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IL2 Great Battles Easy Mission Generator


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Posted
1 hour ago, savagebeest said:

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. 

 

Thanks. I think it's the "Lead Last" bug. I have fixed this already for new version.

  • Thanks 1
Posted

Lead 2 is fun also. I dislike always being the lead of a squad lol thank you for such a great much needed tool. Brings life to the game. 

  • 2 weeks later...
Posted

Great utility.  Thank you!

 

Seems that in multiplayer (as opposed to coop), I cannot access tactical codes (was flying a P-51B).  I can click on the 3 boxes, and they are highlighted in green when I select each, but the window with numbers, letters and colors does not open.

 

Is just how multiplayer works?  Or a bug in the EMG?  Or a server setting (though I can confirm that skins are not locked).

 

Thanks!

Posted
1 hour ago, StG77Jeevesovich said:

Great utility.  Thank you!

 

Seems that in multiplayer (as opposed to coop), I cannot access tactical codes (was flying a P-51B).  I can click on the 3 boxes, and they are highlighted in green when I select each, but the window with numbers, letters and colors does not open.

 

Is just how multiplayer works?  Or a bug in the EMG?  Or a server setting (though I can confirm that skins are not locked).

 

Thanks!


It’s because the names of the default blank skins have changed with the latest update. In the next version it should be fixed.

  • Thanks 1
Posted

Hi Vander,

 

Seem to have a strange issue with the generator making no enemy flights - all flights are created normally, but everyone is blue if I turn the labels on and no one attacks each other - I was flying as the soviets - its generating enemy 109's but they are friendly! (see screenshot)

 

Are you aware of this as an issue or did I do something wrong? - I was flying Stalingrad, the Volga front.  I tried creating a new mission in case it was a one off but the same thing happened.

 

Attached the mission files if you need to look at them.

 

Thanks

 

 

Capture.JPG

Missions.zip

Posted (edited)
27 minutes ago, ross607 said:

Hi Vander,

 

Seem to have a strange issue with the generator making no enemy flights - all flights are created normally, but everyone is blue if I turn the labels on and no one attacks each other - I was flying as the soviets - its generating enemy 109's but they are friendly! (see screenshot)

 

Are you aware of this as an issue or did I do something wrong? - I was flying Stalingrad, the Volga front.  I tried creating a new mission in case it was a one off but the same thing happened.

 

Attached the mission files if you need to look at them.

 

Thanks

 

 

Capture.JPG

Missions.zip 327.71 kB · 0 downloads

 

Funny you ask. I just became aware of this issue yesterday. It is a bug in how EMG determines 'default' country based on the airfield chosen. I have fixed this for the next version, but for now I suggest to ignore the 'default' setting for country and set it manually yourself.

The problem will occur on maps where airfields are sometimes used for allies and sometimes for axis, depending on the front.

Edited by SYN_Vander
  • Thanks 1
Posted

Easy workaround until the new version comes, thats great Vander, thanks. 

AKA_PumpkiCraterman1
Posted

Wow!  Just downloaded the latest version and it ROCKS!!!  I think the developers improved the AI some, and the generator put the flak in better positions and I was sweatin! 

  • Thanks 1
Posted (edited)

 

I have an odd issue with the latest version - the missions are created in the correct place but the game does not "see" them:

 

image.thumb.jpeg.ea898e58f68da66322c9d95b8a10559d.jpeg

I also have no idea where the 'tankcrew' folder is as that is not in the co-op folder, nor can it be found anywhere in my game installation.

 

Edit:  All missions have been created as co-ops and not dogfights or single missions.

 

Edit 2:  Both test missions made with the Normandy map.  I just made one with the Channel map and the game sees it.

 

Any ideas?

 

von Tom

 

Edited by von_Tom
Posted
59 minutes ago, von_Tom said:

 

I have an odd issue with the latest version - the missions are created in the correct place but the game does not "see" them:

 

image.thumb.jpeg.ea898e58f68da66322c9d95b8a10559d.jpeg

I also have no idea where the 'tankcrew' folder is as that is not in the co-op folder, nor can it be found anywhere in my game installation.

