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Author Topic: Project DGen_mod  (Read 290685 times)

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larschance

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Re: Project DGen_mod
« Reply #1248 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.
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Asura

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Re: Project DGen_mod
« Reply #1249 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.
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1250 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!
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Darth_Dooboss

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Re: Project DGen_mod
« Reply #1251 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!!!!
 :) ;)
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Asura

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Re: Project DGen_mod
« Reply #1252 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

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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1253 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!
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Asura

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Re: Project DGen_mod
« Reply #1254 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.
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sowercrowd

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Re: Project DGen_mod
« Reply #1255 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 !
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1256 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....
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Asura

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Re: Project DGen_mod
« Reply #1257 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.

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Darth_Dooboss

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Re: Project DGen_mod
« Reply #1258 on: October 13, 2020, 09:50:47 AM »

DGen_MOD 2.0.5.0 is still available for download here:

http://www.mediafire.com/file/z9zdr7einya3dcf/DGen_MOD_2.0.5.0.zip/file

DGen_MOD exe update to 2.0.6.0 here:

http://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
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Whiskey_Sierra_972

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Re: Project DGen_mod
« Reply #1259 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....
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