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Author Topic: Project DGen_mod  (Read 325593 times)

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Asura

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Re: Project DGen_mod
« Reply #1272 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
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1273 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....
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1274 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?
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Asura

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Re: Project DGen_mod
« Reply #1275 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.
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Asura

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DGenMOD
« Reply #1276 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

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
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vonOben

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Re: Project DGen_mod
« Reply #1277 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
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1278 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!
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Asura

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Re: Project DGen_mod
« Reply #1279 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
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1280 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
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Venator77

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Re: Project DGen_mod
« Reply #1281 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
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Asura

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Re: Project DGen_mod
« Reply #1282 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.
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Venator77

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Re: Project DGen_mod
« Reply #1283 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?
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