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Author Topic: UberQuick Mission Generator (UQMG) for BAT Project Development News (02 Mar 2021 // Update 004 Released, support BAT WAW 4.1.1)  (Read 19252 times)

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UberDemon

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Quick Update:  Working the stationary plane files, which are kicking my butt.  WAW is missing many static plane equivalents in "stationary.ini", so this is creating lots of problems with my code.  I am laboring through it, but I have gone through several iterations of potential substitutions and other solutions and it is a bit frustrating, but we'll see what I can do.  The substitutions will not be perfect, especially if some of the Mod classes stray away from most conventional naming conventions, like calling the class Ju88 as opposed to JU_88...  The idea is simple but does not work with all cases...

For example... say I don't have a static plane version of the P_51DN20, well I could take a look at:
* does P_51DN2 exist? NO
* does P_51DN exist?  Not exactly
* but... a P_51DN5 exists, and that would make a suitable/proper candidate as a static representation...
Of course if the class is called P51DN20, then everything goes to hell and results can be unpredictable.  I stop at a minimum of three characters... but that also mean that a P_5 may be represented by a P_51 in the code...  programming can be a challenge.

I also discovered that a few classes, like some BF_109s and SPITFIRES have class extensions pointing to other tiers, so I created a second tier, but that is as far as I'll go, otherwise it becomes unmanageable.  For example, take a BF_109B3, which extends to class BF_109B1, which extends to BF_109, and only BF_109 contains the data that defines the BF_109 as a fighter.  Two layers will be adequate, but like I said, it will not be perfect.
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UberDemon

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OK, so the silence is because I have been working on a particularly, tedious, mind-numbing part of the project.  As I explained above, not all static versions of aircraft MODs are included in BAT, so I had to write a substitution routine, but it is not perfect, and it produces some unpredictable results.

I hate doing things half-ass, so I decided to add a manual substitution table to override certain aircraft classes because I wanted the immersion to be a little bit closer to the desired effect instead of crazy substitutions.

For example, there are no static objects for the MiG-7 or -11, so if you choose to do a substitution for the ground objects, the equivalent of either plane would be the MiG-3U, not perfect, but at least there is a resemblance.  Some of them are just to have something there.  There is no static object for the Bf-109W2 floatplane, so the "parked" planes, if you choose the option, would be late A6M Floatplanes.

Some plane objects have no equivalent, so I have an option to use static objects from other lists, like other Stationary objects, or even Objects.

There are only a few of those, for example the V1 and flyable V1s do not have static equipments… but there is a V1 static object ("buildings.House$V1").  Same concept with the flyable/driveable vehicles... there is no "static plane" for the Kubelwagen, but you can use the static equivalent ("vehicles.stationary.Stationary$VW82").

Good news is that as new objects are updated, say for example, the Bf-109W2 static is really added, the updated script will always use existing objects first, and only look at manual overrides second, then algorithms third.  In other words, the updated script will include the new objects instead of the "approximated" substitutions.

Anyway, this took hours, going through 1200 or so entries.  There are 145 unique manually generated substitutions, and if you are really bored, here they are:

Format:
[code I am looking for]=[use this definition instead]=[type]

For static planes, there is a simplified lists of types:
ff = fighter
bb = bomber
ga = ground attack
rr = recce
ss = seaplane
tt = transport
gg = glider

If the string "<*>" is found, this means the [type] field has all the information needed (coming from a non-static aircraft source).

