[VCB]Telf_UK Posted June 26, 2021 Posted June 26, 2021 Hi @SYN_Vander, I created around 10 missions today to test out, which I have reviewed in the Mission editor, server loaded, and briefly flown around on. Further testing as a group will happen later. Only issues I noticed is some spawned objects including artillery, vehicles, and even planes (starting on runway etc) required a little nudge in the editor to ensure they spawned on terrain. I had to use the "set on ground" button to set their initial starting positions correctly. Now I do not recall if this was ever an issue before, however for the missions I am running tonight I of course did not want to risk my objectives being sunk. Could be an issue but maybe something you could test as your knowledge is better of course. Only other drama I had was somehow on Moscow, Mar-Apr 42, or May-Jul 42 fronts, I was not able to create a mission as Axis to attack a vehicle convoy and be intercepted by Russian fighters. Don't know if maybe the mission generator was unable to find suitable areas for a convoy, but was worth noting. I kept getting the "failed to generate mission" error. However my complicated Axis resupply mission seems to work nicely, and all previous issues with AI blue/red flights not spawning appear to be fixed. Thank you very much. Any more issues I will let you know but v52 looks good to me so far (unless what I mentioned above is a show stopper) Ta
SYN_Vander Posted June 27, 2021 Author Posted June 27, 2021 (edited) On 6/26/2021 at 6:30 PM, [VCB]Telferg said: Hi @SYN_Vander, I created around 10 missions today to test out, which I have reviewed in the Mission editor, server loaded, and briefly flown around on. Further testing as a group will happen later. Only issues I noticed is some spawned objects including artillery, vehicles, and even planes (starting on runway etc) required a little nudge in the editor to ensure they spawned on terrain. I had to use the "set on ground" button to set their initial starting positions correctly. Now I do not recall if this was ever an issue before, however for the missions I am running tonight I of course did not want to risk my objectives being sunk. Could be an issue but maybe something you could test as your knowledge is better of course. Only other drama I had was somehow on Moscow, Mar-Apr 42, or May-Jul 42 fronts, I was not able to create a mission as Axis to attack a vehicle convoy and be intercepted by Russian fighters. Don't know if maybe the mission generator was unable to find suitable areas for a convoy, but was worth noting. I kept getting the "failed to generate mission" error. However my complicated Axis resupply mission seems to work nicely, and all previous issues with AI blue/red flights not spawning appear to be fixed. Thank you very much. Any more issues I will let you know but v52 looks good to me so far (unless what I mentioned above is a show stopper) Ta Thanks for the detailed feedback. Objects not exactly aligned to ground is not a problem, they will be set to ground level when the mission loads. The exception is effects such as smoke, fire etc; they can float in the air. I will investigate the Moscow map problems, I think there is a bug in the template. EDIT: It was something not related to Moscow, but it's fixed now. Edited June 29, 2021 by SYN_Vander
[VCB]Telf_UK Posted June 27, 2021 Posted June 27, 2021 Hi @SYN_Vander, No worries at all. Flew 5 missions last night and all ran very well. One minor server blip when attacking a formation of 9 He-111's however I still had a lot of ambient AI on the map too. I have not tested the air start aspects as I do not use forward air starts on my missions, but let me know if you want some dedicated testing done on that. Cheers Telf
-332FG-brooklynspo Posted June 30, 2021 Posted June 30, 2021 (edited) Hi @SYN_Vander, Just started using your Mission Generator recently - it's a great tool and I am having a lot of fun with it! I have run into an issue - whenever I choose Midnight or Dead of Night as time of day, I get a "Could Not Generate Mission" error. Missions with other times generate with no problems. I am generating Single game types, using latest version - 50. Thank you. brooklynspo Edited June 30, 2021 by -332FG-brooklynspo
SYN_Vander Posted June 30, 2021 Author Posted June 30, 2021 41 minutes ago, -332FG-brooklynspo said: Hi @SYN_Vander, Just started using your Mission Generator recently - it's a great tool! I have run into an issue - whenever I choose Midnight or Dead of Night as time of day, I get a "Could Not Generate Mission" error. I generating Single game types, using latest version - 50. Thank you. brooklynspo Confirmed! Will be fixed in new release (soon). Thnx for reporting! 1
Daveslow Posted July 18, 2021 Posted July 18, 2021 This is awesome! Any chance of using the included tanks with this in for example the Stalingrad ones? (I don't have Tank Crew yet ? )
51THHotStick Posted July 18, 2021 Posted July 18, 2021 Thank you for this great software which allows us to fly on this simulator. A little suggestion. We use it in co-op. The concern is that the number of players is uncertain. If we plan 8 pilots and in the end there are only 6, there will be 2 AI. What we don't want. Would it be possible to have a 'Gasoline 1%' checkbox? Which would mean that the AI would not go very far! As a player we always adjust the fuel before the start. We don't have a problem with that. This simple option would facilitate the creation of missions without having to constantly adjust the number of aircraft available to the number of human players. Thanks again.