 

Edit:  All missions have been created as co-ops and not dogfights or single missions.

 

Edit 2:  Both test missions made with the Normandy map.  I just made one with the Channel map and the game sees it.

 

Any ideas?

 

von Tom

 

 

I can only think of one way this can happen and that is that you set the path to the mission folder by hand and then generated a Dogfight or Single mission?

 

Can you post the confi.ini file here?

 

 

 

Posted
1 hour ago, SYN_Vander said:

 

Can you post the confi.ini file here?

 

 

This is the last one, which worked:

 

[DEFAULT]
il2_path = E:\1C Game Studios\IL-2 Sturmovik Great Battles
template_path = .\template\
mission_name = BoN test 5
mission_folder = 
config_name = 
create_msbin = 1
no_mission = 0

[MISSION]
map = The Channel
date_day = 10
date_month = 05
date_year = 1943
period = A
mission_time = dusk
mission_wind = light
mission_cloud = thunderclouds
mission_haze = False
mission_rain = False
game_type = cooperative
flight_plan = True
spotters = False
objectives_amount = 2
objectives_difficulty = normal
side = allied
player_slot = Lead #1
historical = True
enemy_objective_visible = False
ai_planes_count = 24
ai_density = several
ai_activity = neutral
ai_bombers = False
fw_respawn = False
scenario_allied = attack
scenario_axis = random
country_allied = default
country_axis = default
target_allied = rail yard
target_distance_allied = distant
target_axis = random
target_distance_axis = random
lead_plane_type_allied = Mosquito FB Mk.VI
lead_loadout_allied = default
lead_plane_skill_allied = random
lead_skin_allied = default
lead_plane_count_allied = 6
lead_plane_type_axis = any
lead_loadout_axis = default
lead_plane_skill_axis = random
lead_skin_axis = default
lead_plane_count_axis = random
escort_plane_type_allied = Spitfire Mk.IXE
escort_plane_skill_allied = random
escort_skin_allied = default
escort_plane_count_allied = 4
escort_plane_type_axis = any
escort_plane_skill_axis = random
escort_skin_axis = default
escort_plane_count_axis = random
start_location_allied = Hawkinge
start_location_axis = Saint-Omer
plane_start_allied = on the ramp
plane_altitude_allied = 3000
plane_start_axis = random
plane_altitude_axis = random
gunners_allied = random
gunners_axis = random
tookoff_allied = False
tookoff_axis = False

 

The only difference to the mission paremeters was that the Normandy map was used.  The mission int he conf/ini above does show up in-game.

 

von Tom

Posted
3 hours ago, von_Tom said:

 

This is the last one, which worked:

 

[DEFAULT]
il2_path = E:\1C Game Studios\IL-2 Sturmovik Great Battles
template_path = .\template\
mission_name = BoN test 5
mission_folder = 
config_name = 
create_msbin = 1
no_mission = 0

[MISSION]
map = The Channel
date_day = 10
date_month = 05
date_year = 1943
period = A
mission_time = dusk
mission_wind = light
mission_cloud = thunderclouds
mission_haze = False
mission_rain = False
game_type = cooperative
flight_plan = True
spotters = False
objectives_amount = 2
objectives_difficulty = normal
side = allied
player_slot = Lead #1
historical = True
enemy_objective_visible = False
ai_planes_count = 24
ai_density = several
ai_activity = neutral
ai_bombers = False
fw_respawn = False
scenario_allied = attack
scenario_axis = random
country_allied = default
country_axis = default
target_allied = rail yard
target_distance_allied = distant
target_axis = random
target_distance_axis = random
lead_plane_type_allied = Mosquito FB Mk.VI
lead_loadout_allied = default
lead_plane_skill_allied = random
lead_skin_allied = default
lead_plane_count_allied = 6
lead_plane_type_axis = any
lead_loadout_axis = default
lead_plane_skill_axis = random
lead_skin_axis = default
lead_plane_count_axis = random
escort_plane_type_allied = Spitfire Mk.IXE
escort_plane_skill_allied = random
escort_skin_allied = default
escort_plane_count_allied = 4
escort_plane_type_axis = any
escort_plane_skill_axis = random
escort_skin_axis = default
escort_plane_count_axis = random
start_location_allied = Hawkinge
start_location_axis = Saint-Omer
plane_start_allied = on the ramp
plane_altitude_allied = 3000
plane_start_axis = random
plane_altitude_axis = random
gunners_allied = random
gunners_axis = random
tookoff_allied = False
tookoff_axis = False

