352ndOscar Posted April 1, 2022 Posted April 1, 2022 Vander, I’ve been working with the 44-45 map you made and I’ve built a bunch (20+) of “intercept”/“aircraft” missions. It seems to me that they are only being built with three locations as primary or first objective; those would be Duisburg, Düsseldorf and Bonn; and the one that is being selected is based on whether the opposing airfield is in the north, center or south of the frontline. How are these being marked - helpers? What can I do to increase the number and location of these “intercept” points. What you’ve provided is a great start and has a lot of playability which I’ll be exploting. Most of the missions I am building are fighter sweep/fighter patrol - only a very few ground attack and then those are just airfield attacks. It would be great if more airfields were populated on this map in a future version. Thanks for your support! 1
p78nutz Posted April 5, 2022 Posted April 5, 2022 On 3/30/2022 at 10:37 AM, SYN_Vander said: There are a couple of options. First one is the simplest and you can do already: Increase the respawn timeout to say 5 min or so. You can already do this, because it’s a server setting, not a mission setting. Another option is to limit the number of planes. This is a mission setting. Currently I think there is no limit even though you can set plane amount in EMG; it only affects Single player/ coop. This could be changed, probably as option. Yet another option is to refresh plane availability every x minutes so you have to wait for the next spawn wave. This encourages flying together. This is not in EMG but could become an option. The other options you describe are difficult or not possible because you can’t track individual players in the mission in this type of Multiplayer mode. Hi @SYN_Vander, Hope you had a good weekend. Based on your feedback I built another mission for me and my friends over the weekend using your editor. I used the dogfight mode and we had a lot of fun being able to refuel/ rearm and respawn. I also created an enemy flight, which was fund intercepting but unfortunately it did not respawn upon destruction. What I learned from this experience is that the kind of scenario I would really like to create would look something like this: A multiplayer scenario along the lines of players being able to pick one side (A) and choose from a list of aircraft that I specify. Players should be able to respawn on that airfield + refuel and rearm Spawn AI planes on both the friendly and opponent side (A, B) that keep respawning upon the destruction of the previous wave. Ability to specify a maximum number of respawns Ability to specify buildings that if destroyed will immediately set the number of additional available respawns to 0 for a specific respawn point Spawn of a convoy periodically that upon arrival in set location will refuel the respawns available in specified spawn location Victory conditions: No more respawns available Special buildings destroyed All points for your team have been removed Now, I understand that this is a complex scenario and it may not be possible to incorporate something like this in your editor- although I really hope at some point a scenario like this could be included :-). For now I have decided to try to build this from the ground up (including the map). So I have some small questions for you looking at one of the maps I generated out of your tool. Circled in red (screenshot below) I see: Icons that function as a border for the engagement area Icons that function as a border between German and Russian territory InfluenceArea object that creates the territory I was wondering if you could briefly explain the relationship between these objects. Do the waypoints separating the two territories interact with the InfluenceArea in any way? Are they necessary? The icons that create the border of the map- do they actually prevent planes from leaving the area or does this reduce the amount of rendering being done- or is this more cosmetic? Many thanks in advance for your insights.