SYN_Vander Posted July 20, 2021 Author Posted July 20, 2021 (edited) Version 51 has just been released! Lots of new scenery by Hamaha15 for the Rhineland map, so the template file has increased in size considerably. Let me know if you run into any problems. Release Notes Version 51 -Added 'radar' objective to Rhineland and Channel map. -Added a lot of new scenery in Rhineland map (sep-oct44 front) by Hamaha15 -Fixed bug no enemy flight in Dogfight with one player side only. -Fixed bug in code for spawning a lone wolf AI which resulted in mission generation error. -Fixed time for midnight and dead of night causing a mission generation error Download here: https://sites.google.com/view/il2-great-battles-emg On 7/18/2021 at 5:43 PM, 51THHotStick said: Thank you for this great software which allows us to fly on this simulator. A little suggestion. We use it in co-op. The concern is that the number of players is uncertain. If we plan 8 pilots and in the end there are only 6, there will be 2 AI. What we don't want. Would it be possible to have a 'Gasoline 1%' checkbox? Which would mean that the AI would not go very far! As a player we always adjust the fuel before the start. We don't have a problem with that. This simple option would facilitate the creation of missions without having to constantly adjust the number of aircraft available to the number of human players. Thanks again. Thanks for the suggestion, I can look into that. But if you don't want to fly with AI, only against it, then jou might as well use Dogfight mode? With the latest version everything will be the same except there will be no AI in your flight. Edited July 20, 2021 by SYN_Vander 3 4
DD_Friar Posted July 27, 2021 Posted July 27, 2021 Salute, When creating a dogfight map for player v AI it does not seem possible to have unlimited player planes? the most is 10? I thought this used to be a feature? Apologies if I am mistaken? The reason I ask is that I am looking to use your generator to create an air mission that I will then add tanks to, for example I want to try and create an air support mission. If I have to edit the spawn points to make it unlimited, no worries, I am happy to do that. Cheers DD_Friar
SYN_Vander Posted July 28, 2021 Author Posted July 28, 2021 On 7/27/2021 at 12:52 PM, DD_Friar said: Salute, When creating a dogfight map for player v AI it does not seem possible to have unlimited player planes? the most is 10? I thought this used to be a feature? Apologies if I am mistaken? The reason I ask is that I am looking to use your generator to create an air mission that I will then add tanks to, for example I want to try and create an air support mission. If I have to edit the spawn points to make it unlimited, no worries, I am happy to do that. Cheers DD_Friar It’s a bit misleading, but I don’t think the number of planes is limited to 10. I believe it’s always unlimited. Best to try it out (I’m on a holiday right now) 1
KpaxBos Posted August 6, 2021 Posted August 6, 2021 Hello, Nice tool. But cannot generate a mission. Everytime I do a "create mission" I get a message saying "Could not generate mission". What am I doing wrong ? Have funEasyMissionGenerator_log.zip
SYN_Vander Posted August 6, 2021 Author Posted August 6, 2021 (edited) 1 hour ago, KpaxBos said: Hello, Nice tool. But cannot generate a mission. Everytime I do a "create mission" I get a message saying "Could not generate mission". What am I doing wrong ? Have funEasyMissionGenerator_log.zip Hi KpaxBos, Thanks for attaching those files. You are using a custom plane set in this mission. However, when I look into the custome_planes.json there are no planes defined except for Axis fighter category. So the generator is trying to pick random planes for the enemy and AI but it can't choose from an empty list. Solution: Don't use custom plane set or if you do want to, make sure there is at least one aircraft type for each category defined (under 'Subset'). See below, A subset should not be left empty: Edited August 6, 2021 by SYN_Vander
