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Author Topic: Project DGen_mod  (Read 361136 times)

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greybeard

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Re: Project DGen_mod
« Reply #1128 on: July 12, 2015, 02:45:10 AM »

There is something new, or the communication process was interrupted again? :-\
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Asura

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Re: Project DGen_mod
« Reply #1129 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
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greybeard

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Re: Project DGen_mod
« Reply #1130 on: July 16, 2015, 08:21:55 AM »

Try this version...

Thanks, I'll try it ASAP!

GB
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greybeard

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Re: Project DGen_mod
« Reply #1131 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).



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!
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Asura

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Re: Project DGen_mod
« Reply #1132 on: July 17, 2015, 08:09:06 AM »

https://yadi.sk/d/kHIWIBOChvhYm

I corrected departure time. Didn't understand - the problem is solved with stationary planes?
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Asura

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Re: Project DGen_mod
« Reply #1133 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.
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greybeard

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Re: Project DGen_mod
« Reply #1134 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).
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1135 on: July 17, 2015, 11:15:36 AM »

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?
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greybeard

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Re: Project DGen_mod
« Reply #1136 on: July 17, 2015, 12:09:08 PM »

Test results (in this campaign used for test there are 2 missions per day):


no more start at 0000







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!
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Cloyd

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Re: Project DGen_mod
« Reply #1137 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.
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Asura

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Re: Project DGen_mod
« Reply #1138 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.
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Asura

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Re: Project DGen_mod
« Reply #1139 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.
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