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IL2 Great Battles Easy Mission Generator


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Posted
55 minutes ago, Miles_Vorkosigan said:

How is the i7-3930 working for you Arthur?

 

Vander, more oddness but I am not sure it is an issue with the mission generator or Flying Circus. Still related to planes despawning though. Sometimes the plane that I am dogfighting and about to shoot down (wings came off, etc) disappears and no notification of victory nor credit for same. 


It could be both (Next version will have changed timers for AI in dogfight mode), but what you describe could be a regular game issue. A couple of updates back the devs made the aircraft disappear more quickly after the pilot died, I think because of performance reasons related to longer view distances. It is now possible that you kill the pilot, but you don’t notice it so you keep shooting and then suddenly the aircraft gets deleted.

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Posted

Hi, we just did two dogfight missions. Both times there were enemy bombers, but twice they just disappeared in the middle of us attacking them. And in both missions we did not encounter a single enemy fighter, despite putting enemy air activity on high. Definitely something off in the latest version...

Posted
On 7/25/2020 at 4:47 PM, blue_max said:

Hi, we just did two dogfight missions. Both times there were enemy bombers, but twice they just disappeared in the middle of us attacking them. And in both missions we did not encounter a single enemy fighter, despite putting enemy air activity on high. Definitely something off in the latest version...

 

Yes, I'll create an update with some bug fixes

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Posted

New version:

 

Release Notes v35

-Changed logic for AI bombers & AI fighters in Dogfight mode so they don't get deleted based on timer, but after they have completed their sortie or when all are killed

-AAA around objectives are now not 'engageable' so that AI planes will not drop all their bombs on the AAA instead of the target

-Fixed: Landing point for Bonninghardt sud, AI would crash into trees.

-Fixed: T70 tank was not replaced with WW1 tank for FC missions

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Miles_Vorkosigan
Posted

Your google drive for v35 says that I need to request access.

Posted
30 minutes ago, Miles_Vorkosigan said:

Your google drive for v35 says that I need to request access.

Similare here: asks me to logon, where it never used to for previous versions ... 

Posted

Same here.  Wants me to log in.  First time that's happened for me too and I've d/l'ed every version since the first.

Posted

Sorry, permissions not set correctly. Should be fixed now.

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Posted
18 minutes ago, SYN_Vander said:

Sorry, permissions not set correctly. Should be fixed now.

It is, thanks very much!

Posted

Thanks.  Got it.

Posted

Release Notes v35.1

-Fixed: AI bombers would not respawn due to incorrect counter value

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Posted

any advice on getting it working ,i keep getting fatal error detected

failed to execute script easymimissiongenerator

BlitzPig_EL
Posted

I built a dogfight mission last night with 35.1 in the Kerch area.  Ships as primary target, with secondary targets that were randomly generated.  Both sides have flights of 4 bombers each in the air (A20s and He111s) and there are two flights of fighters for each side.  All working quite well.  Just for testing I left the AI fighters on "low", and took up a P47D 22, and butchered a flight of He111s, and a flight of FW 190 A3s, then switched to the FW 190 and shot down the A20s and got in a 109 F4 and took down a flight of P40s. All respawned and set off on their patrol or attack routes as they should. 

 

Now I'll go in and set all the AI fighters to ace, as on low they present no challenge what so ever.

 

Thanks Vander.

 

Well done.

Posted
12 hours ago, flak1962 said:

any advice on getting it working ,i keep getting fatal error detected

failed to execute script easymimissiongenerator


This error is often associated with a script that request some data from a directory and the directory isn't built into the exe. If your script has some sort of data from somewhere, be sure that the data files that are in your source folder are also in the frozen app”


So the script can’t access a folder. I’ll double check if something is missing in the latest build, but also please check if all folders/files have been extracted before you run the exe. A folder named ‘template’ should be present in the same folder as where the exe is located.

GenMarkof007
Posted

S! SYN_Vander,


I was wondering if your Easy Mission Generator would work to create missions for IL2 Great Battles 'Tank Crew'?
I really like it for IL2 Great Battles and FC!

 

Cheers,
=GenMarkof007=

BlitzPig_EL
Posted (edited)

Vander, found a "default" skin issue.  Rhineland map, "Ardennes" selected as time frame, date 24-12-1944.  Dogfight mission.  Looks like a Heinkel skin to me.  Flight of 4 AI Ju 88s.

 

DG8alM.jpg

Edited by BlitzPig_EL
Posted

Is the skin in the correct folder?  I've personally never seen the Generator do this before in any of my created missions.  Does this happen in other seasons/on other maps/scenarios when the Ju-88 is selected?  Did the Generator choose this plane at random or did you choose it by choice?