KpaxBos Posted August 7, 2021 Posted August 7, 2021 Hello, Thank you very much for your help. I succeeded to do a mission (after deleting application and reinstallaing it). Have a nice day. 1
ross607 Posted August 7, 2021 Posted August 7, 2021 Hi Vander, Thanks for this amazing software you created. Not sure if I've found a bug or doing something wrong. Single player, Moscow map, ramp start taking off from Pavlovskoe airfield. I'm red 2 in a Mig-3 escorting Pe-2's. My flight doesn't take off, we get aligned on the runway but nothing happens we sit there until the flight lead of the Pe2's plows into the rear aircraft of my flight lol. I've attached the mission files if that helps. I'm not sure but I think the problem is that plane 3 doesn't report ready for take off. I've tried creating a number of different missions, with I-16's we can take off fine, I can also be blue flight and have Mig-3's in the ai controlled red flight take off ok. If I'm in red and in a different position as flight leader or last I get 50/50 results, sometimes we'll take off ok, other times we just sit there. Thanks in advance for any help with this as I'm really loving using your mission generator otherwise. Cheers, Ross 14 oct 41.rar
SYN_Vander Posted August 7, 2021 Author Posted August 7, 2021 1 hour ago, ross607 said: Hi Vander, Thanks for this amazing software you created. Not sure if I've found a bug or doing something wrong. Single player, Moscow map, ramp start taking off from Pavlovskoe airfield. I'm red 2 in a Mig-3 escorting Pe-2's. My flight doesn't take off, we get aligned on the runway but nothing happens we sit there until the flight lead of the Pe2's plows into the rear aircraft of my flight lol. I've attached the mission files if that helps. I'm not sure but I think the problem is that plane 3 doesn't report ready for take off. I've tried creating a number of different missions, with I-16's we can take off fine, I can also be blue flight and have Mig-3's in the ai controlled red flight take off ok. If I'm in red and in a different position as flight leader or last I get 50/50 results, sometimes we'll take off ok, other times we just sit there. Thanks in advance for any help with this as I'm really loving using your mission generator otherwise. Cheers, Ross 14 oct 41.rar 233.21 kB · 1 download It's a generic IL2 bug I'm afraid. There is simply no way to guarantee that the AI manage to properly line up and take-off from a praked position (and believe my I tried!) . I think it's the reason why in Career mode only runway take-offs are possible. Which is by the way the best solution.
ross607 Posted August 7, 2021 Posted August 7, 2021 1 hour ago, SYN_Vander said: It's a generic IL2 bug I'm afraid. There is simply no way to guarantee that the AI manage to properly line up and take-off from a praked position (and believe my I tried!) . I think it's the reason why in Career mode only runway take-offs are possible. Which is by the way the best solution. Ah, no problem Vander, thanks for getting back to me anyway.
SYN_Vander Posted August 11, 2021 Author Posted August 11, 2021 (edited) New version out! Following the release of 4.603 I have added new aircraft and worked on improvements for Flying Circus! Version 52 -Added some more airfields for Arras template -Added Spad VII early -Added D.H.4 -Added Pfalz D.XII -Removed WW2 AA guns from trains for WW1 scenarios -Fixed accidently deleted villages in Arras template by Hamaha15 -Removed Radar objective available on Arras map -Fixed incorrect (off center, not orientated) placement of objectives Download here: https://sites.google.com/view/il2-great-battles-emg Edited August 11, 2021 by SYN_Vander 6 2 1
sevenless Posted August 11, 2021 Posted August 11, 2021 Mate, appreciate your quick work. Can you check the access rights at google drive? V52 doesn´t work yet. V51 works flawless.
