Jump to content

SYN_Vander

Testers
  • Content Count

    858
  • Joined

  • Last visited

Posts posted by SYN_Vander


  1. On 3/27/2020 at 1:52 AM, DD_Mobius_One said:

    Any way to make these Co-op?   I have all the PWCG things,  but would like this Coop if poosible.   Total lack of good coop stuff out there.

     

    Yes, that would be quite simple to do. Open the mission in the editor and then look for groups that are called "Blue flight" and "Red flight". Select the planes in these groups, then open Advanced Properties and tick "Cooperative start". Then make sure you save the mission with mission type " Cooperative" in the correct folder: "... \data\multiplayer\cooperative\

    Be aware the mission description is only for one side (either allied or axis) so you may only want to change those planes to cooperative starts.


  2. 3 hours ago, Dawg35 said:

    Is it possible to, in some way, insure that if the Me-262 is selected that it is placed on a concrete runway, or at least a large grass field?

    In my latest Me-262 coop mission that I created my friend was leading red flight (4 x Me-262) and I was leading blue flight (4 x Me-262). He tries to take off and at around 150 kph his nose gear collapses due to the rough field. All his flight suffer the same or crash into the treeline without having gained enough speed to takeoff. Then the same happens to me and my flight.

     

    Try the distant airfield option. There are not many airfields on Bodenplatte that work for the Me-262. I tried to have as much run-off space as possible for each airfield, but for some it's difficult.


  3. 2 hours ago, Dawg35 said:

    A question has occurred to me:

     

     in each section (allied/axis) after picking the country it states "Enemy air activity is [choice]" then "The AAA is [choice]".

     

    If I'm in the axis section and I select an "enemy air activity" setting am I basically determining how many additional AI for the allies will be generated?

    And the AAA selection in the axis section determines the effectiveness of the allies AAA, right?

     

    Thanks

     

    Sort of. With activity set to low, fewer enemies will spawn, but mainly they will probably not hunting for you. 

    Correct: It determines the AI level of the AAA. This will affect how early they will detect you and ( I guess) how accurate their aim.

     

    See also here: https://sites.google.com/view/il2-great-battles-emg/tips-tricks

    On 3/18/2020 at 12:52 AM, 216th_Nocke said:

    How about a possibility to generate completely random missions? To give the possibility to choose randomly even country, map, and time?

    I would love that.

     

    A " I'm feeling lucky" button? Complete roll of the dice? I'd like that too, shouldn't be hard to do either.

     

    Be aware I'm spending some time on scripted missions, hopefully I can make some changes to the generator in the meantime.

    • Like 1
    • Thanks 2

  4. 47 minutes ago, Roberbond said:

    If try to play the campaign with the language selector with my native language (Spanish) I cannot see any text in the briefing and the name of the missions are wrong. If I change the language to English everything is ok. Can you fix this issue?

     

    I don't expect you translate the briefing but something must be wrong in the spanish files.

     

    Anyway, thanks for this campaign!

     

    Hi, thanks for reporting. Indeed all other language files except English are incorrect. We'll add it to our bug list and fix this (meaning all other languages will also see English description, but at least better than nothing).

    On 3/13/2020 at 11:13 AM, J2_Jakob said:

    Half-way through. On the 2nd mission, we were supposed to be covering a group of three volunteers, while they destroy an observation baloon. We got into a dogfight over the NML on our way there. The fight took about 5 minutes, while the Pfalzes continued on their way. Then my Dr1s re-grouped and headed after the trio. We found them close to the baloon, but only saw them flying around it in wide circles at about 1000m, the baloon dragged down to about 500m. After 5 more minutes or so, they decided to RTB, without even trying to attack it. So I dove in and destroyed the bloody baloon myself. When we were approaching the baloon, I saw flak and AA shooting at the Pfalzes, but suddenly it stopped, while they were still circling. When I dove in, there was no gunfire to fend me off at all.

     

    Otherwise it's very good, the sunrise in 3rd mission was epic. 🙂

     

    Thanks. I'll check, but this could be a generic IL2 issue. Is it perhaps possible that the Pfalz's destroyed the machine guns?


  5. Hi Spit,

     

    I’m glad you enjoy the utility!

    About AI: That is not something I can control (easily). It’s up to the devs to improve on this behaviour. Usually they will fight to the death or until there is enough damage to make a “return to home base” decision. Unfortunately this is done on a individual basis, not as a flight.

     

    The colours used is also a known problem. Somehow the WW1 factions do not get a colour assigned. The front lines on the map also shows black/grey instead of blue/red. I’ll notify the devs.

     

    Generating multiple missions is interesting idea. I already built a small tool that does that from the command line. I need to think if this can be transferred over to the main program.