BlitzPig_EL
Posted

A couple of versions back the A20 had a similar issue with default skins.

 

I fixed the Ju88 simply by going into the full mission editor and assigning them a different skin.

Posted (edited)
22 hours ago, BlitzPig_EL said:

Vander, found a "default" skin issue.  Rhineland map, "Ardennes" selected as time frame, date 24-12-1944.  Dogfight mission.  Looks like a Heinkel skin to me.  Flight of 4 AI Ju 88s.

 

DG8alM.jpg

 

Thanks for the report. I thought I had fixed this in version 34.1 but apparently not! :( Will look into it.

 

Release Notes v34.1
-Fixed issue where skins on Multiplayer bomber flights got mixed up

 

 

On 8/1/2020 at 4:29 AM, GenMarkof007 said:

S! SYN_Vander,


I was wondering if your Easy Mission Generator would work to create missions for IL2 Great Battles 'Tank Crew'?
I really like it for IL2 Great Battles and FC!

 

Cheers,
=GenMarkof007=

 

Tankcrew missions are very different, you generally don't drive out of a base, hit a target and then return to base. So positioning of units, objectives are totally different and the current template & code framework is not very efficient for that. But I am looking into it. It takes time because I am creating a new code base for this that should make it easier to create & manipulate objects for a mission.

22 hours ago, BlitzPig_EL said:

Vander, found a "default" skin issue.  Rhineland map, "Ardennes" selected as time frame, date 24-12-1944.  Dogfight mission.  Looks like a Heinkel skin to me.  Flight of 4 AI Ju 88s.

 

DG8alM.jpg

 

Fixed it. It happens when Blue flight is different than AI_bomber flight and only in winter. In your case it selects the He-111 winter skin for Blue flight but also applies it to the Ju-88 AI flight (or other way around).

 

Edited by SYN_Vander
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Posted

Today I got a 'broadside' from a GAZ Truck that had 4 Maxim MGs mounted. :) 

Thought this AA weapon was a WW2 improvisation, but maybe I'm wrong and such constructions were in use in WW1 as well.

Posted

It could be that the Generator picked that truck at random from the available AA trucks.

I'm not sure if the Generator discriminates object use based on maps/eras when generating a mission.

Posted

My main template is based on the WW2 Russian Front because I started with Stalingrad. I use a translation table to replace vehicle and planes. Russian to American when using Rhineland and WW2 to WW1 when using Arras. I guess I haven’t added this type to the translation table. Will look into it.

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Posted
1 hour ago, SYN_Vander said:

My main template is based on the WW2 Russian Front because I started with Stalingrad. I use a translation table to replace vehicle and planes. Russian to American when using Rhineland and WW2 to WW1 when using Arras. I guess I haven’t added this type to the translation table. Will look into it.

 

Thanks!

Posted
23 minutes ago, vonGraf said:

 

Thanks!

 

Strange.. it is already in the translation table and I can't reproduce this bug. If you have a config or generated mission to share it would help me find the bug.

Posted
2 hours ago, SYN_Vander said:

 

Strange.. it is already in the translation table and I can't reproduce this bug. If you have a config or generated mission to share it would help me find the bug.

 

I hope this is the right mission, because I did a new install of IL-2 recently and have Pat's generator as well.

Should be a kind of escort mission, I flew a 200HP Halberstadt as red flight leader and near the target waypoint there was a convoi of trucks on a street and I took the oppurtunity to attack them. I even had loaded some of the very small bombs for this reason.

The 4 Maxims on a GAZ were mentioned in the after battle report/logbook as the reason for my forced crash landing, I didn't see them by myself.

 

 

 

mission.zip

Posted
2 hours ago, vonGraf said:

 

I hope this is the right mission, because I did a new install of IL-2 recently and have Pat's generator as well.

Should be a kind of escort mission, I flew a 200HP Halberstadt as red flight leader and near the target waypoint there was a convoi of trucks on a street and I took the oppurtunity to attack them. I even had loaded some of the very small bombs for this reason.

The 4 Maxims on a GAZ were mentioned in the after battle report/logbook as the reason for my forced crash landing, I didn't see them by myself.

 

 

 

mission.zip 301.28 kB · 0 downloads

 

Thanks I found it. I did add the static maxim4-aa, but not the one on the truck! Corrected for next version.

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Posted
1 hour ago, SYN_Vander said:

 

Thanks I found it. I did add the static maxim4-aa, but not the one on the truck! Corrected for next version.

