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SYN_Vander

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Posts posted by SYN_Vander


  1. 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

  2. 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...


  3. 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

  4. 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...


  5. 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?


  6. 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

  7. 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

  8. 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.


  9. 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

  10. New version:

     

    Release Notes v28:

    -Target of one side will now also be chosen so it is not too far from patrol point of opposing flight and vice versa.
    -Option added to show enemy objectives on the map as well
    -If .mission file should be deleted, it will now be done before success message pops up
    -Fixed a bug where user was able to select 0 planes for Blue flight
    -Optimized logic for removing all scenery objects outside mission area
    -Some flights had Formation density set to "Dense". Changed this to "Safe" for all flights

     

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

     

    Please note I have added a "Tips & Tricks" page to the website (top right corner by default I think).

     

    I will now focus on my new backend and I think I will start with Tank Crew missions as a testbed. So probably no new updates for a while. The first version was published on Feb 17 - 2019, so almost a year ago!

    • Like 6
    • Thanks 8

  11. 3 hours ago, 216th_Nocke said:

    Hi Vander,

    I have seen many AI flights disappearing because of crashing into each other. I started now to set all formation distances manually to "loose" (value 2) in a text editor and then resave. Since then, I have not seen them crashing anymore. How about making that the default? Looks still good to me.

    And thanks for this fantastic tool!

     

    Yeah, these kind of things can change as the devs are working on AI behaviour. Setting formation distance to loose seems to be good tip though, adding it to backlog...

    On 2/2/2020 at 10:43 PM, spamRoast said:

    Hi @SYN_Vander, seems that flight records from this missions generator aren't playable at the moment. I get the following error:

     

    
    #1001: Error occurred during flight record loading process: related missions was not found.

    I haven't changed the mission names or anything before flying. Just generate them, fly them, then try to load the flight record and get that error. Is this a known bug? Let me know if i can add any info to help.

     

    I just tested and it works fine for me. Did you by any chance set  "no_mission = 0" in the config file?


  12. 8 hours ago, ITAF_LG965 said:

    Hi Vander, you did and you are doing a beautiful job!

    For a couple of months now I have been using your dog mission generator on an permanent online server with stats, and we're having a lot of fun.

    I have a question: how come you can't see the friendly objectives on the mission map (only AAA are seen)? Can I do something about this?

    THX!

    map.jpg


    It’s by design so you can’t see where the enemy is going. Perhaps this should be an option?

    Or if it is normal to see both I can make it as default.


  13. 16 minutes ago, JG4_Retnek said:

    Hi Vander, I've tried several combinations of maps, planes and phases with the recent version. As soon as I choose "Blue flight with 0 (zero) fighters/bombers/aircraft ...", I'll get an error "Could not generate mission". Error seems resistant against re-install etc pp. As soon as there is no "Zero Blue" in the first line of the Black-Cross-section, missions will be generated as usual. THX!

     

    Ha thanks, you have found a bug. You shouldn't be able to choose 0 planes for Blue Flight. Must have slipped in somewhere. Blue Flight should always be there as it is the flight that has the flight plan and logic around it.

    Fixed it already for next release.

    • Thanks 1

  14. 5 hours ago, DD_FT- said:

    Vander, I got a small request: Could you please delete the .mission file (in case no_mission = 1 was set) before you show the popup showing the mission was generated?

    It looks like the file is being deleted after one presses OK.

     

    For now it has not been an issue, but should I once not press it, and the clients start connecting and downloading ... way longer loading times!  :) (The DangerDogz are an easy going and patient bunch, but they do have their limits!)

     

     

    Sure, I'll have a look. Added to backlog

    • Thanks 1

  15. Here is a little utility to destroy all blocks (so not bridges) within a group. You can set destruction levels: 0% - 100% with increments of 10%

    It will ignore any blocks that already have damage defined. If you want to change those too, make sure you delete the damage settings in the editor first (step 2).

    Suggested Workflow:

    1) Select a group of blocks in your scenery you want to destroy.

    2) Optional: Delete all damage already applied to the blocks

    3) Export the collection of blocks or the whole group to a .Group file (File->Save selection to file...)

    5) Run the utility and follow the instructions.

    6) Import the new group in your mission and delete the old selection (or other way around if you have a backup :) )

     

    Should save you a lot of work when you want to set damage beforehand.
     

    **** updated to v1.2 ****

     

    IL2DestroyGroup_v12.zip

    • Like 3
    • Upvote 3

  16. 20 hours ago, Oyster_KAI said:

    They're working on the same things:o:, I hope Il-2 GB won't be late.


     

     

    LOL! I'm also a DCS fan, but I don't see them beating IL2 to delivering a fleshed out plane set for Normandy. That Ju88 was promised when, 2-3 years back? Along with a bunch of other (AI) planes of which we have seen little to nothing. Not that it matters much to me. The DCS aircraft tend to be of high quality and at least the WW2 ones I can actually start manually. With the jets it is just too much procedures and acronyms which some people find very exciting, but is boring for me. To each his own I guess (Just too be sure: I do love the jets and fly them, just not the waiting 8 min for INS to calibrate bit 😉)

    • Upvote 1

  17. I also use Steam a lot for all kinds of games, but I would never move IL2 to Steam. Be aware that there is impact on how to purchase new addons and how new updates are distributed.
    Most importantly, the team will get a lot less money just for the convenience of Steam’s friend list, something you can also achieve by adding IL2 manually to Steam as shortcut ( or use discord 😃 )


  18. New version out!

     

    Release Notes v27:
    -Changed intercept logic. There should now be more variation when enemy AI flights attack and they will be more persistent, resulting in higher chance of encounter.
    -Added " Transport" mission type. Warning: Only available on Stalingrad and Rheinland map for now. Intended for a (blue) flight of one aircraft only.