SYN_Vander Posted August 11, 2021 Author Posted August 11, 2021 45 minutes ago, sevenless said: Mate, appreciate your quick work. Can you check the access rights at google drive? V52 doesn´t work yet. V51 works flawless. Fixed the access problem! 1
352ndOscar Posted August 11, 2021 Posted August 11, 2021 Vander, are Hamaha15’s Arras Map updates included in the Arras Map template? If not, it’s ok, I should be able to edit the mission and import them. I was just curious?
SYN_Vander Posted August 11, 2021 Author Posted August 11, 2021 1 hour ago, 352ndOscar said: Vander, are Hamaha15’s Arras Map updates included in the Arras Map template? If not, it’s ok, I should be able to edit the mission and import them. I was just curious? Yes, but not any recent ones if there are any. 1
mallosan1 Posted August 12, 2021 Posted August 12, 2021 Dear @SYN_Vander New to IL-2, tried to install your software and follow the steps. The issue for me right now, is that the game does not register the missions that I have generated - I cant select them when I try to host a game. I have however confirmed that the files have been generated in the folder. Any tips? Much appreciated - can't wait to use this tool to play with my mate
SYN_Vander Posted August 12, 2021 Author Posted August 12, 2021 1 hour ago, mallosan1 said: Dear @SYN_Vander New to IL-2, tried to install your software and follow the steps. The issue for me right now, is that the game does not register the missions that I have generated - I cant select them when I try to host a game. I have however confirmed that the files have been generated in the folder. Any tips? Much appreciated - can't wait to use this tool to play with my mate Hi mallosan, This can be due to the file in the incorrect folder or if certain characters are used in the mission name. It helps if you can attach the config file here.
CorvusX Posted August 15, 2021 Posted August 15, 2021 Hi Vander, first: Thank you for keeping this great tool up to date! My apologies if this is known or was already reported and I'm not sure if these are bugs or just on my end: In V51 and V52 for all game modes (single, coop and dogfight): Ambient AI aircraft: if you choose 1 or 2 it wont generate a mission and "Error: Could not generate mission" shows up With 0 and 3-25 it works fine. In V52 i have the following problem: In Dogfight mode, for blue flight, in any scenario (attack, bombing, etc.) and if the plane type "any" is chosen, it always generates a mix of the attack and bombing planes which are set in the plane sets (default as well as custom plane set) i.e.: Rescue mission, Stalingrad, default plane set: axis: He111 H6+ H16, Ju87, Ju88, Hs 129, Bf109 E7, Me110 E2, FW190A3 (+ Bf109 F2 Red flight as chosen) allied: A-20, Pe2, Il2, P39, P40E1, Hurricane, (+ 2nd Hurricane Red flight as chosen) The same mix of bomber and attack planes appears for blue flight if custom plane set is checked. Also in dogfight: If start on runway is chosen the planes are still starting "on the ramp" with engines off. Example config.inis are in the attached zip file. IL2CoopGenerator_v52.zip ___ I also want to make a suggestion for the transport missions (rescue and resupply): The fake airfield "Airstrip" seems to cause that the AI planes land there. Unfortunately this also set the object to completed. The easiest way for me to avoid this is to delete the "Airstrip" airfield. To make it a bit more challenging i also added two more complex triggers between the "stationary and alive" and object completed MCUs One that checks the take off (within 2000m) and one if the area (3500m) is left and it seems to work. With a Ju52 and an A20 it's nearly always possible to start again. Maybe you find the time to take a look at the objective_rescue_axis_1 group in the attached template.zip (modified your Generic template of V51) template.zip Anyway, please keep up your great work!