DD_Friar Posted April 5, 2022 Posted April 5, 2022 From the screen shot you provided I would say the icons you have highlighted are the front lines. These can be turned on or off by the mission depending on the date/period available for the mission, giving each map different scenarios. They would not be a rendering overhead as they are either on or off. 1
SYN_Vander Posted April 5, 2022 Author Posted April 5, 2022 (edited) 6 hours ago, p78nutz said: Hi @SYN_Vander, Hope you had a good weekend. Based on your feedback I built another mission for me and my friends over the weekend using your editor. I used the dogfight mode and we had a lot of fun being able to refuel/ rearm and respawn. I also created an enemy flight, which was fund intercepting but unfortunately it did not respawn upon destruction. What I learned from this experience is that the kind of scenario I would really like to create would look something like this: A multiplayer scenario along the lines of players being able to pick one side (A) and choose from a list of aircraft that I specify. Players should be able to respawn on that airfield + refuel and rearm Spawn AI planes on both the friendly and opponent side (A, B) that keep respawning upon the destruction of the previous wave. Ability to specify a maximum number of respawns Ability to specify buildings that if destroyed will immediately set the number of additional available respawns to 0 for a specific respawn point Spawn of a convoy periodically that upon arrival in set location will refuel the respawns available in specified spawn location Victory conditions: No more respawns available Special buildings destroyed All points for your team have been removed Now, I understand that this is a complex scenario and it may not be possible to incorporate something like this in your editor- although I really hope at some point a scenario like this could be included :-). For now I have decided to try to build this from the ground up (including the map). So I have some small questions for you looking at one of the maps I generated out of your tool. Circled in red (screenshot below) I see: Icons that function as a border for the engagement area Icons that function as a border between German and Russian territory InfluenceArea object that creates the territory I was wondering if you could briefly explain the relationship between these objects. Do the waypoints separating the two territories interact with the InfluenceArea in any way? Are they necessary? The icons that create the border of the map- do they actually prevent planes from leaving the area or does this reduce the amount of rendering being done- or is this more cosmetic? Many thanks in advance for your insights. The connected Icons are there to draw the map outline and the front lines, there is no other functionality. The Influence Area defines an area for a certain faction and is used by the game to determine if a plane crash landed behind enemy lines. I’ll have a look at your other suggestions to see what is possible. The reason that flights currently do not respawn is a game limitation: You can’t spawn aircraft in a flight, only individual planes. So to simulate a flight you need to spawn several aircraft and provide waypoints for each individual (spawned) plane since if they follow the same waypoints they will fly behind each other or crash into each other. It also means they will never fly properly in formation during turns etc. Edited April 5, 2022 by SYN_Vander 1
p78nutz Posted April 6, 2022 Posted April 6, 2022 So, I tried to create my first multiplayer mission from scratch, very simple: Start with a BF110, spawn activates a Russian plane, that plane flies to my airfields, bombs it and lands. Unfortunately, I must have made some mistakes as the mission does not show up in the multiplayer mission list in game- it does however show up in the single player mission list. However, when I load it- I can only join spectate mode and cannot see the map I drew in the mission briefing. If anyone has time to have a brief look at the attached files and give me some pointers- I would very much appreciate it. Stalingrad_Deathmatch.zip
SYN_Vander Posted April 6, 2022 Author Posted April 6, 2022 2 hours ago, p78nutz said: So, I tried to create my first multiplayer mission from scratch, very simple: Start with a BF110, spawn activates a Russian plane, that plane flies to my airfields, bombs it and lands. Unfortunately, I must have made some mistakes as the mission does not show up in the multiplayer mission list in game- it does however show up in the single player mission list. However, when I load it- I can only join spectate mode and cannot see the map I drew in the mission briefing. If anyone has time to have a brief look at the attached files and give me some pointers- I would very much appreciate it. Stalingrad_Deathmatch.zip 177.41 kB · 0 downloads Before I look: Did you enter a custom path/directory ?
p78nutz Posted April 6, 2022 Posted April 6, 2022 9 minutes ago, SYN_Vander said: Before I look: Did you enter a custom path/directory ? I did not- copied them straight into the default coop/ dogfight/ missions folders. Is that not allowed?