    -Main objectives of both sides will now be chosen so they will be closer to each other (depending on objective type)
    -Fixed bug where Red flight would not escort Blue flight after take off.
    -Updated Rheinland map template with new airfields
    -Updated durability values of static objects. Static vehicles couldn't be destroyed with gun fire.
    -Objective success counter for multiple targets only applies to Dogfight mode now. For Single/Coop you only need to destroy the main target.
    -For "Take-off from runway": improved plane positioning on runway
    -Removed difference between "high" and "low" targets. Attack method (level bombing or dive bombing) now only dependent on scenario type.
    -Increased max planes per flight to 10 - Do not use for single player! Only intended for coop with many players

     

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

     

    • Like 1
    • Thanks 4
    • Upvote 2

  19. 20 hours ago, JG51_Moostafa said:

    Hi Vander, 

    First, thanks for a great tool I really appreciate the effort you put into this. Second, I have a similar question to Bugsy's. I generated a mission and ran an integrity check on it but it failed the check and returned the following results. 

     

    Object(2137:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
    Object(2149:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
    Object(2338:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
    Object(2350:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
    Object(11193:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
    Object(11194:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
    Object(11195:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
    Object(11214:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
    Object(11215:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
    Object(11216:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
    Object(11217:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
    Object(11222:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
    Object(11223:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
    Object(11224:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
    Object(11225:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
    Max buildings with entity number exceeded! max: 10, actual: 14
    Max vehicles with entity number exceeded! max: 40, actual: 156
    Max planes with entity number exceeded! max: 20, actual: 40
    Max effects with entity number exceeded! max: 12, actual: 32
    Max total entity number exceeded! max: 80, actual: 253
    Max total Complex Triggers number exceeded! max: 10, actual: 26

    The mission will still run and seems to be OK, but as I'm new to all of this I was wondering if this is something I should be worried about and will it have a negative effect on the performance of the server? 

    Thanks

     

    The _a20raf.txt and _fw190d9.txt errors is something the IL2 devs should fix as these are missing in the game. I have reported it on closed test forum.

    The others I have just fixed. Uploading the new version again....


     


  20. On 1/19/2020 at 3:01 PM, DD_Arthur said:

    Hi Vander.  We're approaching twenty guys turning up on Sunday and Tuesday evenings for coops now.  This is in no small part thanks to your hard work with the mission generator.:salute:

     

    Quite often we split the squad on Teamspeak and fly allies against Axis using the Generator.  Although generally we run into plenty of a.i.,  we find quite often the 'breathers' mission's are two quite seperate operations.

     

    The result is the human flown planes will often not encounter human flown opposition.

     

    Now we're all good friends and a lot of the guys meet up at Duxford each year for Flying Legends but this is war!  We want to kill each other😎

     

    Is there a way in the Generators settings or perhaps a tweak to the mission templates that could be made to increase the odds of running into each other?

     

     

     

    Well it looks like I have a solution. After a location has been selected for one side of a given objective type, the script will then look at all possible locations of the other side's objective type and then select the closest one. This doesn't guarantee the two main objectives will always be very close together, but it will definitely increase the chance of meeting each other! 

     

    5 hours ago, 361st_Bugsy said:

    Vander

    I have a huge favor to ask of you. Recently our squadron have been flying Coops with other squadrons, but we have a lot more players that we need to add in the mission, in total about 40 pilots. Can you make it so we have more players available in the flights to support more players in other words, right now you have 2 flights of max 16 PLAYERS. Can you increase it by adding more flights say 4 per side with 10 pilots each instead of the 2. This would allow more pilots to join the missions for squadron Coop nights... This would be amazing if you can.

     

    You could label them Yellow, Blue, Red, Green flights!

     

    Adding more flights is a lot of work as I would have to define parking spaces for 5 maps x 3 periods x 3 airfields x 2 sides = 90 spots max. Then you'd need multiple airfields if you want to support "Take-off from runway" as they would never fit. I also highly doubt if Il2 likes that many players in coop? For now, I could tweak the flights to have 10 planes max, that would give you 40 players total.

     

    If that isn't enough I suggest the following, either:

     

    1) Generate a coop mission of your liking with max number of planes. Open the mission in the Mission Editor, Open group "Blue_flight_allied" and select all the planes (and only the planes) in there. Simply copy and paste them and position them somewhere on the ramp. You may also rename them. rinse and repeat for " Red_flight" and for the similar groups on the other side. This will provide the extra slots in the Coop lobby, but these planes have no waypoints etc defined so AI will not be able to fly them.

     

    or:

     

    2) Generate a dogfight mission and use that. It seems this is more suitable for these large group of players? I will try to add some more functionality to this mode, ie show a flight plan etc.in the future.

     

     

    • Like 3
    • Upvote 1
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