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Author Topic: "Pearl Harbor - Tokyo" V2.0 release  (Read 139886 times)

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pandacat

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Re: "Pearl Harbor - Tokyo" V2.0 release
« Reply #192 on: June 03, 2016, 04:13:54 AM »

Btw, where to get the new Dgen pack?
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vegetarian

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pandacat

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Re: "Pearl Harbor - Tokyo" V2.0 release
« Reply #194 on: June 03, 2016, 11:52:17 AM »

Cool.  Thanks.  I'll check it out.
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Motörhead

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"Pearl Harbor - Tokyo" next version WIP
« Reply #195 on: June 05, 2016, 05:17:37 AM »

Hi guys! Some development update for you :)
In campaign current version Battle of the Coral Sea will be divided into two subcampaigns-parts (instead of one in old version), to gain more historical accuracy.
First day of battle american aircrafts from Lexington and Yorktown will be attack "Shoho" from rear-admiral's Goto group, and japan aircrafts attack "Neosho" and "Sims" group.
Screenshots below show VT-2 Devastators succesfull attack on IJN light carrier "Shoho", first japan carrier lost in WWII.












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Ain't a hope in hell, nothing's gonna bring us down, The way we fly, five miles off the ground, It's a Bomber!

l_commando

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Re: "Pearl Harbor - Tokyo" V2.0 release
« Reply #196 on: June 08, 2016, 07:29:50 PM »

Hey Motorhead. After playing around with the US Heavy Bomber campaign I found some things that I hope you'll fix either in the next HSFX version or in the DGen Pack version for 4.13. Some are minor, other are somewhat major.

First the minor bugs. Despite applying the EN patch, some of the campaign menu screens are still in Russian, specifically some of the British and Australian campaigns. Also, the B-17G never saw service in the Pacific. The USAAF only used B-24s from August 1943 on. The B-24J did not arrive until mid-1944 (This of course can be corrected in 4.13 which adds the B-24D).

On to the more major bugs, in the first Solomon Islands campaign the bombers take off from the fighter airstrip rather than the bomber airfield. Also, in many of the campaigns, bomber flights take far too long to take off. Often going well beyond the runway before getting off the ground (if they don't crash into trees or buildings first). If the player's flight does take off successfully, the squadron will not wait for the flight to join and it often will lag far behind the rest of the squadron, far enough to make the flight very vulnerable to fighter attack. This can be mitigated somewhat by using air starts but even then the players flight will lag behind or will fly far above the rest of the squadron and hit some friendly planes with bombs.
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Motörhead

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Re: "Pearl Harbor - Tokyo" V2.0 release
« Reply #197 on: June 10, 2016, 01:36:53 AM »

Thanks for your report!
First the minor bugs. Despite applying the EN patch, some of the campaign menu screens are still in Russian, specifically some of the British and Australian campaigns. Also, the B-17G never saw service in the Pacific. The USAAF only used B-24s from August 1943 on. The B-24J did not arrive until mid-1944 (This of course can be corrected in 4.13 which adds the B-24D).
Russian briefings will be corrected in next version, and B-17G also will be removed.

On to the more major bugs, in the first Solomon Islands campaign the bombers take off from the fighter airstrip rather than the bomber airfield. Also, in many of the campaigns, bomber flights take far too long to take off. Often going well beyond the runway before getting off the ground (if they don't crash into trees or buildings first). If the player's flight does take off successfully, the squadron will not wait for the flight to join and it often will lag far behind the rest of the squadron, far enough to make the flight very vulnerable to fighter attack. This can be mitigated somewhat by using air starts but even then the players flight will lag behind or will fly far above the rest of the squadron and hit some friendly planes with bombs.
It is a great trouble - heavy bombers just cannot take off with 100% fuel and bomb load (i mean B-17, B-24 and B-29). They just runs and runs and runs... I don't know exactly, if this AI problem or FM. Simple way to let heavy bombers take-off, is to placed them on airfield, which is located on small hill, to use height difference as some kind of springboard. Because of this in Solomons campaign B-17 uses fighter airfield, instead of their own bomber strip. Unfortunately, not always airfield on hill is available.
At this moment only way to fixed it - is to make heavy bombers use 70-80% of fuel, with help of dynamic generator. In this case B-17 and B-24 can take off from very long runway. Asura will add this option in DGEN next version.
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Ain't a hope in hell, nothing's gonna bring us down, The way we fly, five miles off the ground, It's a Bomber!

l_commando

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Re: "Pearl Harbor - Tokyo" V2.0 release
« Reply #198 on: June 13, 2016, 11:51:17 AM »

Interesting, I hope that solves the takeoff bug. I conducted some experiments with stock DGEN campaigns by adding heavy bombers as flyables. It appears that the lagging formation issue is a DGEN mod issue. I don't think there are enough waypoints for the airborne flights to wait for the grounded flight to take off. When air starts are used, there are too many waypoints for the rear flight, making them lag behind. Therefore, I believe the solution is to either spawn the airborne flight farther back and remove some waypoints for the grounded flight. However, I believe an easier and better solution would be to simply have the squadron all take off from the ground together as it is in stock DGEN and use your 80% fuel fix to ensure that the aircraft all take off safely.
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jaykay66

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Re: "Pearl Harbor - Tokyo" V2.0 release
« Reply #199 on: August 05, 2016, 09:30:00 AM »

Hi all,

i would be interested in the beta 2.4 of this campaign as well.
At least I would be interested to get the solution to the "No AirFields or IO points for Axis"-Errors in various sub campaigns.
I just had a quick look at the DgenPack. I am a bit hesistant to download all the 29 parts of the pack to hunt for the solution to this error.

