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Author Topic: Project DGen_mod  (Read 233594 times)

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Asura

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Re: Project DGen_mod
« Reply #876 on: February 14, 2014, 02:51:45 AM »

In conf.ini make so:

[game]
...
eventlog=eventlog.lst
eventlogkeep=0
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ddr

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Re: Project DGen_mod
« Reply #877 on: February 14, 2014, 02:54:15 AM »

thank you Asura, i will try :)
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leszek957

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Re: Project DGen_mod
« Reply #878 on: February 14, 2014, 04:10:06 AM »

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greybeard

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Re: Project DGen_mod
« Reply #879 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...
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rollnloop

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Re: Project DGen_mod
« Reply #880 on: February 16, 2014, 02:02:10 PM »

Did you try NOT using Normandie Niemen ?
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greybeard

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Re: Project DGen_mod
« Reply #881 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!
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rollnloop

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Re: Project DGen_mod
« Reply #882 on: February 19, 2014, 04:34:57 PM »

I think BoE is required for any Normandy dgen campaign, isn't it ?
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greybeard

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Re: Project DGen_mod
« Reply #883 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
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Treetop64

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Re: Project DGen_mod
« Reply #884 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!
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greybeard

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Re: Project DGen_mod
« Reply #885 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.

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Asura

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Re: Project DGen_mod
« Reply #886 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.
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RealDarko

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Re: Project DGen_mod
« Reply #887 on: February 27, 2014, 02:05:24 PM »

Where can I get the more up to date 4.10 version?
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