SYN_Vander Posted August 8, 2022 Author Posted August 8, 2022 2 hours ago, =FI=Genosse said: Hi, Vander! To make a long story short: how many airfiled buidings are needed to be destroyed in a COOP mission in order to achive 'Objective completed''? And in addition to my question: what about hitting and destroying a mixture of parked aircraft and building on an airfield? Doeii! Gen From my head there will be at least 10 'hit points' per airfield target, so you need to destroy something 10x. Some buildings have several sub sections, some only a few then you need to destroy more buildings overall. But it depends on difficulty setting: -high: 10 -Normal: 67% so 7 -Easy: 34% so 3 (or 4, not sure how it rounds) Yes, good idea to also count static aircraft. But I need to update all airfields for all map templates with suitable static aircraft. A lot of work that I don't have time for right now.
=FI=Genosse Posted August 8, 2022 Posted August 8, 2022 3 hours ago, SYN_Vander said: Yes, good idea to also count static aircraft. But I need to update all airfields for all map templates with suitable static aircraft. A lot of work that I don't have time for right now. That'd be great but no pressure here, mate! Whenever you have some spare time and patience left to do so ... Gen
sonicviz Posted August 10, 2022 Posted August 10, 2022 Hi, Great tool, I like that you can set high altitude missions. How do you open an existing mission to edit it again though?
Sandmarken Posted August 11, 2022 Posted August 11, 2022 (edited) On 8/4/2022 at 5:22 PM, SYN_Vander said: Not much I can do about that. It's a bug that has to be fixed by the devs for the B-26 (also DH-4 if I remember correctly). They waypoint priority in the mission is 'medium' and they should keep flying in formation. EDIT: Tried both with bombing and attack scenarios for the B-26, but I can't reproduce this? Is this single player or coop? Hey, did some testing. This issue only appears at very high altitude. At 4500m they stay in formation. I think maybe what is happening at high altitude around 8-9000m is the planes actually tries to loose altitude before their bombrun ? Edited August 11, 2022 by Sandmarken
=FI=Genosse Posted August 12, 2022 Posted August 12, 2022 Hi, Vander! Me again. I created a COOP mission with folowing settings: While testing this mission I experienced that some of the aircraft on the runway start to spin around their axis before their takeoffs. So I checked the EMG's settings again but I couldn't see what I did wrong. I continued testing this mission several times and all I can say is that this 'spinning' happened either on the Axis or the Allied side. Can you help me out with it? Gen FIS Rhineland 1944 Market Garden.zip
SYN_Vander Posted August 12, 2022 Author Posted August 12, 2022 (edited) 2 hours ago, =FI=Genosse said: Hi, Vander! Me again. I created a COOP mission with folowing settings: While testing this mission I experienced that some of the aircraft on the runway start to spin around their axis before their takeoffs. So I checked the EMG's settings again but I couldn't see what I did wrong. I continued testing this mission several times and all I can say is that this 'spinning' happened either on the Axis or the Allied side. Can you help me out with it? Gen FIS Rhineland 1944 Market Garden.zip 572.6 kB · 0 downloads Thanks, I don't think you did anything wrong . Be aware that in the Beta forums we have a discussion about this 'feature'. I think it's a bug in the game at the moment, but I'll check this mission out anyway. One possible cause could be that the wind speed is too high. In the next version of EMG I will dumb down wind speed at ground level. In the mission you posted all aircraft start in the air, so I don't think it's one you have a problem with? Edited August 12, 2022 by SYN_Vander
=FI=Genosse Posted August 12, 2022 Posted August 12, 2022 (edited) 9 hours ago, SYN_Vander said: In the mission you posted all aircraft start in the air, so I don't think it's one you have a problem with? GAH! Now this is kinda embarrassing ... These are the right files ... FIS Rhineland 1944 Market Garden.zip Edited August 12, 2022 by =FI=Genosse
SYN_Vander Posted August 12, 2022 Author Posted August 12, 2022 Well, this is new for me. And it certainly never happened before... I'll make a bug report for it.