    • Like 1

  6. 1 hour ago, gad11 said:

     

    Did another mission with the Pfalz last night and same thing. They do a 180 about halfway across no man's land. Did another with the Albatross with no issues and it worked fine.

     

    I tested your mission and noticed the behaviour. The leader turned right near WP2 and headed straight for Cappy airfield where they landed. The planes had 80% fuel. I changed that to 100% and the plane did not go to Cappy. Interestingly it turned for the nearest enemy balloon, but since that one was hoisted down quickly the leader continued to WP3.

    So I think it’s the same “fuel” bug. What I could do as stop gap measure is to turn off “AI return to base decision”, but then AI will always fight to their deaths. 
    Let’s hope the devs fix this quickly.


  7. 20 minutes ago, gad11 said:

    Hello!

     

    Great tool! Been using it every night! Much fun.

     

    Noticed an issue last night where on a patrol (both from air start or runway) where sometimes the flight lead will just go crazy and fly to the other side of the map. One minute he is following the flight plan, then he turns hard left and heads back across the lines. Figured it was that bingo fuel issue but he doesn't land, just circles around a part of the map with nothing there. Noticed this with the Fokker D.VII and the Pfalz. No issue with the Albatross. 

    A common thing I noticed is when red planes show up on map, usually your wingmen fly towards them, but with the two missions I tried with the Pfalz, they turn away from them. 

     

    Anyways, figured i'd post to see if others notice the same.

     

    Thanks!


    It would be very helpful if you could post a mission file when you encounter the first issue so I can investigate.

     


  8. 9 minutes ago, kendo said:

     

    Not sure if this is relevant, or connected in any way, but it sounds very similar to an issue i reported when using Syn_Vander's Easy Mission Generator. Link below

     

     

     

    So I did report this in the test forum, but it seems this bug hasn't been addressed? Let me check with the devs....

    • Thanks 1

  9. 17 hours ago, AKA_Greywolf said:

    Vander,

     

    I have been using your utility to create dogfight servers that myself and a few squadmates so we can collectively work on teamwork and other wingman aspects. Great utility and I love the updates that V29 brings to the table.

     

    A couple of questions about the file saving features. I have a number of missions that I created using the older versions, and now that the latest version is out, I would like to open them up within the new version of the utility. Make minor changes and adjustments, rename and then re-save them within the utility. Is this a possibility or a feature than can be added?

     

     

     

    Alas, it's not possible yet. I already added it to the wishlist (see webpage). It may actually not be very hard to do; let me think about it.

    • Like 1

  10. Version 29 with some user feedback changes (see above posts):

     

    -Increased start position distance of all WW1 planes to avoid hitting each other during take-off
    -Disabled mission objective logic for side that has no players (so you win when you complete your own objective)
    -Improved logic for making sure Patrol waypoints will be closer to enemy objective, ie bomber flight
    -Patrol waypoints now have priority "low" so AI should attack anything in the vicinity
    -Fixed a bug where incorrect template was used for January on Bodenplatte map
    -Moved random vehicles/trains to proper front situation in Kuban and Arras (closer to player)

     

    So no separate " intercept" scenario, but if you choose "Patrol" as you scenario and "Bombing" as the other side scenario (perhaps with random objective) then your first patrol waypoint *should* be in the vicinity of the enemy bomber flight and the AI will engage quicker since I changed the patrol waypoint priority. It will not be an ideal intercept course, so you still have to search!

     

    Download here:

    https://sites.google.com/view/il2-great-battles-emg/

     

    • Like 4
    • Thanks 8

  11. This is what I have setup in my router and works fine:

     

    Rise of Flight    28000    192.168.0.x      both    Edit / Delete
    Rise of Flight    28100    192.168.0.x      tcp Edit / Delete

     

    If this doesn't work I suggest you check the Windows firewall on the PC that is hosting? Perhaps some default settings were changed with a new Win 10 update? See post 2 and following...


  12. 5 hours ago, VitamixCanada said:

    First of all Vander, thanks a ton for this tool.  My brother and I fly a new coop mission every weekend with missions generated from it, and the tool makes it so easy to add variety.

     

    We've recently started using il2stats to keep track of our kills / scores / lives etc. and it seems like we end up losing every time, even if it seems like a pretty successful mission, so I'm wondering what constitutes a successful mission.  For example, we did a Garrison attack last weekend and destroyed 10 targets each.  He took a round through the engine but landed back on our side of the line and I landed back at base.  It was chalked up as an Axis win. 

     

    Would we have had to destroy every unit / building at our primary target for a mission success or is there a certain threshold?  I don't know enough about the mission editor to figure this out for myself!

     


    Noticed this too and I think it has to with current logic: If both sides complete their targets, then whoever completes first will win. It is not uncommon for AI to destroy a target by bombing with a single pass with deadly accuracy. You can check this by looking at the map: There will be two messages in green saying objective completed ( for allies and axis).