 

This time I even could make a 'photo'. :biggrin: And he shoot me again...

 

AAA.thumb.jpg.84afac3a49626fdaa249a3e978bf6866.jpg

Posted

@SYN_Vander OMG! Very powerful program here! Love the simplicity of your logic! I know this is a labor of love, so I am just going to throw this out there and if you don't like t - just kick it back ;)

 

Would you consider a few "nice to haves"

  1. Extending the Rhineland map to the entire area (none of the JG 26s airfields used b/w Dec '44 and Apr '45 made your cut) :o:
  2. Adding the choice of home base (if "Takeoff" is chosen) - especially for those of us that are history buffs :blush:
  3. Adding Random choice for both enemy and friendly flight altitudes :pilot:

Just a though - this is definitively one of the best tools we have for IL-2 GB!

Posted
9 hours ago, JG7_X-Man said:

@SYN_Vander OMG! Very powerful program here! Love the simplicity of your logic! I know this is a labor of love, so I am just going to throw this out there and if you don't like t - just kick it back ;)

 

Would you consider a few "nice to haves"

  1. Extending the Rhineland map to the entire area (none of the JG 26s airfields used b/w Dec '44 and Apr '45 made your cut) :o:
  2. Adding the choice of home base (if "Takeoff" is chosen) - especially for those of us that are history buffs :blush:
  3. Adding Random choice for both enemy and friendly flight altitudes :pilot:

Just a though - this is definitively one of the best tools we have for IL-2 GB!

 

Thanks. About 2): Yes choosing your base is the most popular requested feature. I'm trying to have a simple solution for this, but it seems it will require some map which means a lot more complexity and maintenance in the future of the tool.

 

 

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Posted

Hi Vander?. Would it be possible to add the new VL map to the generator in the future? I can see the potential for lots of ground attack action with it!

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Posted
1 hour ago, DD_Arthur said:

Hi Vander?. Would it be possible to add the new VL map to the generator in the future? I can see the potential for lots of ground attack action with it!

 

Sure if I find some time. It's not difficult, just takes some time to set up all the objectives etc. Funny though, everyone speaks about a new map, but it has been in the game for ages, right? It's just that summer textures are being implemented.

Posted (edited)
1 hour ago, SYN_Vander said:

Funny though, everyone speaks about a new map, but it has been in the game for ages, right? It's just that summer textures are being implemented.

There's a Summer map for Velikiye Luki?  Where?  My QM/ME only has a Winter version.

Or is this a Tank Crew only map?

Edited by Beebop
Posted
4 minutes ago, Beebop said:

There's a Summer map for Velikiye Luki?  Where?  My QM/ME only has a Winter version.

Or is this a Tank Crew only map?

 

It will be in the next update.

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Posted

AHHH!  Thanks.  I didn't see that.

Posted
19 hours ago, SYN_Vander said:

 Funny though, everyone speaks about a new map, but it has been in the game for ages, right? It's just that summer textures are being implemented.

I think the VL map has always been the best of the winter maps but we had eighteen months of winter at the beginning of development and since we have a lot more choice now it’s been kinda’ overlooked. I’m pretty sure a summer version will rekindle a lot of interest in this area again. I’m think a lot of people have looked at these dev pictures and thought ‘at last, some decent targets for my P47’?

Posted
3 minutes ago, DD_Arthur said:

I think the VL map has always been the best of the winter maps but we had eighteen months of winter at the beginning of development and since we have a lot more choice now it’s been kinda’ overlooked. I’m pretty sure a summer version will rekindle a lot of interest in this area again. I’m think a lot of people have looked at these dev pictures and thought ‘at last, some decent targets for my P47’?

 

Setting up the Velikieluki map now. Difficult to create realistic front lines as this was mainly a winter battle about encircling the town. I will set up an earlier front where the map is more or less divided in the middle. More interesting for flying missions.

I have also implemented airfield names, so in the next version you can choose from specific airfield names.

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Posted
13 minutes ago, SYN_Vander said:

I have also implemented airfield names, so in the next version you can choose from specific airfield names.

?

Posted

Been waiting for this implementation. Thank you Vander.

Posted (edited)

The Velikieluki template is ready. It's a great map with lots of realistic looking railyards. Maybe I should create a special objective for this? Not sure how to determine when a railyard has been smashed, maybe counting bombs on target? :) Or just destroy a certain number of (static) cars. EDIT: For now I’ll stick with the ‘train’ objective.
As soon as the update is released I'll update the EMG as well.

Edited by SYN_Vander
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