SYN_Vander Posted September 7, 2022 Author Posted September 7, 2022 And with the long anticipated release of the Normandy map we also have a new update of the EMG: Version 66 -Added two new maps: 'The Channel' and 'Normandy', both based on the Battle of Normandy map. Both have 1 front each (for now) -Removed the 'Channel' map based on Kuban map. -Transport scenario changed and now available for every map. Resupply is now only target which is simply a cargo flight to one of the other airfield. When C-47 is released I will add a paradrop target as well. -Removed rescue objective from transport scenario. Doesn't work anymore since terrain behaviour has changed last year. -Improved random waypoint selection for AI patrols. More spread out. -Added auto generation of barrage balloons for certain targets - only for WW2_West theatre -Added 'default' option for selected country. This will set country based on default value for chosen airfield and theatre (dogfight mode) -Ambient AI aircraft is now always even number, so each side has same amount -The chance of randomly picking a plane type (both player or AI) not yet in "full service" is reduced. Based on mission date. -Reset durability values to latest official values. -Set default skins to use the new blank paint schemes -Added condition that additional objectives should not be too close to each other. -Mod filter based on date will be applied to spawnable aircraft in dogfight mode. Only applied if Mods are locked on server -Bug fix: Bol.Rossoshka removed from Kalach front, it's on the Russian side. -Bug fix: In Dogfight mode incorrect airfield type was used when "start on runway" was selected. As always download here: https://sites.google.com/view/il2-great-battles-emg/home 6 8
SYN_Vander Posted September 7, 2022 Author Posted September 7, 2022 (edited) If you haven't bought Battle of Normandy yet (shame on you!) go try it out now by joining us on the new Syndicate server, powered by EMG: Edited September 8, 2022 by SYN_Vander 3 1
kraut1 Posted September 8, 2022 Posted September 8, 2022 11 hours ago, SYN_Vander said: And with the long anticipated release of the Normandy map we also have a new update of the EMG: Version 66 -Added two new maps: 'The Channel' and 'Normandy', both based on the Battle of Normandy map. Both have 1 front each (for now) Wonderful! Thanks very much for Channel and Normandy!
kraut1 Posted September 8, 2022 Posted September 8, 2022 I just flew my first mission, worked great. I think Dieppe Airfield should be checked. It was shown on the map of EMG north of Dünkirchen. I have deaktivated it in maps.json. But first impression is very good.
Mtnbiker1998 Posted September 10, 2022 Posted September 10, 2022 Has the option to delete destroyed aircraft been enabled in coop missions recently? Was flying a mission tonight and had our kills disappearing out of the sky. Is it possible this could be an option in the generator? Or is it pretty hard coded into the generation? I don't remember it being enabled previously, but its been awhile since I did a coop.
SYN_Vander Posted September 10, 2022 Author Posted September 10, 2022 3 hours ago, Mtnbiker1998 said: Has the option to delete destroyed aircraft been enabled in coop missions recently? Was flying a mission tonight and had our kills disappearing out of the sky. Is it possible this could be an option in the generator? Or is it pretty hard coded into the generation? I don't remember it being enabled previously, but its been awhile since I did a coop. May be related to some changes I did for ‘dogfight’ mode. We’re you attacking a group of enemy bombers or attackers? On 9/8/2022 at 8:27 PM, kraut1 said: I just flew my first mission, worked great. I think Dieppe Airfield should be checked. It was shown on the map of EMG north of Dünkirchen. I have deaktivated it in maps.json. But first impression is very good. That’s very strange. I’ll have a look. You sure it wasn’t some GUI problem? Using the scroll bars?
