluster discovery can be controlled by log-files.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on May 24, 2022, 10:19:01 AM
Thanks Asura for your reply!

I'll look at the gap between clusters to find free spots for ballons....otherwise I'll look at the log distance settings to free up a bit of places....
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on June 17, 2022, 01:39:55 PM
My new nation project is going well:

https://www.sas1946.com/main/index.php/topic,64867.msg752694.html#msg752694
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on June 17, 2022, 01:44:38 PM
Thanks Asura for your reply!

I'll look at the gap between clusters to find free spots for ballons....otherwise I'll look at the log distance settings to free up a bit of places....

Actually I have set a radius of 75 km from the main airfield in the Somme map* and I'm biulding the template for the campaign....I have placed field artillery batteries in the frontline with about 2/3 km of gap between clusters....

Now I'll place the ballons line a little behind them....and after a series of heavy artillery sites....

I have read about the range of the guns of the times and I plan to update a bit the technics parameters towards more WWI historical values....

* I have choosed that distance because the stock distance for targets of 150 km is too wide for a WWI planes due reduced spees if compared with WWI aircrafts....please note that a 75 km range anyway have mission duration if against the near the border targets of about 90 minutes....
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on June 28, 2022, 02:57:57 PM
Hi Asura!

I have finished all the new units for the WW1 era I can add from myself....or at least all the main because I still need information about some countries air units....

https://www.sas1946.com/main/index.php/topic,64867.msg753160.html#msg753160

I'm also building the template for a DGen campaign over the Somme....

About that specific....can you please help me with some doubts about?

1) The airfield takeoff/landing coordinates could coincide? I'm asking because I have some airfields on that map that have only one airfield icon and all planes takeoff and land over the same point....

2) About cluster for field artillery position....the number of object (10) is for active object like <artillery> or I can place 36 trenches (static) objects for the site and only 8 <artillery> to simulate a double battery?

3) In the cluster definition process you have indicated:

cPort – cRailroad – cTroops – cFieldHQ – cBattery – cDepot – cTroops

But about cTroops you wrote:

"If there are more than 4 stationary «Tank» objects in the cluster, the cluster is set to cTroops."

"All other clusters are of type cTroops."

This mean that:

a) "more than 4 tank" in a cluster is the condition recognized first from DGen if in the cluster there isn't neither a <ship> (PORT) nor a <wagon> (RAILROAD) it is set to TROOPS even if there is a <radio> because the cfieldHQ condition is the next to be check only if the <tank> are less than 4?

b) the cTroops clusters could have:

- MORE than 4 tank and all next condition objects ( <radio> <artillery> <stationary> )
- LESS than 4 tank but none of all next condition objects (1 x <radio> , 3 x <artillery> , 4 x <stationary> )

Am I right?
Title: Re: Project DGen_mod
Post by: Asura on June 29, 2022, 12:38:13 AM
Hi!

1) The airfield takeoff/landing coordinates could coincide? I'm asking because I have some airfields on that map that have only one airfield icon and all planes takeoff and land over the same point....

I think this is possible, but we need to check how the route will be built. In any case, BOTs should take off and land normally.

Quote
2) About cluster for field artillery position....the number of object (10) is for active object like <artillery> or I can place 36 trenches (static) objects for the site and only 8 <artillery> to simulate a double battery?

Trenches will not be considered, if you make a smaller amount of artillery, the cluster will be determined as Troops.

Quote
3) In the cluster definition process you have indicated:

cPort – cRailroad – cTroops – cFieldHQ – cBattery – cDepot – cTroops

a) "more than 4 tank" in a cluster is the condition recognized first from DGen if in the cluster there isn't neither a <ship> (PORT) nor a <wagon> (RAILROAD) it is set to TROOPS even if there is a <radio> because the cfieldHQ condition is the next to be check only if the <tank> are less than 4?

b) the cTroops clusters could have:

- MORE than 4 tank and all next condition objects ( <radio> <artillery> <stationary> )
- LESS than 4 tank but none of all next condition objects (1 x <radio> , 3 x <artillery> , 4 x <stationary> )

Am I right?