 

The only difference to the mission paremeters was that the Normandy map was used.  The mission int he conf/ini above does show up in-game.

 

von Tom

 

LOL, I would need the one that didn't work. Can you recreate it?

Posted
3 hours ago, SYN_Vander said:

 

LOL, I would need the one that didn't work...

 

LOL you got what you asked for - there could be any number of things in the updated conf.ini file that may have been relevant, and I wouldn't know that as I have no idea how this magic works. 

 

I cannot recreate the issue as the newly created mission can be seen by the game.

 

von Tom

Posted
10 hours ago, von_Tom said:

 

LOL you got what you asked for - there could be any number of things in the updated conf.ini file that may have been relevant, and I wouldn't know that as I have no idea how this magic works. 

 

I cannot recreate the issue as the newly created mission can be seen by the game.

 

von Tom


All I can think of is that IL2 caches the mission names and sometimes it’s out of sync and then it shows a mission in the list with the wrong (old) name. 

Posted

 

 

It's an odd one because I have no idea why the game has now started seeing the missions that I create.  This is the only issue I've had with thew generator since the beginning - testament to the quality of the programming.

 

von Tom

Posted

Because the the Ambient Planes have often ailevel ace and I am flying normally with normal I made a small mod.

If it works:

-novice should fly a bit better

-veterans and aces should have reduced abilities, just a bit better than normal.

It seems to work...

 

krauts-wwII-fighter-ai-v01.zip

Posted
46 minutes ago, kraut1 said:

Because the the Ambient Planes have often ailevel ace and I am flying normally with normal I made a small mod.

If it works:

-novice should fly a bit better

-veterans and aces should have reduced abilities, just a bit better than normal.

It seems to work...

 

krauts-wwII-fighter-ai-v01.zip 256.65 kB · 0 downloads

 

I can make AI level of ambient flights same as AI level for player flights....

  • Like 1
percydanvers
Posted
3 minutes ago, SYN_Vander said:

 

I can make AI level of ambient flights same as AI level for player flights....

 

Could it be set to random maybe? One thing I quite dislike about the AQMB as opposed to the EMG is that all the AI will always be the same level as your flight. Ideally there would be a mix of high and low skilled pilots in the air. It gets kind of repetitive having nothing but aces in the sky.

Mtnbiker1998
Posted
35 minutes ago, percydanvers said:

 

Could it be set to random maybe? One thing I quite dislike about the AQMB as opposed to the EMG is that all the AI will always be the same level as your flight. Ideally there would be a mix of high and low skilled pilots in the air. It gets kind of repetitive having nothing but aces in the sky.

It is nice to have that level of control in the generator though. For me at least making coop missions, Its great to be able to set the enemies' skill based on the experience level of who's flying with me. 

Posted (edited)

Looking in the code, the ambient AI skill level is currently related to AI_activity:

skill = {'passive': 'regular' , 'neutral': 'regular', 'aggressive': 'veteran'}[activity] # 'based on AI activity for now

 

so I never gave it much thought :)

 

There are two skill levels configurable; one for the Lead flight and one for the Escort flight. I could set Ambient skill level same as lead flight, escort flight or an "average" of both.

 

image.thumb.png.be7cfc19fb2abb058c1cea1f6233adaf.png

 

Also: Currently I give the flight leader a higher AI level than the rest of the flight, so they won't all react exactly the same. So if you set the level to 'regular' for a flight of 4, then the leader will have level "veteran" and the others "regular".