kraut1 Posted September 10, 2022 Posted September 10, 2022 29 minutes ago, SYN_Vander said: May be related to some changes I did for ‘dogfight’ mode. We’re you attacking a group of enemy bombers or attackers? That’s very strange. I’ll have a look. You sure it wasn’t some GUI problem? Using the scroll bars? Hi Vander, Sorry, I was wrong!!! Everything works fine!!! I had scrolled not far enough to east so I did not see the complete label Dunkerque. For testing and because my computer is not so powerful I will try these settings with reduced buildings and my "Radar" Subtitles" group in the "Static" group of the template: https://forum.il2sturmovik.com/topic/80199-updated-radar-normandy-v01-for-emg-channel-for-german-missions-for-offline-missions/ Again thanks very much for your great EMG! 1
SYN_Vander Posted September 10, 2022 Author Posted September 10, 2022 9 minutes ago, kraut1 said: Hi Vander, Sorry, I was wrong!!! Everything works fine!!! I had scrolled not far enough to east so I did not see the complete label Dunkerque. For testing and because my computer is not so powerful I will try these settings with reduced buildings and my "Radar" Subtitles" group in the "Static" group of the template: https://forum.il2sturmovik.com/topic/80199-updated-radar-normandy-v01-for-emg-channel-for-german-missions-for-offline-missions/ Again thanks very much for your great EMG! Btw, for next version I have replaced all complex triggers with checkzone in the Radar group for performance. 1
kraut1 Posted September 10, 2022 Posted September 10, 2022 25 minutes ago, SYN_Vander said: Btw, for next version I have replaced all complex triggers with checkzone in the Radar group for performance. Very interesting! My primitive Radar plane locations via subtitle have in the Channel version ca. 500 checkzones and my Moscow map Radar has 700 checkzones. When flying in the last weeks with EMG and my test Moscow Rzhev frontline I used this Radar sometimes and sometimes not and the impact seemed to me not so extreme (and my computer is always at the limit / fps just only acceptable). Maybe it depends on in which way the checkzones are used.
Mtnbiker1998 Posted September 10, 2022 Posted September 10, 2022 7 hours ago, SYN_Vander said: May be related to some changes I did for ‘dogfight’ mode. We’re you attacking a group of enemy bombers or attackers? That’s very strange. I’ll have a look. You sure it wasn’t some GUI problem? Using the scroll bars? We were escorting bombers in coop mode.
SYN_Vander Posted September 10, 2022 Author Posted September 10, 2022 40 minutes ago, Mtnbiker1998 said: We were escorting bombers in coop mode. Aircraft disappear after the pilot is killed. I don't think I can change that? It is however now easier to kill a pilot with the recent update.
Habu Posted September 10, 2022 Posted September 10, 2022 9 minutes ago, SYN_Vander said: Aircraft disappear after the pilot is killed. I don't think I can change that? It is however now easier to kill a pilot with the recent update. You can't, it's hard code. I would like that this option change in the way that plane disappear after having touching the ground.
SYN_Vander Posted September 10, 2022 Author Posted September 10, 2022 1 hour ago, Habu said: You can't, it's hard code. I would like that this option change in the way that plane disappear after having touching the ground. Agreed. I wonder what the perceived performance bonus is by deleting so early.