SYN_Vander Posted April 6, 2022 Author Posted April 6, 2022 (edited) 2 hours ago, p78nutz said: I did not- copied them straight into the default coop/ dogfight/ missions folders. Is that not allowed? EDIT: After checking your mission I now realize you have created your own mission in the FMB? I didnt' read your post thoroughly and thought it was generated by EMG and thus trying to figure out what went wrong... So in your mission the airfield spawn has country "Neutral Country" and it's not possible to fly as neutral.... The other potential issue is that the Check Zone trigger will only work on plane objects in the mission, not on spawned aircraft. For that you need to use the Complex Trigger. Third: You activate the command Take off for the A20b, but you should trigger it by directly connecting the Trigger Timer to the command Take off. Try to test one thing at a time, slowly adding new objects/commands otherwise trouble shooting becomes very hard. It will be best to ask questions about FMB here as more people will read/respons I think. https://forum.il2sturmovik.com/forum/92-mission-making-and-mission-editor/ ---- Maybe I'm not making myself clear. See screenshot below. If you choose the IL2 main folder properly and not select anything in " Mission folder (optional)" then EMG will choose the correct folder based on mission type: ../missions for single player missions, ../multiplayer/cooperative for coop missions and ../multiplayer/dogfight for deathmatch missions. If you do choose your own mission folder then it is possible that you create a certain mission type in the wrong folder and then it may not show up in the game. Edited April 6, 2022 by SYN_Vander
p78nutz Posted April 6, 2022 Posted April 6, 2022 42 minutes ago, SYN_Vander said: EDIT: After checking your mission I now realize you have created your own mission in the FMB? I didnt' read your post thoroughly and thought it was generated by EMG and thus trying to figure out what went wrong... So in your mission the airfield spawn has country "Neutral Country" and it's not possible to fly as neutral.... The other potential issue is that the Check Zone trigger will only work on plane objects in the mission, not on spawned aircraft. For that you need to use the Complex Trigger. Third: You activate the command Take off for the A20b, but you should trigger it by directly connecting the Trigger Timer to the command Take off. Try to test one thing at a time, slowly adding new objects/commands otherwise trouble shooting becomes very hard. It will be best to ask questions about FMB here as more people will read/respons I think. https://forum.il2sturmovik.com/forum/92-mission-making-and-mission-editor/ ---- Maybe I'm not making myself clear. See screenshot below. If you choose the IL2 main folder properly and not select anything in " Mission folder (optional)" then EMG will choose the correct folder based on mission type: ../missions for single player missions, ../multiplayer/cooperative for coop missions and ../multiplayer/dogfight for deathmatch missions. If you do choose your own mission folder then it is possible that you create a certain mission type in the wrong folder and then it may not show up in the game. Many thanks for the pointers! I will continue to work on this and as suggested ask further questions in the "mission making and mission editor" thread.
JimTM Posted April 6, 2022 Posted April 6, 2022 (edited) 1 hour ago, SYN_Vander said: ... The other potential issue is that the Check Zone trigger will only work on plane objects in the mission, not on spawned aircraft. For that you need to use the Complex Trigger. ... @SYN_Vander, @p78nutz, note that (unless there is a new bug) the check zone trigger will work with spawned aircraft (i.e., players) but will not work if you want to object link the check zone trigger to specific MP player aircraft. There used to be a bug where the check zone trigger would not detect player aircraft for missions run on the in-game server, but that's been fixed. Edited April 6, 2022 by JimTM
SYN_Vander Posted April 6, 2022 Author Posted April 6, 2022 10 minutes ago, JimTM said: @SYN_Vander, @p78nutz, note that (unless there is a new bug) the check zone trigger will work with spawned aircraft (i.e., players) but will not work if you want to object link the check zone trigger to specific MP player aircraft. There used to be a bug where the check zone trigger would not detect player aircraft for missions run on the in-game server, but that's been fixed. Thanks Jim, wasn't aware. In RoF it never worked and I thought I had tested it again in IL2 last year and couldn't make it work. I'll test again. 1
Stonehouse Posted April 13, 2022 Posted April 13, 2022 Hi Vander not sure if it is a small typo or not but I thought the Ju88C6 was classed primarily as a heavy fighter? In the standard plane set you have it only under bombers_axis? Since it was pretty much a multirole aircraft like the 110s, perhaps it should be under bombers_axis, attackers_axis and fighters_axis?
