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SYN_Vander

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Posts posted by SYN_Vander


  1. On 5/27/2020 at 2:22 AM, 41Sqn_MADOV said:

    Hello SYN_Vander

     

    I have started to use your EMG and I  really like  it, especially as there seems  to be little  performance overhead even with crowded skies. In 41 Sqn we are starting to put together some more historical mission types with a view to emulating the Squadron ORB for the Normandy/Rheinland timeframe. I like the variety of targets that  are available. Is there any way to include a menu box for the base airfield as this  would lend itself to the mobile airfield concept as applied in 2TAF? With the ability to fly a number of mission types from the order of ALGs as recorded in the unit's ORB we can trace 41 Sqn's historic progress.

     

    To make a menu list of base airfields is  quite a bit of work I would imagine. Any thoughts?

     

    Thanks for your consideration.

     

    Yeah, I'll think about an airfield list so you can select. Need to configure all available airfields per map & front line.

    On 5/26/2020 at 2:57 PM, ddrake1984 said:

    hello Syn_Vander

     

    I really like your missiong generator, are you able to add A.I. pilot difficulty?

     

    Yes, would make a nice option. Shouldn't be hard to do I think.

    • Like 1

  2. 9 minutes ago, MattS said:

     

    As cool as turrets are, this definitely makes sense to me. Utilization of the current gunner positions by players has got to be pretty low.

     

    Aside from trolls that jump in people's planes for the purpose of deliberately shooting the tail off 🤣


    Or just one gunner position. In MP it often happens when you fly as a group that someone gets shot down and then it’s nice if you can enter another plane as gunner and continue the mission. But I agree, a lot of gunner positions are quite useless anyway (side gunner, belly gunner) with very limited field of fire.

    • Upvote 3

  3. 33 minutes ago, TP_Tufty said:

    Hi Vander,

    Firstly, great generator, it works great and very easy to use, perfect for me!

     

    I have recently started getting errors from different objects in LUAscripts world objects, upon running a mission.

    I do not think I have changed anything my end.

    Have you  custom LUA script files being used?

    If not, could you share your LUAScript folder?

    Thx

     

    Can you make a screenshot of the errors? So I know which objects we are talking about? And which map you had selected?

    Just did an integrity check on all my templates and did not find errors on world objects. And no, I don't use custom lua scripts or have mods installed (other than some skins).

     

    EDIT: Maybe related to this? 

     

    • Like 1

  4. On 5/20/2020 at 7:26 PM, SYN_Vander said:

    Thanks!

     

    New version is live! 

     

    Release Notes v31.1

    Fixed bug in Rhineland template. Missions would not show up for Single/Coop mission types

     

    Sorry, but found another bug, so another version:

     

    Release Notes v31.2

     

    Fixed annoying bug where AI bombers would not wait for fighters to take-off for Single/Coop missions

    • Like 2
    • Thanks 3

  5. Just now, catchov said:

     

    Haash, I've noticed when I'm shooting at an EA from close behind, I can hear, very loudly, my bullets striking metal on the EA. It gave me quite a start at first as I thought I was being attacked. But I wasn't. I mean I'm not a total noob falling for that target fixation thing! Well, a bit.

     

    Anyway, thought I'd mention it. If you could check it out, that would be great.

     

     

    It has already been reported in beta test forum.

     

    • Thanks 2
    • Upvote 1

  6. 3 minutes ago, sparty72 said:

    ok redone again and this one worked worked.thumb.jpg.a5ef8e2bc3b2cb0180bb13e350feed7a.jpg

    only differences are Moscow map from Rhineland and checking the Historical planes box, if that helps, sorry i broke your am200.gif.41a64fd80445bb53b26c6f801592f4f7.gifazing app

     

    No, thanks for spotting a bug! It's a nasty one, because if the mission already exists as proper type and you overwrite it with a new version with wrong mission type it will still show up in the menu. So it's hard to find.

    • Like 1
    • Upvote 1

  7. Just now, sparty72 said:

    Hi and thanks, that is correct, mission generates but does not show in list

     

    i have all content except the new yaks so that wont be a problem

     

    I shall reduce plane amounts and attempt  with new name and see what that gives!

     

    Thanks again :)

     

     

    I just tested again with the same name you gave it and now I also don't see it. Perhaps a naming issue? No spaces allowed?

    2 minutes ago, SYN_Vander said:

     

    I just tested again with the same name you gave it and now I also don't see it. Perhaps a naming issue? No spaces allowed?

     

    hang on... the mission has missiontype = 2, which is incorrect. You may have found a bug. Will investigate further


  8. 25 minutes ago, sparty72 said:

     

    Single mission for now

    This is what i have on mission generation 1636581503_v31missiontry_1.thumb.jpg.e772036573a1e561c4a0fe4c967f52d5.jpgand this is the end result 169038796_v31missiontry_2.thumb.jpg.3db455736fc50fec76eb28f249c95074.jpg

    as you can see, as far as i know i'm doing it correctly but ingame nothing appears for said generated mission

     

    So the mission is generated (as the screenshot shows), but in-game it doesn't show in the list?

     

    This can happen if you don't own the plane you selected. Did you buy the U2 vs? (I guess you did since you have a mission pack)

    30 minutes ago, sparty72 said:

     

    Single mission for now

    This is what i have on mission generation 1636581503_v31missiontry_1.thumb.jpg.e772036573a1e561c4a0fe4c967f52d5.jpgand this is the end result 169038796_v31missiontry_2.thumb.jpg.3db455736fc50fec76eb28f249c95074.jpg

    as you can see, as far as i know i'm doing it correctly but ingame nothing appears for said generated mission

     

    I created the mission using your configuration and I could select and play it...