CorvusX Posted September 10, 2022 Posted September 10, 2022 (edited) 2 hours ago, SYN_Vander said: Aircraft disappear after the pilot is killed. I don't think I can change that? It is however now easier to kill a pilot with the recent update. 2 hours ago, Habu said: You can't, it's hard code. I would like that this option change in the way that plane disappear after having touching the ground. You can change it. Since 4.008 it works : 9. The option to leave a destroyed object in the game now works for aircraft (uncheck the “Delete after death” checkbox in mission editor); The pilot disappears but the plane stays in the game. Just tested it in a coop mission (use the tank (Pz IV) and kill the pilots with the MG, the planes on the left will stay in game the planes on the right disappear. Sure an option with a timer or to let it disappear after hitting the ground would be better, specially for multiplayer. RFC.zip Edited September 10, 2022 by CorvusX
SYN_Vander Posted September 10, 2022 Author Posted September 10, 2022 (edited) 6 minutes ago, CorvusX said: You can change it. Since 4.008 it works : 9. The option to leave a destroyed object in the game now works for aircraft (uncheck the “Delete after death” checkbox in mission editor); The pilot disappears but the plane stays in the game. Just tested it in a coop mission (use the tank (Pz IV) and kill the pilots with the MG, the planes on the left will stay in game the planes on the right disappear. RFC.zip 55.5 kB · 0 downloads Thanks CorvusX and Mtnbiker1998 ! I have checked the templates and indeed not for all flights was the setting turned off. Next version it will be. Edited September 10, 2022 by SYN_Vander
Habu Posted September 10, 2022 Posted September 10, 2022 26 minutes ago, CorvusX said: You can change it. Since 4.008 it works : 9. The option to leave a destroyed object in the game now works for aircraft (uncheck the “Delete after death” checkbox in mission editor); The pilot disappears but the plane stays in the game. Just tested it in a coop mission (use the tank (Pz IV) and kill the pilots with the MG, the planes on the left will stay in game the planes on the right disappear. Sure an option with a timer or to let it disappear after hitting the ground would be better, specially for multiplayer. It's good to know that it works for airplane.
Mtnbiker1998 Posted September 10, 2022 Posted September 10, 2022 5 hours ago, SYN_Vander said: Thanks CorvusX and Mtnbiker1998 ! I have checked the templates and indeed not for all flights was the setting turned off. Next version it will be. Looking forward to it! That plus whatever else you have cooked up for the next version I'm sure you have plenty on deck for new missions and fronts on the new map!
SYN_Vander Posted September 12, 2022 Author Posted September 12, 2022 (edited) On 9/10/2022 at 9:18 AM, kraut1 said: Hi Vander, Sorry, I was wrong!!! Everything works fine!!! I had scrolled not far enough to east so I did not see the complete label Dunkerque. For testing and because my computer is not so powerful I will try these settings with reduced buildings and my "Radar" Subtitles" group in the "Static" group of the template: https://forum.il2sturmovik.com/topic/80199-updated-radar-normandy-v01-for-emg-channel-for-german-missions-for-offline-missions/ Again thanks very much for your great EMG! Actually, you were right. EMG couldn't cope with two airfields with same name for different maps (Channel map en Normandy map). I will fix this or just remove Dieppe airfield from the Normandy map . However, it's just a presentation problem. Edited September 12, 2022 by SYN_Vander 1
Stonehouse Posted September 14, 2022 Posted September 14, 2022 (edited) I've been playing around with the dogfight server aspect of EMG lately, creating 1942 channel PvE missions for a dedicated server and have few questions. If I pick random for the mission for the enemy, does it pick a single mission type from the list for that instance of mission generation? Does the mission type repeat? So, if the randomly chosen mission type was bombing for instance and say I ran the server for 4-5 hrs would more than one bombing raid be generated? or is it a single raid and then the only enemy activity is ambient AI? The mission seems to spawn fighters in certain situations to defend objectives, so I presume there are triggers on these. Is there a limit to these defenders? Do the enemy ambient AI respawn eventually after being destroyed keeping the population as configured in EMG? Is there any way that you could get a series of different mission types within the one instance of mission generation? For example, at mission/server start randomly trigger an enemy mission type from the list, after the mission is regarded as complete (perhaps all planes landed or destroyed) or perhaps after a timer expires if that is easier, trigger another randomly chosen enemy mission type from the list and so on so there is a constant flow of PvE activity. It really is a great tool and thank you again Vander. Edited September 14, 2022 by Stonehouse