SYN_Vander Posted August 15, 2021 Author Posted August 15, 2021 1 hour ago, CorvusX said: Hi Vander, first: Thank you for keeping this great tool up to date! My apologies if this is known or was already reported and I'm not sure if these are bugs or just on my end: In V51 and V52 for all game modes (single, coop and dogfight): Ambient AI aircraft: if you choose 1 or 2 it wont generate a mission and "Error: Could not generate mission" shows up With 0 and 3-25 it works fine. In V52 i have the following problem: In Dogfight mode, for blue flight, in any scenario (attack, bombing, etc.) and if the plane type "any" is chosen, it always generates a mix of the attack and bombing planes which are set in the plane sets (default as well as custom plane set) i.e.: Rescue mission, Stalingrad, default plane set: axis: He111 H6+ H16, Ju87, Ju88, Hs 129, Bf109 E7, Me110 E2, FW190A3 (+ Bf109 F2 Red flight as chosen) allied: A-20, Pe2, Il2, P39, P40E1, Hurricane, (+ 2nd Hurricane Red flight as chosen) The same mix of bomber and attack planes appears for blue flight if custom plane set is checked. Also in dogfight: If start on runway is chosen the planes are still starting "on the ramp" with engines off. Example config.inis are in the attached zip file. IL2CoopGenerator_v52.zip 3.82 kB · 0 downloads ___ I also want to make a suggestion for the transport missions (rescue and resupply): The fake airfield "Airstrip" seems to cause that the AI planes land there. Unfortunately this also set the object to completed. The easiest way for me to avoid this is to delete the "Airstrip" airfield. To make it a bit more challenging i also added two more complex triggers between the "stationary and alive" and object completed MCUs One that checks the take off (within 2000m) and one if the area (3500m) is left and it seems to work. With a Ju52 and an A20 it's nearly always possible to start again. Maybe you find the time to take a look at the objective_rescue_axis_1 group in the attached template.zip (modified your Generic template of V51) template.zip 1.3 MB · 0 downloads Anyway, please keep up your great work! Hi CorvusX, thanks for the detailed feedback! 1) Ambient AI aircraft: if you choose 1 or 2 it wont generate a mission... Thanks, must be something in the algorithm. I'll add it to the backlog. 2) In Dogfight mode, for blue flight, in any scenario (attack, bombing, etc.) and if the plane type "any" is chosen... Not sure if I understand. You are sure the custom plane set is different from the default one? So it picks random planes from the default set, but never from the custom plane set, right? 3) Also in dogfight... Known issue. It's simply not possible to start with running engines in Dogfight mode. Perhaps I should hide this option. 4) Suggestion for transport mission: I'll add it to backlog. Without the airfield an AI or autopilot will never land there, but perhaps that isn't necessary. When I created this mission type it was quite feasible to take-off again, but after the surface roughness changes this has become more or less impossible. I'm afraid I can't really fix this. I'll see if I can use your improvements!