     

    Could you try to generate it again with a different name?

     

    Side note: You have selected a LOT of planes:20 Allied + 14 Axis but if you tick "AI Patrols" it will add 2x8 = 16 more aircraft for a total of 50 aircraft.


  9. 1 hour ago, LLv34_Temuri said:

    We have the dynamic campaign going on, so we'd perhaps need to chop the scenery into smaller chunks based on the area where the battle currently is. Needs some coding though.


    in my mission generator I import the total template and then delete all objects outside an area defined by 4 border corner icons which defines the battle area. You can also choose a radius around a central point on the map.


  10. New version up! This version has some improvements for Dogfight mode so it will be more useful for quick missions!

     

    Release Notes v31
    -Added new battle area for Rhineland Map: March-April 1945 around Remagen
    -Added Yak-9 and Yak-9T (Stalingrad, Kuban map and custom/all aircraft list)
    -Added forward air spawn as option for Dogfight mode
    -Overhauled Config screen for "Dogfight" game mode
    -AI bomber type can now be chosen in "Dogfight" mode
    -AI bombers will now fly to rear arirfield first before attacking first target so you can escort them
    -"Blue" and "Red" airfield have been renamed "Rear Airfield" and "Forward Airfield" in "Dogfight" mode
    -Selected planes are available on all airfields now in "Dogfight" mode
    -Removed the "AI Bombers" option for "Dogfight mode". From now on to remove the bombers select "0" as number
    -All three targets in Dogfight mode now have AAA protection
    -Combined attacker/bomber aircraft for Germans in config file (was missing He-111 amongst others)
    -Used U2vs as static aircraft target for Arras map since there are no static planes for Flying Circus(!)
    -Fixed a bug where vehicle columns would drive cross country
    -Added some big smoke effects for ambient battlefield
    -Added smoke effects to ammo dump target and rearm/repair area

     

    Download here: https://drive.google.com/file/d/1f0uov21nWbUQfNe0WzNcSgCNCqX2RCRL/view?usp=sharing

     

    • Like 2
    • Thanks 1

  11. 15 hours ago, Beebop said:

    Following SYN_Vanders instructions I replaced the 'Arras_ALL.Group' with the renamed Arras_ALL_destroyed file and populated a Deathmatch map and saved in in Multiplayer > dogfight but even in the ME nothing was destroyed.

    Does this not work on a dogfight map?

    Does this not work for making map templates that you can load and populate?

     

    What do you mean with "populated a Deathmatch map" ? Did you create your own mission using the Arras_ALL_destroyed group?


  12. I have added new functionality and so renamed the utility to IL2ModifyGroup. It is now also possible to change the durability values of blocks (static blocks + bridges are checked).

     

    See first post for download link.

     

    On 5/7/2020 at 7:35 AM, LLv34_Temuri said:

    Does using the destroyed blocks create a bigger msnbin file and/or more load on the dserver?

     

    It creates a bigger .mission file for sure, but I think the increase for .msbin shouldn't be so big. Test and see.

     

    On 5/6/2020 at 8:25 PM, Falcon41 said:

    SYN_Vander,

         This may sound strange, but where do you place your utility?  What folder in the editor is it to be found or do you use it from the desktop?  Sorry about the question, but I'm not a computer guy, but I love creating missions and I'd like to place damaged equipment around captured airfields. Thanking you in advance.

    Falcon

     

    Hi Falcon,

     

    This is a standalone utility. You can place it anywhere, fi on your desktop. There is no install, no config files. If you want to get rid of it, just delete it :)


  13. 49 minutes ago, SYN_Vander said:


    Thanks, I will check and adjust them.

     

    So I checked and the values seem okay: durability=1000 for trucks, according to specs by developers: 

     

     

     

    I checked ingame and indeed durability of 1000 stil takes huge amount of 7.92 mm to destroy a truck. Perhaps I'll lower it a bit.

    15 minutes ago, blue_max said:

    So another question: I read somewhere that the distance from which you can see air planes on the map is an option, and you can set it so that you can see farther on the map. Is that something that would be toggleable? I understand that people like spotting like it was IRL, but when we fire up the easy mission generator, we generally just want to find the enemy and get into a dogfight. So knowing where the enemy is would be a super cool addition :)

     

    Yes, it's a difficulty setting so you can set it an any mission. Try it, but you'll see it is a bit strange experience when planes suddenly disappear when you move closer :) 


  14. 59 minutes ago, Ala13_Eco_Charlie said:

    Testing a bridge attack mission, I realized that the vehicles near AA were very, very strong. Thanks 


    Thanks, I will check and adjust them.

    1 hour ago, Ala13_Eco_Charlie said:

    Testing a bridge attack mission, I realized that the vehicles near AA were very, very strong. Thanks 

     

    So I checked and the values seem okay: durability=1000 for trucks, according to specs by developers: 

     

     


  15. 9 hours ago, Ala13_Eco_Charlie said:

    First of all, I would like to congratulate you on this mission generator. I just started with this tool. I would like to ask you if it is possible to change the hardness of the vehicles. It is difficult to destroy a truck. Thank you.

    
    
     


    Do you mean the moving vehicles or the static vehicles? I can only change the latter. 

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