Code: [Select]
P_5dt=R_5=rr
SNC_1=CW_21=rr
S_T6=Texan_AT6=ga
S_AT6=Texan_AT6=ga
S_SNJ3=S_SNJ4=ga
SNJ_USN=S_SNJ4=rr
BU_131=Ar_66C=rr
F2G=F4U_5=rr
CRPracer12=P_51D30NA=rr
Target_Banner=G_11=gg
Target_Message=G_11=gg
FW190D9early=FW_190D9=ff
FW190D9r5=FW_190D9=ff
FW_187A0=BF_110C4=ff
FW_187A1=BF_110C4=ff
Ar_240A=ME_210CA1=ga
Ar_240C=ME_210CA1=ga
Ar_240C2=ME_410B=ff
TA_154_A0=UHU=ff
JU_87R1=JU_87B2=bb
JU_87R2=JU_87B2=bb
FW58B=Ju_F13=bb
Do217_E2=Do217_K1=bb
JU_188beta=JU_88A4=bb
JU_388K=JU_88A4=bb
Do_22L=Hs126K_6=rr
Fury_S=GLADIATOR1=ff
F534=CW_21=ff
MustangMkI=P_51B=ff
MARTIN_167=Beaufort1Early=bb
BristolBombay=WhitleyMkV=bb
Manchester_early=WhitleyMkV=bb
Manchester_I=WhitleyMkV=bb
Manchester_Ia=WhitleyMkV=bb
RAPID=Electra14=tt
SEAGLADIATOR3=SEAGLADIATOR2=ff
SW2=Swordfish1=bb
Firefly_FR1=BarracudaMkII=bb
Firefly_MkV=Fulmar=bb
MARTLETMKI=F4F3=ff
MARTLETMKII=F4F4=ff
HellcatMkI=F6F3=ff
HellcatMkIb=F6F3=ff
HellcatMkII=F6F3=ff
HellcatMkIII=F6F5=ff
SeaFury_MkX=TEMPEST5=ff
Hawk75H=DXXI_DU=ff
Hawk75A2=H_75A3=ff
FM_1=BLENHEIM1F=ff
P_40P=P_40N=ff
YB_40=B_17G=ff
PB4Y_2=B_24J100=bb
F3F_2=Hawk_3=ff
AU_1=F4U1D=ff
NW_YAK_1Light=YAK_1=ff
NW_YAK_1BEarly=YAK_1B=ff
NW_YAK_1Late=YAK_1=ff
NW_YAK_9D_44=YAK_9D=ff
NW_YAK_9T_44=YAK_9T=ga
NW_YAK_9T_45=YAK_9T=ga
NW_YAK_9U=YAK_9U=ff
CCCdt=R_5=rr
Kawa_Ki3=Ki10=rr
Ki30A=KI_27_OTSU=ff
Ki_32=KI_27_OTSU=ff
Ki36=KI_27_OTSU=ff
Ki36ns=KI_27_OTSU=ff
KI_51_I=KI_27_OTSU=ff
KI_48_I=KI_45_OTSU=ff
KI_48_II=KI_45_OTSU=ff
KI_48_IIb=KI_45_OTSU=ff
KI_48_II_KAMIKAZE=KI_45_HEI=ff
KI_109_I=KI_67_I=ff
A4N1_IJN=A2N3_IJN=ff
B2M1=Ki10=ga
B2M2=Ki10=ga
B3Y1=Ki10=ga
B4Y1=Ki10=ga
J1N1_S=KI_45_HEI=ff
J1N1_Sa=KI_45_HEI=ff
J1N1_F=KI_45_HEI=ff
Ro37bis=LetovS_328=rr
MARTIN_167F=Beaufort1Early=bb
NC_900A5=FW_190A5=ff
NC_900A8=FW_190A8=ff
AVIA_Ba122=A2N2_IJN=ff
Myrsky_II=F2A_B239=ff
AVIA_B534_Float=HE_60=ss
FW58W=HE_60=ss
BF_109W2=A6M_NLate=ss
Do_18=Do_24T=ss
Do_22K=HE_60=ss
BV138B=Do_24T=ss
BV138MS=Do_24T=ss
BV138FM=Do_24T=ss
Ro43=HE_60=ss
SM44_AM=SM_S62=ss
CantZ501=SM_S62=ss
Fiat_RS14=JU_52_3MG5E=ss
M6A1=FolgoreSea=ss
YokosukaE14Y=E13A1=ss
F4FS_3=SB2C2_USN=ss
SC_1=SB2C2_USN=ss
J2F_Duck_Super=<*>="[StationaryShips]=J2F_sea=ships.ShipJ2F$J2F_sea=1=ss"
Sea_Avenger=TBD1A=ss
UPF_F=O_47Float=ss
Martin_B_10Bfloats=A_20EXZ=ss
SPITFIRE5float=Monsoon=ss
FI_103_V1=<*>="[Static_OBJ_AVSK]=V1=buildings.House$V1=2=gg"
FI_103RIV=<*>="[Static_OBJ_AVSK]=V1=buildings.House$V1=2=gg"
BF_109CRP=BF_109G2=ff
BF_109V48=BF_109G2=ff
ME_209_II=BF_109G2=ff
BV_155=TA_152H1=ff
Ki232=DO_335A6=ff
J6K1=A7M2=ff
J8M1=ME_163B1A=ff
Pulsejet_F51D=P_51D30NA=ff
Ramjet_F51D=P_51D30NA=ff
F_82E=P_51D30NA=ff
F_82E=P_51D30NA=ff
MB5=SPITFIREF24=ff
Spiteful14=SPITFIREF24=ff
VampireGio1=MeteorF4=ff
MIG_7=MIG_3U=ff
MIG_11=MIG_3U=ff
R_4BF=R_4B=ss
Jetman=<*>="[Static_B.A.T.PERSONNEL]=USAAFPilot2=buildings.House$USAAFPilot2=1=ff"
P_40h11od=P_40E=ff
Dragonfly36a=MIG_3U=ff
Dragonfly42a=G_55_ss0=ff
Dragonfly46=HE_162C=ff
Dragonfly46N=A6M_NLate=ss
GranvilleP45=GeeBeeR2=ff
BF_109L1=BF_109K4=ff
BF_109L2=BF_109K4=ff
BF_109L2_LATE=BF_109K4=ff
BF_109L3Zerstorer=BF_109K4=ff
BF_109L4=BF_109K4=ff
BF_109L4C3=BF_109K4=ff
Ki51=B5N2=rr
Kurogane=<*>="[Stationary_Support_1]=Kurogane=vehicles.stationary.Stationary$Kurogane=2=rr"
WAGEN=<*>="[Stationary_Support_1]=VW82=vehicles.stationary.Stationary$VW82=2=rr"
JEEP=<*>="[Stationary_Support_1]=WillisMB_US=vehicles.stationary.Stationary$WillisMB_US=1=rr"
JEEP50=<*>="[Stationary_Support_1]=WillisMB_US=vehicles.stationary.Stationary$WillisMB_US=1=rr"
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UberDemon