CorvusX Posted August 15, 2021 Posted August 15, 2021 (edited) Hi Vander, 5 hours ago, SYN_Vander said: 2) In Dogfight mode, for blue flight, in any scenario (attack, bombing, etc.) and if the plane type "any" is chosen... Not sure if I understand. You are sure the custom plane set is different from the default one? So it picks random planes from the default set, but never from the custom plane set, right? The chosen custom planes will be taken from your generator, every thing works fine here, but not the "role" of the set which ist chosen. Means no matter what kind of mission type is set in the mission generator, at mission begin it always gives me the planes that are in the attackers and bombers table to choose from. Let's say its an Transport mission with default plane set, it won't show the Ju52 as an available plane, just all the bombers and the attack planes like FW190 or the Me110. For reproducing I added just one different plane to the different plane tables and regardless wich mission type was selected, it always just had the planes of the Attack and Bomber table (if "any" is set for blue flight). Same for blue flight on the allied side. 5 hours ago, SYN_Vander said: 3) Also in dogfight... Known issue. It's simply not possible to start with running engines in Dogfight mode. Perhaps I should hide this option. No problem, I can set "On Runway" in the "Start in Air"-column of the airfields plane dialog manually in BOS Mission editor to start with running engines. 5 hours ago, SYN_Vander said: 4) Suggestion for transport mission: I'll add it to backlog. Without the airfield an AI or autopilot will never land there, but perhaps that isn't necessary. When I created this mission type it was quite feasible to take-off again, but after the surface roughness changes this has become more or less impossible. I'm afraid I can't really fix this. I'll see if I can use your improvements! For AI to fulfill the mission it makes sense to keep the Airstip. I just was irritated why the object was completed while i was still flying, then I saw landing lights of an ambient AI planes between some trees. So I decided to delete the Airstrip airfield. Funny thing, I find it "easier" now to take off from offside the airfields because the ground doesn't suck in the (heavier) planes tires that much then before the roughness changes, sure you still need a little bit of luck to start again, but with the Ju 52 and A 20 it is quite often possible, I hope the C-47 will be able to land and start again too. I think everyone has different preferences here . Edit: In the file I attached above is something wrong this one here is for and worked in the V50.2 template.zip ---- Thank you again for this great tool! Edited August 15, 2021 by CorvusX
SYN_Vander Posted August 16, 2021 Author Posted August 16, 2021 12 hours ago, CorvusX said: No problem, I can set "On Runway" in the "Start in Air"-column of the airfields plane dialog manually in BOS Mission editor to start with running engines. Seriously? That would be an easy fix then.
CorvusX Posted August 16, 2021 Posted August 16, 2021 (edited) 1 hour ago, SYN_Vander said: Seriously? That would be an easy fix then. Yes, no problems with it. Running engines in dogfight missions work for me (ingame host) and the clients via Ingame server and also with a dedicated server. In this Testmission, generated with V50.2 I set the (axis) multi-engine planes to "On Runway" and left the single engine planes as they are. So all multi-engine planes like the Me 110 are starting with running engines. Dogfight.zip Edited August 16, 2021 by CorvusX
SYN_Vander Posted August 16, 2021 Author Posted August 16, 2021 (edited) 1 hour ago, CorvusX said: Yes, no problems with it. Running engines in dogfight missions work for me (ingame host) and the clients via Ingame server and also with a dedicated server. In this Testmission, generated with V50.2 I set the (axis) multi-engine planes to "On Runway" and left the single engine planes as they are. So all multi-engine planes like the Me 110 are starting with running engines. Dogfight.zip Cool, I always assumed it wasn't possible, never checked. Anyway, I fixed it now so runway (engines on) start is now also supported in next version. Edited August 16, 2021 by SYN_Vander
CorvusX Posted August 16, 2021 Posted August 16, 2021 2 hours ago, SYN_Vander said: Anyway, I fixed it now so runway (engines on) start is now also supported in next version. Great, thank you. About the ambient AI completes the transport/rescue mission object. If the airstrip is needed to let blue flight AI finish the task, it might be a solution to set the Complex Trigger conditions from "countries" to "objects" (types of aircraft, like in the 2nd template.zip or the mission above), downside of this is that if a player choose to set other planes than listet there in a custom plane set he/she wont be able to complete the mission. On he other hand that was the reason why i changed it, to prevent e.g. Me 109 flying comrades from completing the transport/rescue mission.
352ndOscar Posted August 16, 2021 Posted August 16, 2021 I thought it was something I was doing, but, after reading above - maybe not. So, I had installed v52 and tried to generate a basic bombing mission for the Arras Map. Got similar errors from above so i packaged the config and mission log for your use...... No problems with v51. Oscar_Build_Mission_Test.zip
SYN_Vander Posted August 16, 2021 Author Posted August 16, 2021 2 hours ago, 352ndOscar said: I thought it was something I was doing, but, after reading above - maybe not. So, I had installed v52 and tried to generate a basic bombing mission for the Arras Map. Got similar errors from above so i packaged the config and mission log for your use...... No problems with v51. Oscar_Build_Mission_Test.zip 1.47 kB · 0 downloads Thanks. This is a bug that happens when you select train or vehicles as target in a Dogfight mode. I'll fix it.
