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Posts posted by SYN_Vander

  1. 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

  2. 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?

  3. 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?



    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.

  4. 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

  5. 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

  6. 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 ****



    • Like 3
    • Thanks 1
    • Upvote 2

  7. 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

  8. 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 😃 )

  9. 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




    • Like 1
    • Thanks 5
    • Upvote 2

  10. 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? 



    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....


  11. 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:


    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.




    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

  12. 4 hours ago, 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?




    Ah, the million dollar question! I have been thinking about this as well, but not so easy to arrange. Perhaps I can choose the mission objective location of one side that is closest to the objective location of the other. But where to start? Allied and then adjust Axis? Or the other way around or iterate a couple of times before a good solution has been found? :)  I'll try to see what I can do.


    29 minutes ago, 361st_Bugsy said:

    Also can we get the re-arm, re-fuel, and repair into the missions?


    Absolutely! In fact, it's already in the missions :)


    Look for the following structure and park your plane close. Follow the hud messages.


    • Like 2

  13. 8 hours ago, Avimimus said:


    Ideally have a lot of realistic & detailed ground target templates... so one can produce a variety of ground attack scenarios quickly...


    Ideally also perhaps have a bit of randomisation... so it'd basically be like an editor for a dynamic campaign mission template... so you could quickly tweak it for what you want and then get a quick 10 minute long mission to fly... that is what would appeal most to me (if I were the audience). But mainly it is having the ground target templates...


    Does anyone remember the quick mission generator in the original Red Baron (not Red Baron II/3d... the original... Red Baron/Aces over Europe/Ace of the Pacific)?

    Yes, I remember! That’s why I created this:



    • Like 1
    • Upvote 2

  14. Sorry, it's my fault. Normally the IL2 path in the config is empty. I accidently left mine in, which is "C:\Program Files\1C Game Studios\IL-2 Sturmovik Great Battles". 

    When the path is empty it will prompt the user to set a path, now it generates an error.


    So for all (new) users: Make sure to set the IL2 path first for v26! I have corrected the config file in the zip file by now.

  15. 5 minutes ago, 361st_Bugsy said:

    Thanks Vander I appreciate it very much...Here's a screen of my way of setting up our missions..Ive done this in the same manner at least 4 times now and like I stated we always take the bombers to and from target without incident..





    Thanks. I checked a test mission and didn't see anything wrong, so I guess it's a timing issue. If you would loiter longer over the main target some enemy planes should appear.

    But I already made some changes that should guarantee some action when activity is set to " high" and isn't dependant on a specific area :).

    • Like 1

  16. On 1/9/2020 at 1:07 PM, 361st_Bugsy said:

    Hey Vander

    We flew a bomber escort mission last night and we had 2 flights of 4 and right after the bombers dropped we left them to hit the secondary target which was a HQ building and troops barracks and we had a blast. I do have a concern though this is the 4th or 5th Bomber Escort mission we've flown and no sight of NME planes attacking the bombers. Just wanted you to know so maybe you can look at that side. Thanks bud for the hard work and Ill continue to give feedback..


    Hi Bugsy,


    Will look into this. If you have set enemy air activity to "high" than two enemy AI flights should be hunting for you near the target area, but if they reach you in time depends how far away they are. I'll check if there is some bug, but in any case will think about a better mission logic.


    EDIT: It's important though that "Additional AI flights" is ticked as the enemy's Blue and Red flight will not necessarily meet you!

  17. 19 minutes ago, kestrel79 said:

    So they have the Normandy Map, and now a Channel Map? Don't those two cover the same ground in a few places? You'd think they'd spread it out a bit, or make a map for the planes they have in game. This seems odd to me...but it does look very nice.


    Well, for one, the distance between UK and France is quite different. I have flown DCS missions where I took off from UK and escorted B-17's to Caen and it does take a lot more time than I thought to cross the Channel. It shouldn't be a problem for SP missions, but for MP I predict a Channel Map focusing around Dover / Calais will be a lot more popular than the current DCS Normandy map!


    It's good that the proposed map for IL2 covers more area to the North East of Normandy for this very reason.

  18. 10 minutes ago, Art-J said:

    If you're not afraid of mods or 3rd party addons, there's this thingy...

    ... but I haven't used it so far and I don't know what limits that one has set.



    The flights that you configure are 8 planes per flight max, giving 32 planes in total. With Additional AI planes ticked you'll get another 8 AI planes per side (selected randomly) so in total there will be 32 + 16 = 48 planes in the air.

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