That's right - that's how it works.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on June 29, 2022, 12:56:16 PM
Thanks Asura for your reply and you unvaluable support!
Title: Re: Project DGen_mod [4.13]
Post by: taly01 on July 24, 2022, 01:26:21 AM
Hi Asura,  I like your DGen_mod alot :)  I have been happy enough with 2.0.5.0 but am finally moving to 2.1.0.0   I saw many definition fixes have already been done :)

One more Do217K-1 32xsc50 should be 28, 8xsc250 should be 4, 2xSC1800 should be 1.    These were wrong in 1C weapon.txt and assumed matching .air code but were not.

I am building missions in pacific Solomon islands and have several ship waypoints, the generator sets intercept ships to midway final waypoint, however the actual ships can be waypoints back (like an hour back).  Very occasionally an AI flights waypoints will intercept convoy at correct time point, which is not final waypoint leg.   I guess I work around by just one looonngg waypoint.

Just some old questions that still occur with 2.1.0.0 ops AttackCarrier etc seems to only put 1 ship from carriers.dat into mission, and ignores other fleet group?   If I may also suggest new operation AttackWarships of a convoy mostly of Capitalships.dat.    Convoy is moving ships, Ships is static ships away from Port(truck cluster)?

Anyway there are always workarounds to make it OK 
Title: Re: Project DGen_mod [4.13]
Post by: Asura on July 25, 2022, 09:35:54 AM
Hi!

Just some old questions that still occur with 2.1.0.0 ops AttackCarrier etc seems to only put 1 ship from carriers.dat into mission, and ignores other fleet group?   If I may also suggest new operation AttackWarships of a convoy mostly of Capitalships.dat.    Convoy is moving ships, Ships is static ships away from Port(truck cluster)?

I didn't quite understand the question... Please write simpler and more detailed...:)
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on July 25, 2022, 01:06:01 PM
Hi Asura!

I'm building the DAT files for my learning campaign....a WWI campaign as I'm also building the new WWi countries....

In this process , I noticed that in some DAT files the x y coordinates are listed as 19782.56;5614.33 while in others are listed without the decimals like 89745;58472....

I believe that the most precise info should be for AF and the less for TOWNS and ZONE....but considering that , when placed , a point reference object have always the decimals....I hope that is the same if I always use in the DAT files editing the decimals coordinates....

Am I right?

I plan to use decimals coordinates mainly because in my textual editing of the DAT files , this is a quicker option than deleting the deciamls....
Title: Re: Project DGen_mod [4.13]
Post by: Asura on July 26, 2022, 01:04:14 AM
The generator reads the coordinates as semicolons. You can use any option in DAT files. This is solely a matter of ease of filling.
Title: Re: Project DGen_mod [4.13]
Post by: Asura on July 26, 2022, 01:07:51 AM
The generator reads the coordinates as semicolons.

The generator reads the coordinates as decimal numbers. Format - XXX.YY. If the value does not have a decimal, it will still be read as XXX.00
Title: Re: Project DGen_mod [4.13]
Post by: taly01 on July 26, 2022, 01:41:15 AM
Quote
I didn't quite understand the question... Please write simpler and more detailed...:)

I confuse myself sometimes too :)   I am doing bomber missions in pacific, ie. long distances.  The main problem is that eg. AttackConvoy at sea is not intercepting after flying long distance (eg. 300km), the ships can be hours away in sailing time.

The question is does DGen_mod use waypoint speeds from the .mis file or default ship speed?
Title: Re: Project DGen_mod [4.13]
Post by: Asura on July 26, 2022, 05:16:35 AM
I confuse myself sometimes too :)   I am doing bomber missions in pacific, ie. long distances.  The main problem is that eg. AttackConvoy at sea is not intercepting after flying long distance (eg. 300km), the ships can be hours away in sailing time.

I understood the problem:) Timing will be quite problematic in this case. In convoy attack missions, the generator builds an attack route along the route of ships for some distance. You can also specify the "waiting" parameter for ships and roughly calculate the waiting time from the average speed of the aircraft.

Quote
The question is does DGen_mod use waypoint speeds from the .mis file or default ship speed?

The generator fully stores all the parameters of the object - speed, waiting, rating, etc.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on July 26, 2022, 08:29:05 AM
The generator reads the coordinates as semicolons.