51THHotStick Posted August 17, 2021 Posted August 17, 2021 Thanks for the information (post July 20). In fact we like to have AI in our camp (but not in our flight) because it leaves the doubt friend / foe. It also makes more life in the environment. So the 'Gasoline 1%' option still interests us ! Thank you for your work.
SYN_Vander Posted August 17, 2021 Author Posted August 17, 2021 43 minutes ago, 51THHotStick said: Thanks for the information (post July 20). In fact we like to have AI in our camp (but not in our flight) because it leaves the doubt friend / foe. It also makes more life in the environment. So the 'Gasoline 1%' option still interests us ! Thank you for your work. Ok, cool. But if you tick ' AI ambient aircraft' it will also generate friendly flights.
hsthhsth Posted August 20, 2021 Posted August 20, 2021 Hi SYN_Vander, I have a problem in the FC missions, generated with V52. Could you please have a look at the attached mission, config and log file? Sometimes I get the mission "completed" but other times the mission "in progress" despite shooting all enemy planes + an enemy balloon. What is also puzzling, the WP's going backwards when leaving the combat zone. I've never seen this with previous versions of the mission generator. When the mission says "in progress", a successful landing back at home base qualifies the mission as "failed". I thought this had been solved in previous versions? Thank you for your help. SYN_Generated.zip
51THHotStick Posted August 26, 2021 Posted August 26, 2021 On 8/17/2021 at 10:45 PM, SYN_Vander said: Ok, cool. But if you tick ' AI ambient aircraft' it will also generate friendly flights. Sure, we want AI and we use it in our side, but not in our Flight ! ?
SYN_Vander Posted August 26, 2021 Author Posted August 26, 2021 (edited) On 8/20/2021 at 3:33 PM, hsthhsth said: Hi SYN_Vander, I have a problem in the FC missions, generated with V52. Could you please have a look at the attached mission, config and log file? Sometimes I get the mission "completed" but other times the mission "in progress" despite shooting all enemy planes + an enemy balloon. What is also puzzling, the WP's going backwards when leaving the combat zone. I've never seen this with previous versions of the mission generator. When the mission says "in progress", a successful landing back at home base qualifies the mission as "failed". I thought this had been solved in previous versions? Thank you for your help. SYN_Generated.zip 360.25 kB · 1 download Thnx. I'll have a look. On 8/20/2021 at 3:33 PM, hsthhsth said: Hi SYN_Vander, I have a problem in the FC missions, generated with V52. Could you please have a look at the attached mission, config and log file? Sometimes I get the mission "completed" but other times the mission "in progress" despite shooting all enemy planes + an enemy balloon. What is also puzzling, the WP's going backwards when leaving the combat zone. I've never seen this with previous versions of the mission generator. When the mission says "in progress", a successful landing back at home base qualifies the mission as "failed". I thought this had been solved in previous versions? Thank you for your help. SYN_Generated.zip 360.25 kB · 2 downloads Yeah, there is definitely a bug in the way the waypoints are targeted. The idea was that the fighters (this is an intercept mission) will cycle between waypoints: 2,3,4,3,2,3,4.. etc. That's probably why you see waypoints going 'backwards'. But that cycle should stop when a) target destroyed or b) timeout (for intercept 20 min). The scoring logic seems okay in the mission editor. You need 4 aircraft destroyed (it's the whole of the enemy blue flight; depends on difficulty setting) and then the mission success should fire. However, it only counts destroyed planes within a radius of 15 km around the intercept location. Is it possible you engaged them outside this circle? The best way is if I can count /trigger the individual planes regardless of position. I have done that now for trains, ships and vehicles so I might apply that here as well. Edited August 26, 2021 by SYN_Vander
=gRiJ=ToReRo Posted August 27, 2021 Posted August 27, 2021 Hi Vander, First: Thanks for keeping this great tool up to date! I am an admirer of his work I try to create cop p vs p this would be possible ????
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