SYN_Vander Posted September 14, 2022 Author Posted September 14, 2022 (edited) 3 hours ago, Stonehouse said: I've been playing around with the dogfight server aspect of EMG lately, creating 1942 channel PvE missions for a dedicated server and have few questions. If I pick random for the mission for the enemy, does it pick a single mission type from the list for that instance of mission generation? Does the mission type repeat? So, if the randomly chosen mission type was bombing for instance and say I ran the server for 4-5 hrs would more than one bombing raid be generated? or is it a single raid and then the only enemy activity is ambient AI? The mission seems to spawn fighters in certain situations to defend objectives, so I presume there are triggers on these. Is there a limit to these defenders? Do the enemy ambient AI respawn eventually after being destroyed keeping the population as configured in EMG? Is there any way that you could get a series of different mission types within the one instance of mission generation? For example, at mission/server start randomly trigger an enemy mission type from the list, after the mission is regarded as complete (perhaps all planes landed or destroyed) or perhaps after a timer expires if that is easier, trigger another randomly chosen enemy mission type from the list and so on so there is a constant flow of PvE activity. It really is a great tool and thank you again Vander. Okay, so I have been working a lot on features for the dogfight/deathmatch mode and it may not all be very clear in the EMG gui: - By default, in dogfight game mode AI aircraft (if any) will be generated and they will fly random 'patrols'. There are backups, so if a patrol is destroyed a new one will be activated (once) - However I also created an option to spawn AI bombers/Attackers that fly to a target and attack it. This option is not available in the GUI, but you can turn it on in the config.ini by setting: ai_bombers = True. - In the released version of EMG this AI bombers logic is not so great, I think it only attacks one target. The size of the group depends on the total amount of AI; it will first try to fill the AI bomber groups then add more patrol groups if the requested AI number is high enough. -In the next version the AI bombers will attack all targets in sequence, however since it's really a burden on Dserver performance there will always be only one side attacking, so only one AI bomber flight active. About multiple missions types in one 'session': Not possible at the moment. Sure, you could use subtitles and activate new icons etc to announce a new target, but I think it will be rather complex and difficult to understand for the player. Better just start a new mission. You can generate several missions in advance and add them to the rotation. Although it would be nice. Let's hope the air marshal feature will eventually be released; you can then define a 'mission' from within the game. Edited September 14, 2022 by SYN_Vander 1
GenMarkof007 Posted September 14, 2022 Posted September 14, 2022 S! @SYN_Vander I tried the last version of the mission creator for tanks... After getting my 5 AI tanks in a convoy formation... the first AI tank was not able to cross the bridge and drop on the side of that bridge... that halted all the AI tanks! Even after moving on the other side of the bridge to reach the first enemy tanks, my squadron tanks never crossed that first bridge. Is it a problem in game or more a problem with AI tanks? Cheers, GenMarkof
SYN_Vander Posted September 14, 2022 Author Posted September 14, 2022 52 minutes ago, GenMarkof007 said: S! @SYN_Vander I tried the last version of the mission creator for tanks... After getting my 5 AI tanks in a convoy formation... the first AI tank was not able to cross the bridge and drop on the side of that bridge... that halted all the AI tanks! Even after moving on the other side of the bridge to reach the first enemy tanks, my squadron tanks never crossed that first bridge. Is it a problem in game or more a problem with AI tanks? Cheers, GenMarkof The real problem is that the tanks (vehicle AI in general) are not able to do path-finding, that is determine how to drive off road from A to B whilst avoiding cliffs, rivers etc. So I use a template with waypoints to guide them. It might be that I have to tweak the template. Can you give a location where it happens?