SYN_Vander Posted April 17, 2022 Author Posted April 17, 2022 (edited) On 4/13/2022 at 6:20 AM, Stonehouse said: Hi Vander not sure if it is a small typo or not but I thought the Ju88C6 was classed primarily as a heavy fighter? In the standard plane set you have it only under bombers_axis? Since it was pretty much a multirole aircraft like the 110s, perhaps it should be under bombers_axis, attackers_axis and fighters_axis? Well yeah, but if I add it to fighter class it may end up trying to intercept P-51's, which I think you will agree is silly. For night interceptors/intruders I haven't done any logic yet, maybe some day. But you are right, I forgot to add it to attackers class in the all_planeset, I have corrected that for the new version, thanks. On 4/1/2022 at 11:05 PM, 352ndOscar said: Vander, I’ve been working with the 44-45 map you made and I’ve built a bunch (20+) of “intercept”/“aircraft” missions. It seems to me that they are only being built with three locations as primary or first objective; those would be Duisburg, Düsseldorf and Bonn; and the one that is being selected is based on whether the opposing airfield is in the north, center or south of the frontline. How are these being marked - helpers? What can I do to increase the number and location of these “intercept” points. What you’ve provided is a great start and has a lot of playability which I’ll be exploting. Most of the missions I am building are fighter sweep/fighter patrol - only a very few ground attack and then those are just airfield attacks. It would be great if more airfields were populated on this map in a future version. Thanks for your support! It seems you are only doing intercepts for bombers attacking airfields -these are indeed limited. Try to choose another target type for the bomber flights: garrison, bridge, HQ etc. then there should be many more. Or just use 'random' as target. Edited April 17, 2022 by SYN_Vander 1
SYN_Vander Posted April 19, 2022 Author Posted April 19, 2022 New version released! Release Notes EMG Version 60 -Added Sopwith Triplane -Ambient AI patrols will respawn once after destruction, so missions can last longer -Increased number of vehicles in the vehicle column target -Added March-April 1945 wide front to Rhineland map (thanks 352ndOscar) -Fixed bug where ambient AI bombers would not close bomb bay doors -Replaced complex triggers with checkzones for AAA spawning in MP, optimizing performance (thanks JimTM) Get it here: https://sites.google.com/view/il2-great-battles-emg/home 5 2 2
Rigmarol Posted April 24, 2022 Posted April 24, 2022 Hi all, just flew our first couple of missions using this editor and it was great! Thank you! The last mission was frustrating in that all but one of us were shot down and there was only one of us left limping back to base when... "Mission Ends in 60 seconds". Was this part of the mission we created or something outside of the editor? We've looked and searched and can't find anything in the editor that sets a mission time limit. Is there one? Thanks again.
SYN_Vander Posted April 25, 2022 Author Posted April 25, 2022 (edited) 10 hours ago, Rigmarol said: Hi all, just flew our first couple of missions using this editor and it was great! Thank you! The last mission was frustrating in that all but one of us were shot down and there was only one of us left limping back to base when... "Mission Ends in 60 seconds". Was this part of the mission we created or something outside of the editor? We've looked and searched and can't find anything in the editor that sets a mission time limit. Is there one? Thanks again. Hi Rigmarol, This is not defined in the mission, but on the server. Was one of you hosting from a PC or from a dedicated server? It's this entry in the server config: missionEndTimeout=60 // (=60 in both) Timeout after victory conditions achieved (no round remained or all flags captured) and before mission ending Default is 60 seconds. You can also set this when you host the mission yourself, but you have to scroll down to see the option. Here it's called mission completion timeout (I guess I changed it to 300 sec): You can also enforce a maximum time on the server: tdmRoundTime=-1 // (=1800 in both) Team Deathmatch max round length in seconds, -1 - no round time limit but by default it's not limited. Edited April 25, 2022 by SYN_Vander 1