The generator reads the coordinates as decimal numbers. Format - XXX.YY. If the value does not have a decimal, it will still be read as XXX.00

Thanks Asura!

Got it!
Title: Re: Project DGen_mod [4.13]
Post by: taly01 on July 30, 2022, 12:55:41 AM
Quote
Timing will be quite problematic in this case. In convoy attack missions, the generator builds an attack route along the route of ships for some distance.
I got it now I only use one waypoint of a shorter distance and the AttackConvoy works OK enough.

BTW is there still some hardcodes for H8K1 seaplanes? because they appear in *rescue mission even when not in my .DB!

Also PBN1 seaplane refuses to be Dutch no matter what I do? In Dgen_mod log it shows it always changes it! another hardcode?
Title: Re: Project DGen_mod [4.13]
Post by: Asura on August 01, 2022, 12:13:09 AM
BTW is there still some hardcodes for H8K1 seaplanes? because they appear in *rescue mission even when not in my .DB!

You are triggered by the "replacement aircraft" algorithm, in this case, to prevent an error when creating a mission, an aircraft registered in the code is added. This happens when there is no aircraft in the DB file with the role required for the mission. All roles are in the generator instruction. For example, * rescue missions require an aircraft with the HyPatrol role, and DB does not have a single aircraft with the role. In this case, the generator adds it itself. You need to check the set of aircraft and their compliance with missions.

Quote
Also PBN1 seaplane refuses to be Dutch no matter what I do? In Dgen_mod log it shows it always changes it! another hardcode?

More details are needed. What kind of nation does a player have? What nation is the opponent? It would be nice to see more log... In the code, the nation of PBN1 is definitely not strictly indicated and there are no other restrictions. There are rules for the formation of groups for missions, if everything is indicated correctly, then you can get Dutch PBN1

Title: Re: Project DGen_mod [4.13]
Post by: taly01 on August 02, 2022, 05:13:45 PM
Quote
For example, * rescue missions require an aircraft with the HyPatrol role, and DB does not have a single aircraft with the role.
Tested with removed H8K1 from .DB, and plane/weapon.dat files, and even from PacificPlanes.txt!
Yes E13A1 in .DB and as HyPatrol, but still chooses H8K1 for any *H* in ops file!

"Solved" by using P plane type for E13A1 and defining plane roles in DGen_mod data files!

Quote
if everything is indicated correctly, then you can get Dutch PBN1
.log
Doe,John,_,1910
1 18SquadronNEI100 PBN1 None,None   
1 18SquadronNEI101 PBN1 None,None       
PlaneNationCheck: PBN1 before - Holland, after - England         ?????

.mis
[18SquadronNEI10]
  Planes 2
  Skill0 2
  skin0 $PBN_RAF_209-Sqn.bmp
  numberOn0 0
  Skill1 1
  skin1 $PBN_RAF_209-Sqn.bmp
  numberOn1 0
  Class air.PBN1
  Fuel 100
  weapons default

Really wants to remain British!
 
Anyhow i managed to get the Dutch skin to remain for PBN1 Dutch wAll squadrons using Squadron skins.

--------------------------------------------------------------------------------------------------
 
Its OK as is I just put up these solutions for others  :)
Title: Re: Project DGen_mod [4.13]
Post by: Asura on August 03, 2022, 07:47:34 AM
Its OK as is I just put up these solutions for others  :)

The nation of the plane and its skin are defined by squadron.
Title: Re: Project DGen_mod [4.13]
Post by: flightorfight on September 16, 2022, 06:53:00 AM
I am back here at SAS recently, had been away a few years. Where is the download for this? Does it work with stock, and older mods like DBW and UP? Can you change a blue plane to red or visa-versa?
Title: Re: DGenMOD
Post by: vonOben on September 17, 2022, 11:24:47 PM
I haven't updated the generator in a while, but it's time...