Edited by SYN_Vander
  • Like 2
Posted
3 hours ago, SYN_Vander said:

Looking in the code, the ambient AI skill level is currently related to AI_activity:

skill = {'passive': 'regular' , 'neutral': 'regular', 'aggressive': 'veteran'}[activity] # 'based on AI activity for now

 

so I never gave it much thought :)

 

There are two skill levels configurable; one for the Lead flight and one for the Escort flight. I could set Ambient skill level same as lead flight, escort flight or an "average" of both.

 

From my point of view "average of both" could be okay.

  • Upvote 1
Posted

Hi Vander and hello to everyone !! After a long pause, I went back to IL2BOS and found this project of yours, which is fantastic; compliments!! We haven't seen each other since the days of ROF with the J5 and the famous FEOV SU ROF. I would like to ask you a question, which probably goes beyond the subject and I apologize, but since you also manage a dedicated Server, with the related statistics, the question would be this: is it possible to create a code to assign in the statistics, a shared killing to two pilots, as it also happened in reality?

Posted
3 hours ago, ITA_WVoss said:

Hi Vander and hello to everyone !! After a long pause, I went back to IL2BOS and found this project of yours, which is fantastic; compliments!! We haven't seen each other since the days of ROF with the J5 and the famous FEOV SU ROF. I would like to ask you a question, which probably goes beyond the subject and I apologize, but since you also manage a dedicated Server, with the related statistics, the question would be this: is it possible to create a code to assign in the statistics, a shared killing to two pilots, as it also happened in reality?


Hi Voss!

 

I’m merely a user of the stat server solution by FB Vaal so I think you should ask this question to him ( search for IL2 Stats)

Technically, I think it’s possible since the information is in the logs.

  • Thanks 1
Posted (edited)

New version! Following the release of IL2 5.002:

 

Version 67
-Added v-1 site objective for Channel Map Rhineland (The Scheldt and The Rhine). They are available after feb 1944 and will actually launch (every 15min) after june 13 1944
-Added extra front for The Channel Map: Strait of Dover. Reduced size of the default Channel front.
-Added extra front for Normandy: Falaise pocket.
-Added new scenarios: Interdiction, Close Air Support and Maritime Strike. Attack method is dive bombing and extra targets are limited to the ones that fit the scenario.
-A red cross will now be displayed in the location of a completed objective
-Delete After Death now turned off for all AI planes so they will not suddenly disappear
-Ambient AI skill level is now determined as average of the settings for the Lead and Escort flight
-Multiple AI backup flights (if one is destroyed a new one will be activated) will be generated, based on the number of objectives.
-Added a subtitle warning and temporary icon on the map when an objective is under attack (being damaged); also triggers SRS warning on Syndicate server
-Updated the default skins for all aircraft now many blank skins have been added
-Optimized Flak units, removed searchlights from smaller AAA units
-Reduced AI numbers when "Ambient AI vehicles" set to "few" for better performance
-Replaced Complex Triggers with CheckZones for the Radar group (used in Normandy map) for better performance
-Moved mod/payload historical restrictions for MP spawns to planes.json. They are optional, not defined for all planes yet
-Renamed targets 'fixed guns' to 'coastal guns', 'stronghold' to 'fortification' and 'planes' to 'parked aircraft'
-Fixed problem when picking random mission altitude. It is now also based on chosen scenario.
-Fixed bug where sometimes incorrect country (on  other side) was chosen when country was set to 'default'
-Fixed bug where mission would not generate if the player slot was "Lead Last"
-Fixed bug: Dieppe had incorrect coordinates on GUI map
-Fixed bug where only smoke columns on one side were created
-Fixed bug: Two airfields in Kuban had no default country defined

 

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

Edited by SYN_Vander
  • Like 2
  • Thanks 3
  • Upvote 2
Posted
39 minutes ago, SYN_Vander said:

New version! Following the release of IL2 5.002:

 

Version 67
-Added v-1 site objective for Channel Map Rhineland (The Scheldt and The Rhine). They are available after feb 1944 and will actually launch (every 15min) after june 13 1944
-Added extra front for The Channel Map: Strait of Dover. Reduced size of the default Channel front.
-Added extra front for Normandy: Falaise pocket.
-Added new scenarios: Interdiction, Close Air Support and Maritime Strike. Attack method is dive bombing and extra targets are limited to the ones that fit the scenario.
-A red cross will now be displayed in the location of a completed objective
-Delete After Death now turned off for all AI planes so they will not suddenly disappear
-Ambient AI skill level is now determined as average of the settings for the Lead and Escort flight
-Multiple AI backup flights (if one is destroyed a new one will be activated) will be generated, based on the number of objectives.
-Added a subtitle warning and temporary icon on the map when an objective is under attack (being damaged); also triggers SRS warning on Syndicate server
-Updated the default skins for all aircraft now many blank skins have been added
-Optimized Flak units, removed searchlights from smaller AAA units
-Reduced AI numbers when "Ambient AI vehicles" set to "few" for better performance
-Replaced Complex Triggers with CheckZones for the Radar group (used in Normandy map) for better performance
-Moved mod/payload historical restrictions for MP spawns to planes.json. They are optional, not defined for all planes yet
-Renamed targets 'fixed guns' to 'coastal guns', 'stronghold' to 'fortification' and 'planes' to 'parked aircraft'
-Fixed problem when picking random mission altitude. It is now also based on chosen scenario.
-Fixed bug where sometimes incorrect country (on  other side) was chosen when country was set to 'default'
-Fixed bug where mission would not generate if the player slot was "Lead Last"
-Fixed bug: Dieppe had incorrect coordinates on GUI map
-Fixed bug where only smoke columns on one side were created
-Fixed bug: Two airfields in Kuban had no default country defined

 

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

 

Sorry, found a bug where you could only select bombers for the new scenario types. Latest version is now 67.1

  • Like 2
  • Thanks 1
Posted
2 hours ago, SYN_Vander said:

New version! Following the release of IL2 5.002:

 

Version 67
-Added v-1 site objective for Channel Map Rhineland (The Scheldt and The Rhine). They are available after feb 1944 and will actually launch (every 15min) after june 13 1944

Amazing stuff! Out of curiosity, do you intend to implement full on V1 intercept missions, at any point? Or will it remain the sites only?

Posted

Great update! Happy to see the "delete after death" fix and the additional fronts for Normandy/Channel. 

 

Any chance of seeing tactical codes? They really do add a lot in the QMB/AQMB and I'm sure they'd be great here. 

 

Also would love to see a dday/pre/post-dday Front for Normandy that lets us cross the channel at the wide part. It is a long flight, but thats what air starts are for afterall!

Posted (edited)
7 hours ago, Mtnbiker1998 said:

Great update! Happy to see the "delete after death" fix and the additional fronts for Normandy/Channel. 

 

Any chance of seeing tactical codes? They really do add a lot in the QMB/AQMB and I'm sure they'd be great here. 

 

Also would love to see a dday/pre/post-dday Front for Normandy that lets us cross the channel at the wide part. It is a long flight, but thats what air starts are for afterall!


Yes, tactical codes are planned, but since they have different format for each plane I don’t know how to do this easily. Have to look into this.

 

Another Normandy front is also possible, need to find time to do that.

 

7 hours ago, Dusty926 said:

Amazing stuff! Out of curiosity, do you intend to implement full on V1 intercept missions, at any point? Or will it remain the sites only?


I could add the V-1 as target for “intercept” scenarios. I’ll add it to the backlog.

Edited by SYN_Vander
Posted (edited)

Might be of use to you Vander. Country code probably controls tac code format, deny tac codes flag probably also useful for EMG

 

 

Edited by Stonehouse
  • Thanks 1
Posted

I have the Problem than my EasyMissionGenerator, hangs at "generating"
and never gets to "re-saving", hence the mission is never created.
This is on v67.1

Does anyone know, how to fix this?

