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Author Topic: Project DGen_mod  (Read 382685 times)

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taly01

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Re: Project DGen_mod
« Reply #1380 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!



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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1381 on: February 02, 2025, 10:15:26 AM »

A small question for Asura ....

The possibility for the player to see his planes changed while playing a campaign will be implemented in Dgen in the future?
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Asura

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Re: Project DGen_mod
« Reply #1382 on: February 05, 2025, 03:07:51 AM »

Didn't quite understand the question? Can I read more?
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Frankiek

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Re: Project DGen_mod
« Reply #1383 on: February 05, 2025, 05:36:20 AM »

He would like to have the possibility to change the player's plane during a campaign before completing the campaign section using that plane
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Asura

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Re: Project DGen_mod
« Reply #1384 on: February 05, 2025, 07:13:09 AM »

There are many parameters associated with the player's plane and you can change the plane only at the beginning of another sub-campaign. It is possible to replace the aircraft for one departure.

[ChangePlane] - Allows you to replace the player's current aircraft with any other for one day. On the specified day
the *.ops file must contain a mission suitable for the role of a replacement aircraft. The section can be used for a
variety of sorties within a single sub-campaign (episode). Optional.
Format:
Episode_name Aircraft Date Replacement _Aircraft
Example:
[ChangePlane]
ETO42_Europe_08_17_US_8AF_HB B_17E 19420819 LANCASTER
ETO42_Europe_08_17_US_8AF_HB B_17G 19420819 LANCASTER
Aircraft - Is the player's current plane in the sub-campaign (episode).
Date - the date on which the change of aircraft will take place.
Replacement _Aircraft - the player's plane, which will be used on the specified date. On the next date, the main
aircraft will be used if the replacement is not prescribed in this section and for the next days.

This can be done with the settings in the settings file.
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1385 on: February 05, 2025, 10:54:17 AM »

Thanks for your reply Asura , and thanks to Frankiek to have correctly understand and specified what I was meaning in my post.

I was asking because change player plane in a permanent way is a useful option for long campaign....

About subcampaign.....when I end a campaign there is a way to 'import' the status of the aircraft left available to the next subcampaign?

Like (for example) I start first campaign with 8 Me-109 and 24 FW-190 and AI start with 12 La-5 and 32 Lagg....at the end of the campaign there are only 4 Me-109 , 12 FW-190 , 6 La-5 and 4 Lagg left....there is a way to find these numbers at the end of the campaign and manually 'import' them into the next campaign oob?

Thanks in advance for any help or tips....
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Asura

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Re: Project DGen_mod
« Reply #1386 on: February 06, 2025, 02:52:04 AM »

Like (for example) I start first campaign with 8 Me-109 and 24 FW-190 and AI start with 12 La-5 and 32 Lagg....at the end of the campaign there are only 4 Me-109 , 12 FW-190 , 6 La-5 and 4 Lagg left....there is a way to find these numbers at the end of the campaign and manually 'import' them into the next campaign oob?

Accounting for the available number of aircraft, the generator is quite primitive. Specific values ​ ​ are not saved, the "probability" of the appearance of the aircraft in the mission is used.
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Frankiek

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Re: Project DGen_mod
« Reply #1387 on: February 06, 2025, 04:43:49 AM »

I think that the only option to carry over remaining quantities of planes would be to manually modify the relevant files and use them instead of the stock ones. Once campaign is over the original files should be reinstated. However planes replenishment should be considered as well.

Based on my experience DGen manual manipulation is tricky. While doing this is always better to back up all the relevant campaign files at the end of every mission (including the user files), so that you can always go back if something goes wrong 
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1388 on: February 06, 2025, 11:57:01 AM »

.....
Accounting for the available number of aircraft, the generator is quite primitive. Specific values ​ ​ are not saved, the "probability" of the appearance of the aircraft in the mission is used.

I overlooked this condition!

YES!

I can start subcampaign with different player aircraft by using number of planes management when switching from one campaign to the next!

I'll give it a try asap!
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