I introduce version 2.1.0.0 allowing you to realize almost any mission possible in the game. COMPLETE instructions for creating campaigns. The data files are compatible with 4.14.1.

https://www.mediafire.com/file/4tdgmwuxau0c0sr/DGenMOD_2.1.0.0.7z/file (https://www.mediafire.com/file/4tdgmwuxau0c0sr/DGenMOD_2.1.0.0.7z/file)

Thank you so much vonOben for translating the instructions

v2.1.0.0 (01/11/2021)

- the support for obsolete weapons definition files is off in [episode_name]Planes.dat files
- the CampaignLength parameter of DGenMOD.ini is not processed, the length of campaign is not changed
- the support for linked missions is off, [Links] sections in *.DB files are ignored
+ when selecting weapons, the actual date of its adoption is taken into account
+ now it is possible to specify weapons for each group in each mission
+ a general mission without a specific target can be created
+ a custom message can be added to the preflight briefing
+ a new way to determine target point has been introduced - the Zone file
+ new types of missions for target lighting by using flare bombs have been added - oRedEnlightObj and oBlueEnlightObj
+ new types of missions for target searching and marking have been added - oRedPathfinder
+ new types of missions for mine laying have been added - oRedMinelaying и oBlueMinelaying
+ new types of missions for blocking enemy airfields have been added - oRedIntruder и oBlueIntruder
+ oRedRescue and oBlueRescue missions have been updated to use points from the Zone files
+ new types of SAR missions (land and sea search and rescue) have been added - oRedSeaRescue, oBlueSeaRescue, oRedLandRescue and oBlueLandRescue. The mission uses objects from Command & Control
+ new types of missions for the composite aircraft Mistel have been added - oBlueMistelBridge, oBlueMistelStation, oBlueMistelTroops
+ new types of missions for the MXY7 Ohka have been added - oBlueOhka. Available only for DGenPACK 3.0.1 or above
+ new types of missions for the FZG.76 have been added - oBlueV1. Available only for DGenPACK 3.0.1 or above
+ new types of the V-1 interception missions have been added - oRedDiverIntercept
+ new types of missions for the SPB bomber have been added - oRedSPBCBridge, oRedSPBCTroops, oRedSPBCStation, oRedSPBCDepot, oRedSPBCPort, oRedSPBFBridge, oRedSPBFTroops, oRedSPBFStation, oRedSPBFDepot, oRedSPBFPort
+ new types of paratroop dropping missions for transport aircraft have been added - oRedDropAB, oRedDropGR, oRedDropAG, oBlueDropAB, oBlueDropGR, oBlueDropAG
+ new types of delivery missions for transport aircraft (by dropping in the target area) have been added - oRedDropCargo, oBlueDropCargo 
+ new types of delivery missions for transport aircraft (with landing on the target field) have been added - oRedDelivery, oBlueDelivery
+ new types of medical evacuation missions for transport aircraft have been added - oRedMedEvac, oBlueMedEvac
+ new types of missions to relocate to a new field and return to the base field have been added - oRedFieldGo, oBlueFieldGo, oRedFieldRet, oBlueFieldRet
+ now it is possible to add to a dynamic campaign some previously created static missions
+ for player's group (codes Y, U, N of the ops* file) it is possible to create a 4th flight, with max number of aircraft - 16
+ for night sorties it is possible to break player's group (codes Y, U, N of the ops* file) into separate planes, with max number of aircraft for night sorties - 4
+ the escort group formation has been corrected
+ the landing lights are added to a mission regardless of the time of day
+ a new section [FuelQuantity] has been added to the settings*.dat files to limit player group's fuel
+ a new type of rocket interceptor RFighter (Rf) has been intoduced (ops* files)
+ the dates of aircraft availability has been added for subcampaigns
+ new types of balloon attack and defense missions have been added - oRedBalloonInt, oBlueBalloonInt, oRedBalloonDef, oBlueBalloonDef
+ now it is possible to change the plane for the current sortie
+ a new algorithm to bind the player to a carrier has been added, using the [Carrier] section of a settings*.dat file
+ a new specific target type "ship" has been intoduced (ops* files)
+ a new type of heavy bomber group with a "cruiser" support (hBc) has been introduced (ops* files)
+ the list of information, being written to log files, has been changed
+ user's guide version 3.0
+ the buildings destruction data transfer from templates (sections [Buildings] and [House]) has been added
+ some errors corrected

v2.0.6.0 (01/12/2016)

