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SYN_Vander

Testers
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Posts posted by SYN_Vander


  1. 21 hours ago, Dutch2 said:

    I did a quick test in Quick Mission but sorry but no effect, Arras city is still intact.

     

    Pity. It means QMB is not using the template folder for it's default scenery.


  2. 10 hours ago, Dutch2 said:

     

    But what If  use PWCG, does this means I have to convert every mission generated by PWCG. 

     


    I don’t know if Pat is using his own template or the default template. Maybe just try changing the default template. Be aware that it will probably be overwritten with each update.


  3. On 4/25/2020 at 7:38 AM, Finney said:

    @SYN_Vander, what a great tool you have provided, thank you!

     

    I have noticed spelling errors in some of the missions where it should say "protect" instead it says "protext". I have re-edited it in the mission editor for my own needs.

     

    I have done a quit few patrol mission now, even following the flight lead (as I like to be last most of the time), I always get a "Mission Failed", I must be doing something wrong or is this a problem?

     

    Keep up the great work SYN_Vander

     

    Thanks, I have corrected the spelling mistake.

    The win conditions for Patrol are not very clear. I think you have to destroy a certain number (6 ) of planes. Perhaps I should change this to simply checking if the waypoints have been followed. What would be good criteria? In any case I'll check if there is a bug in the current plane count mechanism (EDIT: can't find it, so I think it's 6 kills).


  4. Hi Benjamin,

     

    Thanks for the coffee!

     

    Let's see if I understand your concerns about "Dogfight mode". I haven't given that mode a lot of attention, so maybe now it's time to improve on that.

     

    Quote

    - It would be really nice if the 'close to the front like' air start doesn't start exactly over the close airport, but somewhere halfway or one thirds towards the front line (so a bit closer to the action that it is now). In our longest battle we were fighting near the enemy airfield, and my buddy was all by himself swarmed by enemy fighters. By the time I got there he was shot down. But then I was there and he was at our airport. Flying time was just a bit too long and we kept missing each other.

     

    So this is about flying time to target? The enemy airfields are obviously not near the front, if you would pick an artillery or armor target they would be much closer to the front, but as it is now the bombers fly to 2 other targets as well, so you never really know where they are going to be.

    But it seems what you are looking for is an extra respawn location (in the air) somewhere near the front. I guess this would have to be an option, as you don't always want to have that available; it depends on the kind of server you are running. I'll see if it can be done without too much effort.

     

    Quote

    - This is a minor thing and might be intentional: if you spawn in the air, you're flying ~ away from the action instead of towards it.

     

    This is determined by how the airfield spawn point below is laid out and usually depends on the wind. For the extra respawn airfield mentioned above you can make it so it points to the front.

     

    Quote

    -The AI bombers fly in a line instead of in formation, which is a bit weird, especially if you have 10 of them. We'd just come up behind them and pick them off one by one and they don't really respond until you get really close. The latter is an AI thing I imagine, but it would be cool if they were flying in formation.

     

    Strange, that would be a bug. They spawn in as a line, but are then ordered to fly in V formation. Let me check that.

     

    Quote

    - There was plenty of fighter activity, but the bombers didn't really have a fighter screen supporting them, more like random clumps of fighters appearing. That is really fun, but it would make sense to have some escort fighters right above the bombers as well.

     

    Correct. As I said this is a very simple implementation. I can add fighters or perhaps have one of the current fighter flights escort them. I also need to think about other mission scenarios for Dogfight but it's hard as in theory a player can join in the middle of a mission and then how to sync with AI flights? It would be great if there was a way for the player to trigger say a new bomber sortie , ie by firing a flare, but so far it seems that trigger doesn't work.

     

    Quote

    - It would be cool if you can select sets of air planes. Like, all the BoK planes. Or the BoK/BoM/BoS planes, but not the BoBp (because we love flying the 109-f4 but the bodenplatte planes are way OP).

     

    Yeah, this one is already on the wishlist. Need to have some sort of planeset management. Will take some time though to figure this one out so it works in a simple way.