Thanks,
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Motörhead

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Re: "Pearl Harbor - Tokyo" V2.0 release
« Reply #200 on: August 13, 2016, 07:28:57 AM »

At least I would be interested to get the solution to the "No AirFields or IO points for Axis"-Errors in various sub campaigns.
I just had a quick look at the DgenPack. I am a bit hesistant to download all the 29 parts of the pack to hunt for the solution to this error.
Hi jaykay66!
This "No AirFields or IO points for Axis" error is fixed very simple. Air start points for enemy placed on RED or BLUE template. It's just aircraft, with two route points. In old camapaigns there will be 5-10 km's between them, to let the feature work. But, for some reasons, in one of new DGEN versions, this changed. Now distance between this two points must be not less than 15-20 kilometers. You can open any template (of subcampaign you want to play) and change this.

In old modpacks i use (Ultrapack and HSFX) there are  lack of many aircrafts and maps, need for my campaigns. Unfortunately, both this modpacks developed very slowly, new aircrafts and maps not added for many years!
For many users, there is problem, to add aircraft or map, need for my campaign, even if i upload my own mini modpack for HSFX and write manual, how to install it.

For this reason i'm working now only with DGEN pack. Asura's DGENpack include all aircrafts, maps and other mods, need for my campaigns. DGENpack based on last and newest IL-2 version. And there no compatibility problems, and you dont need to install any other mods. You just play campaigns.
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Ain't a hope in hell, nothing's gonna bring us down, The way we fly, five miles off the ground, It's a Bomber!

Motörhead

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Update 13.08.2016
« Reply #201 on: August 13, 2016, 07:43:57 AM »

So long there will no updates :)
News: New Guinea-New Britain campaign works is close to finish. Probably, in september, new campaign will be released. Of course, it will be for DGENpack!

Now this campaign existed in form of USAAF 5th Air Force war diary. Day by day i show you combat actions of this AF, from very early actions in Australia and Port Moresby in 1942, till final days of war at Okinawa, in august 1945. Believe me, you cant find campaign, detailed like this :)
For many famous units in 5th AF, there will be separate campaigns. For example: 49th FG, 3d Attack Group, 43 BG, 475th FG and others. For the first time, developed US night fighter dynamic campaign at PTO. If someone want to help me inprove campaign, please, create P-70 mod :)
Japan campaigns, both for Navy and Army units, is still WIP and will be released later.

Few screenshots: Arawe landings at New Britain, 15.12.1943. In old "Pearl Harbor - Tokyo" this operation use Agracier's "Cape Gloucester" map, but now, i rework campaign, to use "New Guinea - New Britain" map.

















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Ain't a hope in hell, nothing's gonna bring us down, The way we fly, five miles off the ground, It's a Bomber!

jaykay66

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Re: "Pearl Harbor - Tokyo" V2.0 release
« Reply #202 on: August 17, 2016, 11:27:45 AM »

Hi Motörhead ,

thanks for your feedback. I will give it a try.
Even though I am not a DGen-Expert.

Regards,
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Motörhead

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Looking forward for the future
« Reply #203 on: August 23, 2016, 02:55:25 AM »

Well guys, it's time to let you know some news about my work. Now, works on pacific part of my project is ended, for this year, of course. Probably, New Guinea campaign will be released in september. So you better download DGENpack ;) Next patch for it will include New Guinea campaign and reworked US Navy part of "Pearl Harbor - Tokyo".

Here is the news. Since 2012 i worked on big dynamic campaign at western front. Few times i reworked it: first, when jump from Ultrapack to HSFX, and now for DGENpack. This big project shows you events at European theater of operations (ETO) from Phoney war to 1945. There will be many, many new features, previously not seen in dynamic campaigns. You can play RAF, USAAF or Luftwaffe campaigns, fighter, fighter-bomber, medium and heavy bomber, night fighter campaigns include ;)

Specially for my campaign, new mission types created by Asura: "Circuses" and "Rhubarbs" for RAF and USAAF. Of course, this missions will be generated with historical accuracy, in correct days and without random madness.

For the first time, V-1 missions created. As member of USAAF 9th AF or RAF 2nd TAF, you can recon and attack Buzz bomb launch facilities in France, or you can escort bombers here. For Luftwaffe available V-1 launch facilities patrol-defence missions.
Later, will be created Air Defence of Great Britain missions, to intercept buzz bombs over Channel and South England.

Works current status:
1 - 100% completed timeline from september 1939 till november 1942 - Phoney war and Blitzkrieg is reworked for DGEN pack;
2 - 100% completed timeline from june 1944 till january 1945, but not reworked for DGENpack yet.
All major historical air battles created with all possible historical accuracy, but of course, with some limitations of IL-2 game engine.

First screenshots from ETO. Maybe you know, what happened on 10 may 1940. As a pilot of Advanced Striking Forces, you must attack advanced german columns.

Four waves of eight aircrafts attacked enemy columns between Luxembourg and Dippach during the afternoon. Attacking from 250 feet, an approach dictated by the absence of a fighter escort and vulnerability to enemy fighters, the Battles were met by withering ground fire and suffered accordingly, a total of 13 Battles being lost, and the rest all returning with damage.

No. 142 squadron Fairey Battle trying to attack german columns advancing at Dippach:







Half a league, half a league,
Half a league onward,
All in the valley of Death
Rode the six hundred.
'Forward, the Light Brigade!
Charge for the guns!' he said:
Into the valley of Death
Rode the six hundred!









Cannon to right of them,
Cannon to left of them,
Cannon in front of them
Volley'd and thunder'd!




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Ain't a hope in hell, nothing's gonna bring us down, The way we fly, five miles off the ground, It's a Bomber!
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