SYN_Vander Posted April 26, 2022 Author Posted April 26, 2022 New Version released! Since I added the wonderful Triplane to EMG I realized that I had to change the way aircraft are selected in EMG. Up to now there was simply one plane-set per map, but a map like Arras can span 4 years of aviation battles. So I have now added in/out service dates for every aircraft and these will be used to check if an aircraft was available. Another nice feature that was in the game for a while is the ability of ground units to spot enemy aircraft. This will then be shown on the in-game map. I never realized this also works for single player and cooperative game modes. I have made this an option, check 'Spotters' on the tab ' Situation'. Release Notes version 61 -Available aircraft are now determined based on date (and theatre). You can still override using a custom plane set -Renamed the fronts for each map to avoid confusion with date -Added "spotters" option. If turned on, AAA sites and balloons will spot enemy aircraft in range and they will be shown on the map -Added airfields Epinoy, La Brayelle en Filescamp to the Arras map -Added theatre, category and service dates to planes.json for easier maintenance and more flexibility -Fixed undamaged buildings in Arras no-mans land -Added AA machine guns in Arras no-mans land -If multiple targets per side are chosen and 'Intercept' as scenario then only the first target will be 'aircraft' -Changed name 'Objective' to 'Target'. -Maintenance area increased to 250 m around the supply tents. -Maintenance Refuel, Rearm multipliers reduced so it's not too fast Download here: https://sites.google.com/view/il2-great-battles-emg/home 3 3 1
Rigmarol Posted April 27, 2022 Posted April 27, 2022 On 4/25/2022 at 1:20 AM, SYN_Vander said: Hi Rigmarol, This is not defined in the mission, but on the server. Was one of you hosting from a PC or from a dedicated server? It's this entry in the server config: missionEndTimeout=60 // (=60 in both) Timeout after victory conditions achieved (no round remained or all flags captured) and before mission ending Default is 60 seconds. You can also set this when you host the mission yourself, but you have to scroll down to see the option. Here it's called mission completion timeout (I guess I changed it to 300 sec): You can also enforce a maximum time on the server: tdmRoundTime=-1 // (=1800 in both) Team Deathmatch max round length in seconds, -1 - no round time limit but by default it's not limited. One of us were hosting from his PC no server involved. Thank you very much for the information.
Rigmarol Posted April 27, 2022 Posted April 27, 2022 1 hour ago, Rigmarol said: One of us were hosting from his PC no server involved. Thank you very much for the information. I shared your info with the host and he figured out what he did and your info pointed him there. Thank again. 1
[N.O.G.F]_Cathal_Brugha Posted April 29, 2022 Posted April 29, 2022 On Version 61 if I have custom plane set checked I get "could not generate mission" error when I try to generate the mission.
SYN_Vander Posted April 29, 2022 Author Posted April 29, 2022 2 hours ago, [N.O.G.F]_Cathal_Brugha said: On Version 61 if I have custom plane set checked I get "could not generate mission" error when I try to generate the mission. It may depend on the custom plane set. Example: If it doesn't contain 'bomber' aircraft but you did select that scenario (or random) then the program can't pick a plane. Not sure if this is the problem. It's best to post the config and mission log here.
[N.O.G.F]_Cathal_Brugha Posted April 30, 2022 Posted April 30, 2022 What/where are the config and mission logs you need posted? I'll get them when I have a chance.
SYN_Vander Posted April 30, 2022 Author Posted April 30, 2022 11 hours ago, [N.O.G.F]_Cathal_Brugha said: What/where are the config and mission logs you need posted? I'll get them when I have a chance. Wherever you installed the EMG into. The files will be called: mission_generator.log config.ini Make sure you replicate the error first, then post these files here.
Sandmarken Posted April 30, 2022 Posted April 30, 2022 19 hours ago, [N.O.G.F]_Cathal_Brugha said: On Version 61 if I have custom plane set checked I get "could not generate mission" error when I try to generate the mission. I got the same error. ?