     

     


  5. 1 hour ago, NN_Elanion said:

    Great fun on a cooperative generated by the easy editor yesterday!  Hot Action on Novo despite the 6 degrees!
    Ideal for a little training of virtual Normandy "almost" real. Yes yes yes the AI do not have the baccalaureate!
    Moreover the edition is clean so we can easily make modifications to adapt it to the training needs of the group. 

    Thanks again.

    49771511482_fa6dda2091_c.jpg

     

    Thanks! But I also noticed a bug: The waypoints should not be named like that. In the English version they would be named "WP1" through "WP5" and point 2 and 7 would be named " Patrol".

    I also noticed the mission description is off. I will investigate this; it's possible I have to delete the old language files before I create a new mission otherwise they will not be overwritten.... 


  6. On 4/16/2020 at 9:35 PM, Hamaha15 said:

    In de Mallemolen… - populating the Low Countries

     

    Hello out there, I hope that you and your families are all doing well in those days of disease and isolation and that we all around the globe will come back to a relatively normal life again soon with the current danger reduced to a risk our health systems can cope with.

     

    Attached you'll find two group-files to populate the Southwestern part of the Netherlands between the island of Walcheren to the cities of Eindhoven in the East and Haarlem in the North.

     

    Flying over the Netherlands and bearing in mind that this country should be the most densely populated one in Europe, I felt the world below be quite empty. All infrastructure, roads, channels, railway lines and bridges are there – and they are exactly where they should be – but hardly any trace of people living there except for some discrete major cities.

    Needed again some remedy. The approach was to ask Mr. Google to locate windmills in the area. The Low Countries are famous for their windmills and the latter provide good landmarks for aviators. In most cases these buildings are adjacent to villages and small towns. Mr. Google provided a good base although the results proved to be not fully identical for repeated identical searches. I placed the selected mills at their very locations and arranged the associated settlements to best match the texture of the map.

     

    The result doesn’t claim to be 100% accurate, it is an approximation. Again, the developers deserve great respect for the accuracy of the map. And they did not step into the trap to recreate the map of today. Some obvious discrepancies with Mr. Google are evidence of the research into landscape development history. Cities and villages then were much smaller than they are today and namely the ports and waterways have extended considerably since the end of WWII.

     

    Save the Group-files to your ...\data\template folder and import them into your mission by the File/Import From File... menu. This way all items will be positioned correctly.

     

    Cheers

     

    20200413132503_1.thumb.jpg.4f0f9461b5426fb6d65fde41672af3cb.jpg  20200406091240_1.thumb.jpg.c36a244a781733830b5d81e4ac05201b.jpg

     

    Landmarks_NL.zip 39.47 kB · 6 downloads

     

    https://forum.il2sturmovik.com/topic/14893-the-missions-sharing-corner/page/13/?tab=comments#comment-921305

     

    Was just flying your nice mission and was going to suggest this, thanks!

    • Like 1

  7. On 4/15/2020 at 2:17 PM, Hamaha15 said:

    Operation Oyster - the RAF’s daring foray deep into occupied Europe

     

    Hello all, I hope that you and your families are all doing well in those days of disease and isolation and that we all around the globe will come back to a relatively normal life again soon with the current danger reduced to a risk our health systems can cope with.

     

    Please find attached another historic mission recreated with the means available in the Il-2 Sturmovik game. Time required for playing the mission is 45 minutes. I spent a couple of home office hours more to write the script.

    .....

     

     

    Thanks for this detailed, historical mission! I am a fan of the A-20 so will definitely give it a try :)

     

    May I suggest you create a JSGME compatible file? So it will be easier to install and /deinstall since you add extra media files.

    EDIT: I have created one (using it my self now)

    Operation_Oyster_JSGME.zip

    • Thanks 1

  8. New version after latest user feedback:

     

    Release Notes v30
    -Added flight altitude option (applies for all flights)
    -In Dogfight mode airfield(spawn) location preference is now taken into account
    -Added Transport (rescue/resupply) objectives to Kuban
    -Tuned waypoint position & altitude calculations
    -Chosen scenario will be retained when changing maps
    -Removed obsolete code for tanks (will be based on new code base)

     

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

    • Like 3
    • Thanks 8

  9. 3 hours ago, Eclipse4349 said:

    First, a question -  what is the "enemy targets visible" option?  I searched for the term in this thread but it came up with no results.  It is checked by default.  What does it do?