+ the names of DGen's folders and files has been altered
+ user's guide version 2.5
+ new types of missions to intercept transport aircraft oBlueTranInterceptC and oRedTranInterceptC has been added
+ bridge attack, defense and reconnaissance missions are bound to the bridge name, specified in a ops*.dat file
+ a new coordinate system, using auxiliary *ZN.dat files, has been intoduced for TranEscortC, TranInterceptC, ParadropEscort, ParadropIntercept missions
+ for several sorties without the specified time in the ops*.dat files, the first sortie will be generated within the first two hours of a period (night or day)
+ added data for the Central_Spain_Jir, Jir_Northern_Spain_1936, NE_Spain_Jir maps (by Per Rasmusson)
+ added data for the Poland_1939 map (by Per Rasmusson)
+ added data for the cztx_BurmaLower map (by Greybeard)
+ added data for the Donbass map (by Paul Kondratenko)
+ added data for the Belarus map (by Paul Kondratenko)
+ added data for the Poland_1944 map (by Paul Kondratenko)
+ some errors corrected
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on September 17, 2022, 11:33:11 PM
Quote from the DGenMOD 2.1.0.0 User Manual:

The modified dynamic campaign generator (DGenMOD) is a further development of the generator, developed by Vadim "Starshoy" Kolosov for 1C:Maddox Games. The new generator is based on the original code and algorithms of DGen version 4.0.4.1. DGenMOD is fully compatible with Il-2 Sturmovik version 4.11 m or above. The generator can be used both with the original version of the game and the MOD version (the mod does not matter).

WARNING! As of DGenMOD version 2.0.5.0, the files containing aicrafts definitions, available loadouts and maps related files are only fully compatible with: DGenPack (version 3.0) itself based on the Team Daidalos patch (4.14). The maintenance of separate configuration files (for HSFX, DBW, etc...) has been discontinued. Files for these modpacks are no longer provided with the generator."


But, you can edit the default DGenMOD dat-files so they work with other mods in Il-2 Sturmovik version 4.11 m or above.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on October 05, 2022, 09:40:55 AM
Hi Asura!

I'm building the DAT files for my learning campaign....a WWI campaign as I'm also building the new WWi countries....

In this process , I noticed that in some DAT files the x y coordinates are listed as 19782.56;5614.33 while in others are listed without the decimals like 89745;58472....

I believe that the most precise info should be for AF and the less for TOWNS and ZONE....but considering that , when placed , a point reference object have always the decimals....I hope that is the same if I always use in the DAT files editing the decimals coordinates....

Am I right?

I plan to use decimals coordinates mainly because in my textual editing of the DAT files , this is a quicker option than deleting the deciamls....

Hi!

I'm not dead....still working on....

About my WIP:

DGen campaign: Done the entries for SOMME MAP (Towns , Bridges and Airfields) , reworked the map tga with an historical map and placed all the corresponding name in text section for the TOWN coordinates

New Nations: almost finished all ranks , awards , backgrounds and icons....slowly about names and portraits because I'm adding all historical aces....so I'm spending a lot of time in copy names and places of birth....
Title: Re: Project DGen_mod [4.13]
Post by: leforban on October 07, 2022, 12:02:24 PM
 :) :) :)
Hi Whisky Sierra,
keep up the goodwork...
Will  be great to play Dgen WWI campaigns...
Le Forban...
Title: Re: Project DGen_mod
Post by: RealDarko on October 13, 2022, 05:34:18 AM
Is possible to use DGEN to generate single missions? For example, a strike mission for Stuka, with take off, flight to target and get back to base encountering enemy AAA and fighters, and maybe even get an escort. Or it just generate campaigns?
Title: Re: Project DGen_mod
Post by: Asura on October 13, 2022, 07:02:38 AM
Is possible to use DGEN to generate single missions? For example, a strike mission for Stuka, with take off, flight to target and get back to base encountering enemy AAA and fighters, and maybe even get an escort. Or it just generate campaigns?

You can create a campaign with one combat mission. If the file osp*  provides several options for this one day, the generator will create a mission with different conditions at random.
Title: Re: Project DGen_mod
Post by: RealDarko on October 13, 2022, 07:28:59 AM

You can create a campaign with one combat mission. If the file osp*  provides several options for this one day, the generator will create a mission with different conditions at random.