GenMarkof007 Posted September 14, 2022 Posted September 14, 2022 S! @SYN_Vander It's on the Prokhorovka map It's in the sector 0307 tac 1 (at the bridge) It's way point WP7 and between WP8 that is after the bridge. Just before the town Mikhaylovka I have the mission in a ZIP, if this can help! Cheers, GenMarkof SYN_Generated.zip 1
SYN_Vander Posted September 14, 2022 Author Posted September 14, 2022 Apart from waypoint 3 (I have fixed this now in the template) I don't see anything wrong. I tested the waypoints with only one tank and it had no problems crossing the bridge. I guess it's related to how well the AI stay in formation? I have moved the waypoints a bit further away from the bridge. Perhaps this helps? Here is the adjusted mission: SYN_Generated.zip And here is the adjusted template: template.zip 1
percydanvers Posted September 14, 2022 Posted September 14, 2022 Just wanted to say I am really loving the new "port" target! I've always dreamed of doing a mission like this in IL-2!
savagebeest Posted September 14, 2022 Posted September 14, 2022 Hi pilots, what does it mean when I click on "create mission" and it stays generating forever? I'm running the latest version.
Stonehouse Posted September 15, 2022 Posted September 15, 2022 (edited) 10 hours ago, SYN_Vander said: Okay, so I have been working a lot on features for the dogfight/deathmatch mode and it may not all be very clear in the EMG gui: - By default, in dogfight game mode AI aircraft (if any) will be generated and they will fly random 'patrols'. There are backups, so if a patrol is destroyed a new one will be activated (once) . . Sorry @SYN_Vander - understand your other comments but my brain finally caught up with the "once" part of the comment above. Is that something that could be looped so you get a constant respawning of destroyed patrols? or too hard? Just thinking of a dedicated server scenario, particularly in PvE, it would be a great if there was a constant replenishment of enemy patrols rather than having to start a fresh mission. I suppose also - if it is not possible to replenish enemy aircraft constantly - is it possible to end the mission with a player victory if all enemy aircraft are destroyed? Just that way it triggers the mission rotation instead of players flying about with zero opposition for hours Edited September 15, 2022 by Stonehouse
jokerBR Posted September 15, 2022 Posted September 15, 2022 2 hours ago, savagebeest said: Hi pilots, what does it mean when I click on "create mission" and it stays generating forever? I'm running the latest version. Same here... the process goes to 0% cpu usage and stays there doing nothing, while the button is still blue "generating..."
SYN_Vander Posted September 15, 2022 Author Posted September 15, 2022 (edited) 3 hours ago, jokerBR said: Same here... the process goes to 0% cpu usage and stays there doing nothing, while the button is still blue "generating..." It means it encounters a problem somewhere. Please share the mission config here. I did find and fixed some problems already like when you select “Lead last” position in a sp mission Edited September 15, 2022 by SYN_Vander
savagebeest Posted September 15, 2022 Posted September 15, 2022 heres some screenshots of my settings i hope this is what you meant by config. i apologize in advance. my images are exceeding 5mb so ill have to send them individually. next screenshot next screenshot
kraut1 Posted September 15, 2022 Posted September 15, 2022 14 hours ago, savagebeest said: Hi pilots, what does it mean when I click on "create mission" and it stays generating forever? I'm running the latest version. Hi, in some situations EMG is not able to create a mission with your settings (mission type, target type,...) and generating stays forever. What I do: -Quit EMG -Start EMG -make some small variations to your settings e.g.: maybe you defined a special target type like garrison that could be not available. You could try at first to choose target random to see if this was the reason. Or maybe you wanted a near target distance and as an alternative you could choose random. But these are only examples. But in general it takes not much time to solve this problem. 1
savagebeest Posted September 15, 2022 Posted September 15, 2022 6 minutes ago, kraut1 said: Hi, in some situations EMG is not able to create a mission with your settings (mission type, target type,...) and generating stays forever. What I do: -Quit EMG -Start EMG -make some small variations to your settings e.g.: maybe you defined a special target type like garrison that could be not available. You could try at first to choose target random to see if this was the reason. Or maybe you wanted a near target distance and as an alternative you could choose random. But these are only examples. But in general it takes not much time to solve this problem. Thank you. I will play with it now. So apparently "lead last" wont allow me to generate the mission. I selected "lead#2" and it worked. 1
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