SYN_Vander Posted April 30, 2022 Author Posted April 30, 2022 23 minutes ago, Sandmarken said: I got the same error. ? Yeah, I think it's a bug. I just tested with the full plane list and I have a bug. I'll fix this asap 2 minutes ago, SYN_Vander said: Yeah, I think it's a bug. I just tested with the full plane list and I have a bug. I'll fix this asap Found it. A stupid typo in the code. I'll upload a new version soon.
SYN_Vander Posted April 30, 2022 Author Posted April 30, 2022 (edited) I have released a new version: Release Notes EMG Version 61.1 -Fixed bug where mission could not be generated when using a custom plane set Download here: https://sites.google.com/view/il2-great-battles-emg/home Edited April 30, 2022 by SYN_Vander 1 3
co199 Posted May 6, 2022 Posted May 6, 2022 May I please make a couple feature requests? 1. Is it possible to have an armored column target option? Like the "vehicles" option, but with armored vehicles? 2. Can we get an option for the single-player side to set the opposition to "none"? Sometimes I don't want enemy contact (especially playing an attacker role), and I achieve that by setting ambient aircraft to 0 and opposing side to either attack or transport. Thank you for your consideration! 1
Mtnbiker1998 Posted May 10, 2022 Posted May 10, 2022 Been doing lots of PWCG and scripted campaigns lately, but tried out the EMG for the first time in a few months, really awesome work you've been doing with the new features!! Love the new Aircraft selection by date, lots of possibilities for fun missions there, I'm sure that will be great for the Channel map once its out. Keep up the great work! 1 1
SYN_Vander Posted May 13, 2022 Author Posted May 13, 2022 On 5/6/2022 at 10:14 PM, co199 said: May I please make a couple feature requests? 1. Is it possible to have an armored column target option? Like the "vehicles" option, but with armored vehicles? 2. Can we get an option for the single-player side to set the opposition to "none"? Sometimes I don't want enemy contact (especially playing an attacker role), and I achieve that by setting ambient aircraft to 0 and opposing side to either attack or transport. Thank you for your consideration! Thanks for your feedback! About 1) Tanks instead of vehicles should be an easy addition. I'll look into it. About 2) Is the current solution not working good enough? So in essence you would like to have the option to have 0 aircraft in blue flight as well for the enemy? On 5/10/2022 at 6:23 AM, Mtnbiker1998 said: Been doing lots of PWCG and scripted campaigns lately, but tried out the EMG for the first time in a few months, really awesome work you've been doing with the new features!! Love the new Aircraft selection by date, lots of possibilities for fun missions there, I'm sure that will be great for the Channel map once its out. Keep up the great work! Thanks! Yes, I'm looking forward to the Normandy/Channel map!
co199 Posted May 13, 2022 Posted May 13, 2022 17 minutes ago, SYN_Vander said: Thanks for your feedback! About 1) Tanks instead of vehicles should be an easy addition. I'll look into it. About 2) Is the current solution not working good enough? So in essence you would like to have the option to have 0 aircraft in blue flight as well for the enemy? The way I was thinking about it, if you were playing blue leader you could set all red options to 0 (right now you have to have at least 1 in the opposing flight, e.g. 1 in red if you're blue, 1 in blue if you're red). The solution I have works and is useful, but it'd be neat to just have the option to set all opposition to 0. Totally understand if there's some underlying mission generation thing that requires the non-player-faction to have at least 1 plane, though.