Can you please explain me how to do that?
Title: Re: Project DGen_mod
Post by: Asura on October 14, 2022, 12:18:02 AM
Can you please explain me how to do that?

You must create a campaign with all the necessary data, and specify only one date in the DB file in the [Schedule] section. In the ops file, also specify this date in all lines. And the generator at the start of this campaign will create one departure - generate the mis file. The main thing is that for all the system in the ops file, targets are available for the specified day.

You can take some ready-made campaign and shorten the Schedule list to one date, it is better to leave the very first.

The generator can be run from the command line: DGenMOD.exe us 6

Command line options are available in the user manual. The generated mis file can be opened in a full editor and run the mission. This is an alternative possible option for getting one mission and then playing it.
Title: Re: Project DGen_mod
Post by: RealDarko on October 14, 2022, 07:15:35 AM
Need to check that, will report back, thanks Asura!
Title: Re: Project DGen_mod
Post by: RealDarko on October 18, 2022, 03:56:19 AM
And where is the place to get WAW compatible Dgen campaigns?
Title: Re: Project DGen_mod
Post by: vonOben on October 23, 2022, 11:25:51 PM
And where is the place to get WAW compatible Dgen campaigns?

If you mean DGenMOD campaigns for BAT, I don't know of any.

But I'm going to make my GenMOD campaign "Polenfeldzug 1939 / Kampania Polska 1939" BAT compatible, hopefully in the beginning of next year.
Title: Re: Project DGen_mod
Post by: RealDarko on October 24, 2022, 04:18:36 AM
And where is the place to get WAW compatible Dgen campaigns?

If you mean DGenMOD campaigns for BAT, I don't know of any.

But I'm going to make my GenMOD campaign "Polenfeldzug 1939 / Kampania Polska 1939" BAT compatible, hopefully in the beginning of next year.

Understood, and is there a campaign generator for BAT mods?
Title: Re: Project DGen_mod
Post by: Venator77 on October 24, 2022, 02:08:42 PM
For DGenMOD, no, you have to build them by hand. It's a time consuming process and play testing the campaign is nearly impossible, at least for me.
Title: Re: Project DGen_mod
Post by: vonOben on October 24, 2022, 10:29:26 PM

Understood, and is there a campaign generator for BAT mods?


There are:

DGen for B.A.T
https://www.sas1946.com/main/index.php/topic,61913.0.html

and

UberQuick Mission Generator (UQMG) for BAT
https://www.sas1946.com/main/index.php/topic,65131.0.html
Title: Re: Project DGen_mod
Post by: RealDarko on October 25, 2022, 06:42:06 AM
Thanks guys!
Title: Re: Project DGen_mod
Post by: vonOben on October 25, 2022, 09:12:12 AM
For DGenMOD, no, you have to build them by hand. It's a time consuming process and play testing the campaign is nearly impossible, at least for me.

That depends how advanced you make the campaign IMHO.

It takes much time testing and understanding DGenMOD and how to correct errors in the log file, and it can be quite frustrating at times.

The Polish campaign was my first DGenMOD campaign and it has is only one sub campaign, so it was a rather good one to get acquainted with DGenMOD campaign building.
It has only 10 campaigns in it, with a total of about 170 missions and I spent about 6 months testing and it would have been much longer without the kind help from Asura, answering all my questions. It's also essential to figure out a good way of doing the actual test work.

My next DGenMOD campaign is going to have several sub campaigns and will span over about 2 years, so that's going to be quite different.  :-X

Title: Re: Project DGen_mod [4.13]
Post by: Venator77 on October 27, 2022, 02:13:06 PM
My DGenMod campaign wasn't complicated, it's just that I had so much trouble trying to playtest that I decided to set the project aside until I felt like continuing it. No one seemed to be able to help me with my problem, maybe I should've had someone else playtest for me?
Title: Re: Project DGen_mod [4.13]
Post by: vonOben on October 28, 2022, 12:57:51 AM
My DGenMod campaign wasn't complicated, it's just that I had so much trouble trying to playtest that I decided to set the project aside until I felt like continuing it. No one seemed to be able to help me with my problem, maybe I should've had someone else playtest for me?