    Perhaps I should change this when you select “single side” in coop, so that only winning condition for the players are active.

    • Like 1

  13. 3 minutes ago, 216th_Nocke said:

    Hi again Vander,

     

    Another proposal: Flying Circus flights starting on runway are often packed together a little too tighly, resulting in props eating the tails of their frontman.

    Possibly that happens with some wind because there are no brakes?

    I do now "unpack" them a little manually, that seems to work well.

    Could you perhaps integrate that?

    I am not sure if that happens only with WWI planes, but that is where I have seen it now repeatedly.

     

    And thanks again for your work!

     

    That is a result of ppl wanting to increase the max number of planes per flight, so I minimized the distance between aircraft.

    But it is easily solved, simply a matter of "tuning", I can easily change the distance between planes, or the defined length of a plane. Do you have specific types where it goes wrong? Ah I see WW1, perhaps I can increase distance for all WW1 planes...


  14. On 2/9/2020 at 3:59 PM, Babayega said:

    Thanks, I will try that!! As for the blue flight issue. It just creeped in on the latest two release. V 27 doesn't have it.

     

    Flying for allies. Patrol, ramp start, rhineland map, any time period. 

     

    I can't reproduce this consistently. Tested with 4 planes Blue, 4 planes Red and for both sides it seems to work fine.

    However, I did find one very specific bug: If you select "January"  and " By mission date" on Bodenplatte it will refer to an incorrect template and then not all airfields are setup properly. I will fix the reference to that template. Is this perhaps what is happening?


  15. 12 hours ago, AG104 said:

    Hey Vander,

     

    Just doing some testing... trying to setup a basic bomber intercept mission.  Noticing the side with "Patrol" (because that's the best setting to intercept the Bombing side right?) sometimes flies right by bomber formation.  I've attached my mission files if you'd like to spectate and run this test to replicate.


    Curious if there's a way to bind or create the "intercepting" side to defend the specified bombing target.  For this mission specifically, I was trying to be the Allied side, and if I flew anything but the lead plane, my allies would not pick up on the big bomber formation ~6km to their direct 10 o'clock.

     

    https://www.dropbox.com/sh/gtl8fe7cmlqveq1/AAA6kvKV9ZCYk5ujNtYJOXOJa?dl=0

     

    The AI is not very smart in that regard, you have to give them command to intercept, or perhaps patrol area or something. At the moment, "Patrol" scenario only let's you run into other fighters. Perhaps I should replace "Patrol" with "Intercept" and then you can choose between bombers or fighters...

    • Upvote 1

  16. Indeed a fun plane! Only realized I had to set it to manual RPM when I was in the air, but I managed in time without destroying the engine :).

     

    I flew attached mission that I generated with the EMG. Also found a bug: Looks like the m1gun howitzer is not being counted in debriefing!

     

     

    EMG_Hs129.zip

    • Like 1

  17. 12 hours ago, Babayega said:

    I love the tool but latest version gives me a few strange bugs. 

     

    Blue flight does not start engines. Red flight is the only one that takes off... blue Flights sits there Idle. They dont move. I tried being part of blue flight. I start my engines and no one else does. It only started in the latest two versions.

     

    Also, I get tremendous frame rates in your missions. I did Rhineland close to the front with medium air activity, additional AI flights, and 8 planes in formation. With all of this. I'm still running around 120 to 150 frames per second. However, it stutters very badly and not frame stuttering. A different kind  It's almost like when I move my head in trackir the screen isnt fluid. It looks like its hitching every movement.

     

    I checked my fod by unlocking vsync to see if it was that. I keep vsync on to avoid stutters and tears. But in the missions it seems like it gives half refresh rate when moving my head.

     

    Career and PWCG dont do this to me. It's very strange. I cant figure out what's causing it in the missions?? It seems to be worse in the P51. The P47 almost smooth as butter.

     

    I love the tool!!! Just some weird happenings there!

     

    Pretty sure it's too many AI planes. You may measure high frame rates, but the game engine might be running too slow (in game clock is going slower than real life clock). Try to lower AI count. For instance try with "additional AI" set to off. There is no other magic going on in these missions.

     

    About Blue flight: Please provide more details. What mission type, bombing, attack? Which plane type? Takeoff from ramp or runway? This could be a generator issue or a generic problem in IL2.


  18. 3 minutes ago, spamRoast said:

     

     

    Hi @Syn_Vander, yeah I did have this set to "0" for some reason. I don't remember changing that, but who knows what kinda random nonsense I was doing.

     

    I'm not sure what that setting does, but I'm assuming it should be 1? I'll try that out next time I fly a mission. Thanks! 


    Yes set to 1. It’s a hidden option in case you want to host online. It will delete the text version of the mission file.

    • Thanks 1
×
×
  • Create New...