352ndOscar Posted May 13, 2022 Posted May 13, 2022 4 hours ago, co199 said: The way I was thinking about it, if you were playing blue leader you could set all red options to 0 (right now you have to have at least 1 in the opposing flight, e.g. 1 in red if you're blue, 1 in blue if you're red). The solution I have works and is useful, but it'd be neat to just have the option to set all opposition to 0. Totally understand if there's some underlying mission generation thing that requires the non-player-faction to have at least 1 plane, though. You mean Red & Blue (Allied & Axis) - not - Red & Blue Flights - right?
co199 Posted May 14, 2022 Posted May 14, 2022 11 hours ago, 352ndOscar said: You mean Red & Blue (Allied & Axis) - not - Red & Blue Flights - right? Affirm, Allies & Axis.
busdriver Posted May 14, 2022 Posted May 14, 2022 (edited) @SYN_Vander From the DD #317 thread… “You can already configure cloud coverage. Perhaps I should add an option for cloud height... And you can set the flight size yourself, so two is no problem” Yes, it’s the cloud height that I was asking about. Typically if the lowest broken to overcast layer was higher than ~1000 meters then Day Rangers were abandoned. Edited May 14, 2022 by busdriver
BBAS_Tiki_Joe Posted May 17, 2022 Posted May 17, 2022 Hi, first off love your mission generator. The squad and I use it weekly! Was wondering if it would ever be possible to have the ability to have it where axis can fight against axis planes, or allied against allied planes. The reason I ask is we have some Japanese skins for some allied planes and we are trying to generate some fake pacific missions with where P40's would fight MC.202's as fake zeros, with painted on Japanese skins if you catch what I mean. Not a huge priority, just a wish list type think. Best regards!
co199 Posted May 17, 2022 Posted May 17, 2022 34 minutes ago, BBAS_Tiki_Joe said: Hi, first off love your mission generator. The squad and I use it weekly! Was wondering if it would ever be possible to have the ability to have it where axis can fight against axis planes, or allied against allied planes. The reason I ask is we have some Japanese skins for some allied planes and we are trying to generate some fake pacific missions with where P40's would fight MC.202's as fake zeros, with painted on Japanese skins if you catch what I mean. Not a huge priority, just a wish list type think. Best regards! Pretty sure you can already do this with custom plane sets - just assign the type to each side and check the box that says "custom plane set" on the scenario tab.
SYN_Vander Posted May 17, 2022 Author Posted May 17, 2022 (edited) 6 hours ago, BBAS_Tiki_Joe said: Hi, first off love your mission generator. The squad and I use it weekly! Was wondering if it would ever be possible to have the ability to have it where axis can fight against axis planes, or allied against allied planes. The reason I ask is we have some Japanese skins for some allied planes and we are trying to generate some fake pacific missions with where P40's would fight MC.202's as fake zeros, with painted on Japanese skins if you catch what I mean. Not a huge priority, just a wish list type think. Best regards! Hi Joe, Yes, this is already possible by creating your own custom plane set. Here is the help page for EMG: https://sites.google.com/view/il2-great-battles-emg/tips-tricks If you scroll down on that page you will find instructions. Also in the second video, from 02.00 onwards it is explained, but this is from an older version of EMG. The instructions on the web page have been updated for the latest version. Edited May 17, 2022 by SYN_Vander
BBAS_Tiki_Joe Posted May 17, 2022 Posted May 17, 2022 (edited) 7 hours ago, SYN_Vander said: Hi Joe, Yes, this is already possible by creating your own custom plane set. Here is the help page for EMG: https://sites.google.com/view/il2-great-battles-emg/tips-tricks If you scroll down on that page you will find instructions. Also in the second video, from 02.00 onwards it is explained, but this is from an older version of EMG. The instructions on the web page have been updated for the latest version. Thanks! I guess I just had the wrong mission type selected using the custom plan set and thats why I did not see that it allowed me to select the planes. Best regards & keep up the great work. EMG is a must for us, absolutely love it! Edited May 17, 2022 by BBAS_Tiki_Joe
eddyflight Posted May 21, 2022 Posted May 21, 2022 I don't know if this is already known, but there is no wind in bombing missions. Using version 61. Nice application btw !
SYN_Vander Posted May 21, 2022 Author Posted May 21, 2022 3 hours ago, eddyflight said: I don't know if this is already known, but there is no wind in bombing missions. Using version 61. Nice application btw ! Can you elaborate please? I checked missions with bomber scenarios and they had wind:
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