From my personal experience is the test process a way of learning and understanding how DGenMOD works. When you have gained the knowledge and understanding, someone else can do the testing or the campaign can be release as a beta.

Making a "ordinary" DGen campaign where everything is randomly generated is easiest IMHO, but if you want the generator to pick for example the intended ground target at a specific place at a specific date and time, then it gets more complicated to get it right.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on December 25, 2022, 01:51:41 AM
Hi Asura!

I'm building the DAT files for my learning campaign....a WWI campaign as I'm also building the new WWi countries....

In this process , I noticed that in some DAT files the x y coordinates are listed as 19782.56;5614.33 while in others are listed without the decimals like 89745;58472....

I believe that the most precise info should be for AF and the less for TOWNS and ZONE....but considering that , when placed , a point reference object have always the decimals....I hope that is the same if I always use in the DAT files editing the decimals coordinates....

Am I right?

I plan to use decimals coordinates mainly because in my textual editing of the DAT files , this is a quicker option than deleting the deciamls....

Hi!

I'm not dead....still working on....

About my WIP:

DGen campaign: Done the entries for SOMME MAP (Towns , Bridges and Airfields) , reworked the map tga with an historical map and placed all the corresponding name in text section for the TOWN coordinates

New Nations: almost finished all ranks , awards , backgrounds and icons....slowly about names and portraits because I'm adding all historical aces....so I'm spending a lot of time in copy names and places of birth....

All DGen nations done with all files....finishing the minor nations (probably 'll be finished while beta testing)....beta test for volunteer testers 'll be available in time for the end of the year....if someone like to test please send ma a pm....
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on January 20, 2023, 06:41:11 AM
Hi!

I restart to work on my WIP DGen campaigns....

I'm studying the creation of targets and clusters because actually I'm building the templates.....

I have find all information about targets except for constr....

Quote
From manual:

When forming each mission, the generator outputs to the DGenMOD.log file information on all types of targets
available for generating the current mission, indicating their number.

Axis: AF:31 HyB:10 Amp:0 Tnk:0 Art:4 Bdg:0 Carr:0 Car:8 Con:1 Dep:103 HQ:8 Prt:27 Ship:325 Sub:2 Rail:20 Sea:0
Land:0 Trn:6 Trp:212 Zone:0 Constr:0 Clust:374 Soft:388 Rocket:1

Which kind of composition or rules have them?

Thanks in advance for your help!
Title: Re: Project DGen_mod [4.13]
Post by: Asura on January 22, 2023, 03:04:04 AM
These are special objects for the Battle of Normandy campaign. They are not used anywhere else.
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on January 22, 2023, 03:05:27 AM
Roger mate!

Thanks for your reply!
Title: Re: Project DGen_mod
Post by: Whiskey_Sierra_972 on January 26, 2023, 08:03:52 AM
Hi Asura!

I have update a bit my WWI DGen nations....I used a specific code for Greece , Romania and Bulgaria....

I'm experimenting about a possible merging of countries between your DGen game version at Aviaskin and BAT....actually I have only a minor conflict....but I think that this could be feasible....

Can you please take a look at my post here:

https://www.sas1946.com/main/index.php/topic,64867.msg764775.html#msg764775

Thanks in advance for your overlook at my work!
Title: Re: Project DGen_mod [4.13]
Post by: Kinst on February 03, 2023, 02:38:14 AM
Hello Asura!
Tell me, will your Dgen-mod adapt to the latest version of the game 4.15.1 at the moment?
Title: Re: Project DGen_mod [4.13]
Post by: taly01 on June 01, 2023, 08:57:30 AM
Quote
Tell me, will your Dgen-mod adapt to the latest version of the game 4.15.1 at the moment?

If you use latest DGen_mod 2.1.0.0 it should work for 4.15.1 which even has a key to enable AsuraDgen in Conf.ini but you would need to add new plane Dewoitine 520 (if you use it).

Any version of DGen_mod can work with any version of il21946 including mods ...IF..... the text files of DGen_mod match whats in the il21946 version you use.   This may mean editing DGen_mod text files planes, weapons, roles, squadrons and maps at least....to match whats in your version of il21946.   Its not complex but is very time consuming and must be 100% syntax correct!