Posted
2 minutes ago, dawud said:

I have the Problem than my EasyMissionGenerator, hangs at "generating"
and never gets to "re-saving", hence the mission is never created.
This is on v67.1

Does anyone know, how to fix this?

 

Depends on the configuration you use, could be a bug. Can you post the config.ini here?

  • Like 1
Posted



[DEFAULT]
il2_path = C:\Program Files (x86)\Steam\steamapps\common\IL-2 Sturmovik Battle of Stalingrad
template_path = .\template\
mission_name = wu1156rhineGen
mission_folder = C:\Program Files (x86)\Steam\steamapps\common\IL-2 Sturmovik Battle of Stalingrad\data\Missions
config_name = default
create_msbin = 1
no_mission = 0

[MISSION]
map = Rhineland
date_day = 17
date_month = 08
date_year = 1945
period = F
mission_time = late afternoon
mission_wind = light
mission_cloud = low clouds dense
mission_haze = False
mission_rain = False
game_type = dogfight
flight_plan = True
spotters = True
objectives_amount = 3
objectives_difficulty = normal
side = both
player_slot = Lead #1
historical = False
enemy_objective_visible = False
ai_planes_count = 18
ai_density = many
ai_activity = neutral
ai_bombers = False
fw_respawn = False
scenario_allied = attack
scenario_axis = attack
country_allied = default
country_axis = default
target_allied = random
target_distance_allied = random
target_axis = random
target_distance_axis = distant
lead_plane_type_allied = any
lead_loadout_allied = default
lead_plane_skill_allied = ace
lead_skin_allied = default
lead_plane_count_allied = 4
lead_plane_type_axis = Arado Ar 234B
lead_loadout_axis = default
lead_plane_skill_axis = ace
lead_skin_axis = default
lead_plane_count_axis = 8
escort_plane_type_allied = any
escort_plane_skill_allied = ace
escort_skin_allied = default
escort_plane_count_allied = 8
escort_plane_type_axis = any
escort_plane_skill_axis = ace
escort_skin_axis = default
escort_plane_count_axis = 8
start_location_allied = Volkel
start_location_axis = Coesfeld-Lette
plane_start_allied = on the ramp
plane_altitude_allied = 1500
plane_start_axis = on the runway
plane_altitude_axis = 1500
gunners_allied = competent
gunners_axis = competent
tookoff_allied = False
tookoff_axis = False

Posted (edited)
1 hour ago, dawud said:



[DEFAULT]
il2_path = C:\Program Files (x86)\Steam\steamapps\common\IL-2 Sturmovik Battle of Stalingrad
template_path = .\template\
mission_name = wu1156rhineGen
mission_folder = C:\Program Files (x86)\Steam\steamapps\common\IL-2 Sturmovik Battle of Stalingrad\data\Missions
config_name = default
create_msbin = 1
no_mission = 0

[MISSION]
map = Rhineland
date_day = 17
date_month = 08
date_year = 1945
period = F
mission_time = late afternoon
mission_wind = light
mission_cloud = low clouds dense
mission_haze = False
mission_rain = False
game_type = dogfight
flight_plan = True
spotters = True
objectives_amount = 3
objectives_difficulty = normal
side = both
player_slot = Lead #1
historical = False
enemy_objective_visible = False
ai_planes_count = 18
ai_density = many
ai_activity = neutral
ai_bombers = False
fw_respawn = False
scenario_allied = attack
scenario_axis = attack
country_allied = default
country_axis = default
target_allied = random
target_distance_allied = random
target_axis = random
target_distance_axis = distant
lead_plane_type_allied = any
lead_loadout_allied = default
lead_plane_skill_allied = ace
lead_skin_allied = default
lead_plane_count_allied = 4
lead_plane_type_axis = Arado Ar 234B
lead_loadout_axis = default
lead_plane_skill_axis = ace
lead_skin_axis = default
lead_plane_count_axis = 8
escort_plane_type_allied = any
escort_plane_skill_allied = ace
escort_skin_allied = default
escort_plane_count_allied = 8
escort_plane_type_axis = any
escort_plane_skill_axis = ace
escort_skin_axis = default
escort_plane_count_axis = 8
start_location_allied = Volkel
start_location_axis = Coesfeld-Lette
plane_start_allied = on the ramp
plane_altitude_allied = 1500
plane_start_axis = on the runway
plane_altitude_axis = 1500
gunners_allied = competent
gunners_axis = competent
tookoff_allied = False
tookoff_axis = False