     

    Second, @SYN_Vander , the tool is incredible, and it is, in my opinion, something that 1C should license/purchase from you and incorporate it into their MP server creation screen as an option, along with the option to load a mission created from scratch in the ME.  This is exactly what I have said here in the past is missing for multiplayer - a simple (preferably in-game) UI to generate a mission that players can hop in and just play the game together.  I tried it for the first time last week for a mission with a friend who is just getting going in IL-2.  I then played the same mission I had generated to play with him solo as I was testing some things, and... it was different (varied, different enemy flights and encounters)!   You have done fantastic work!!! 

     

    Thanks!

     

    I have added the option "Enemy targets visible" to the Tips&Tricks section on my website. See here for the explanation: https://sites.google.com/view/il2-great-battles-emg/tips-tricks


  10. On 4/13/2020 at 12:55 PM, blue_max said:

    Hey Vander! We used your generator a couple of times now, it’s awesome.  By far our favorite tool. Thanks a lot! One question: we found that in the bodenplatte map the spawnpoints were quite far away from each other and we had to fly too long (for our taste) to find each other, even with the close airfields option selected. In the Stalingrad map things are much closer. But Stalingrad is also quite a boring map compared to the new ones... do you have any recommendations for particular map / front combinations where everything spawns quite close to each other? (Does not have to be historically correct, for a bit of online playing around that doesn’t matter to us).

     

    Oh and one detail: we like to play co-op PvE, but because in the official co-op mode you can’t respawn (and we desperately need the ability to respawn haha), we are forced to use dogfight mode.

     

    Cheers and thanks again!

    Benjamin

     

     

     

    I think I know what you mean. For "Dogfight" mode it currently isn't possible to select "close to front" for the airfields. It always picks the far one for bombers and the middle one for fighters. Perhaps I can make this option. Another option if you want a quick fight is to use the air start :).

     


  11. 20 minutes ago, Beebop said:

    Yes you can.

     

    Example: 

    You create a Single mission under the name My First Mission.

    Once the saving process completes start the ME, click File > Open and navigate to data > Missions and look for My First Mission.Mission

    Double click on it to open it and it will open in the View Port ready to edit.

     

    IHTH

     

    Indeed. The groups with aircraft in it will usually be on top: Blue_flight, Red_flight (player planes), fighters_, bombers_ (ai only)

    image.thumb.png.df90714ca53c792ab4ffa8c636fd22b2.png


  12. 1 hour ago, Dutch2 said:

     

    Dit gebeurde al direct na het opstijgen als ik op hoogte ben met de eerste missie. Ik vlieg dan nog niet over het front. 

    Met de Camel ook weer de eerste missie, had ik de iconen en map aanstaan en kon direct zien dat er rode vierkantjes onder zaten en die knalde mij en een Bristol uit de lucht. 

    Als mod heb ik enkel: de scripted campaigns, gras mod met bloemen en de mods die de historische hakenkruizen geven. 

    Mod swapper gebruik ik OvGME. 

     

     

     

    Raar. Ik kan het niet verklaren. Ik kijk nu in de mission editor en zie geen enkel vijandelijke unit staan aan geallieerde zijde in de Camel missie. Ik zal ook eens met icons aan gaan vliegen en kijken of ik het kan reproduceren.


  13. 6 hours ago, Dutch2 said:

    Maybe I did miss something but my first mission was flying in a Fokker and noticed that after take off and being on level, I was being shot by AA and I’m 100% sure I was still on friendly terrain.

    Now the other campaign, flying the Camel, icons on, and here the same, only now because icons on noticed lots of red square icons that indicate appearance of enemy ground objects. Indeed after a short burst I went down by AA. 

    Is this normal or an failure. 

     

     

    Do you know the location? I just checked the first mission of Kaiserschlacht and there isn't any AAA near the first waypoint, enemy or friendly???

    Other explanation (when further to the west): An enemy plane jumped you and friendly AAA shooting at the enemy plane hit you instead.

     

    And which mission with the Camel? Also the first one?


  14. 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.

    • Thanks 1

  15. 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.


  16. 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

  17. 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?

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