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Now I can finally get back to what I enjoy... the actual coding piece.  Back to the drawing boards after some Grilling outside... a great day for a few drinks and some flame grilled meat.
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UberDemon

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Quick Update,

The four aircraft database items are done for WAW 3.8.4.

* airDB.ini:  This is the beast, now with slightly more accurate two tiered java extension following, it takes 77 minutes (1hr, 17 minutes) to build.
* airStatDB.ini:  Statistics for the DB, not perfect, but "mejor que nada."
* airStatic.ini:  DB of static aircraft
* g_sairplane.ini:  DB of static aircraft for Ground Editor

The last two files are built at the same time and take about 15 minutes to complete.

Getting closer to a point where I can incorporate changes in UQMG engine to try getting a Beta release...

... in two weeks...
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raf1659

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...
* airDB.ini:  This is the beast, now with slightly more accurate two tiered java extension following, it takes 77 minutes (1hr, 17 minutes) to build.
...

 o_O
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UberDemon

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...
* airDB.ini:  This is the beast, now with slightly more accurate two tiered java extension following, it takes 77 minutes (1hr, 17 minutes) to build.
...

 o_O

… but imagine how long it would take to update 1500+ items manually...  For DOF, TGA and JTW it should take less time.

I also found some other issues, so I'll start fixing them.  Good thing I did the Mass substitution routine, because I'll have to use it.

2 weeks  8)
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UberDemon

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Got the in-laws visiting... not a whole lot of programming for the next couple of weeks...  I plan to sneak in some IL-2 time though...
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RealDarko

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UberDemon

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Father in law made delicious briquet!

Not all that bad.
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raf1659

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RealDarko

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Father in law made delicious briquet!

Not all that bad.

No idea of what is a Brisquet, but have fun lol
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UberDemon

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Father in law made delicious briquet!

Not all that bad.

No idea of what is a Brisquet, but have fun lol
dang spell check... Brisket!
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Best Regards, UberDemon/danzigzag, Get UQMG at http://www.uberdemon.net
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