 

Thnx, I'll have a look.

 

Found it. The date is set to 17 Aug 1945. This is after the capitulation of the German Army.

All objectives have a from-to date range to determine if a target is a valid target for the date entered (V-1 for instance). All objectives have a default end date of 1 jun 1945 so there will be no valid targets.

I'll try to add an error message in the UI in a next version.

 

Solution: Simply change the date to 17 mar 1945 for instance.

 

Edited by SYN_Vander
  • Like 1
Posted

Wow, Thank you
not only did you help me with this error,
you also prevented me from doing future errors.

Posted

Great!!!  but no turbulence setting ? which is hugely important

Posted

Purely me thinking here about a possible change to “The Channel” map template: divide the map into two sections like it is now, but, extend the “Strait of Dover Front” south to the bottom edge of the Normandy map and shift “The Channel Front” all the way to the west and extending south to the bottom edge of the Normandy map - essentially dividing the map into two sectional fronts: east (The Strait of Dover) and west (The Channel Front) with a dividing line between columns 15 and 16 where the western edge of “The Strait of Dover Front” is now located.  
 

My thinking here is Battle of Britain scenarios with some semblance of Luftflotte 2 and 3 areas of operation.  Something for a future release……. Anybody else comment?

  • Like 1
Posted (edited)
On 10/15/2022 at 8:24 AM, SYN_Vander said:

 

All objectives have a from-to date range to determine if a target is a valid target for the date entered (V-1 for instance).

 


What settings do I need to generate V-1 hunting missions?

 

Edit: Never mind! Found it on your website: image.thumb.png.7d5e704b309c61dadd29573dfcd79210.png

Edited by Spidey002
Found the answer
Posted
On 10/24/2022 at 9:18 PM, 352ndOscar said:

Purely me thinking here about a possible change to “The Channel” map template: divide the map into two sections like it is now, but, extend the “Strait of Dover Front” south to the bottom edge of the Normandy map and shift “The Channel Front” all the way to the west and extending south to the bottom edge of the Normandy map - essentially dividing the map into two sectional fronts: east (The Strait of Dover) and west (The Channel Front) with a dividing line between columns 15 and 16 where the western edge of “The Strait of Dover Front” is now located.  
 

My thinking here is Battle of Britain scenarios with some semblance of Luftflotte 2 and 3 areas of operation.  Something for a future release……. Anybody else comment?

Hi 352ndOscar,

This is what I worked out and used for flying 1940 EMG:

 

Posted
On 10/24/2022 at 6:38 PM, Spidey002 said:


What settings do I need to generate V-1 hunting missions?

 

Edit: Never mind! Found it on your website: image.thumb.png.7d5e704b309c61dadd29573dfcd79210.png


So I tried this out, but the v-1 rockets never launched. Just sat on the pad, waiting for us to kill it. 

Posted
On 10/28/2022 at 7:07 PM, Spidey002 said:


So I tried this out, but the v-1 rockets never launched. Just sat on the pad, waiting for us to kill it. 

 

Seems to work on my end. Are you sure the mission date is later than june 13, 1944??? 

If so, please attach the mission here if you can.... 

On 10/19/2022 at 11:13 PM, GOZR said:

Great!!!  but no turbulence setting ? which is hugely important

 

Turbulence is currently related to wind. The more wind, the higher the chance for turbulence.

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