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IL2 Great Battles Easy Mission Generator


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JG4_Moltke1871
Posted (edited)
52 minutes ago, SYN_Vander said:

 

Great idea! I'll add it to the backlog.

 

Yeah, it's mainly for WW2 I guess. Perhaps some more bomb options? Like heavy or small bombs?

I think the best would be i can chose same options like the game menue offers. I dont know its to complicatet implement a selection of each aircraft? For example I chose DFW and when I select the loadout It have the options of this plane in the window?

If its too complicatet just impossible a bomb selection "small bombs only", "heavy bombs only" and "mixed bombload" can be useful.

Edited by JG4_Moltke1871
Posted (edited)
5 hours ago, JG4_Moltke1871 said:

I think the best would be i can chose same options like the game menue offers. I dont know its to complicatet implement a selection of each aircraft? For example I chose DFW and when I select the loadout It have the options of this plane in the window?

If its too complicatet just impossible a bomb selection "small bombs only", "heavy bombs only" and "mixed bombload" can be useful.

you can already define alternative bomb loads for normally not used loadouts like e.g. Rockets and select them in the scenario definition instead of default

 

Edited by kraut1
JG4_Moltke1871
Posted
4 minutes ago, kraut1 said:

you can already define alternative bomb loads for normally not used loadouts

 

How to do?

Posted
1 minute ago, JG4_Moltke1871 said:

How to do?

sorry, I posted to early,

you can already define alternative bomb loads for normally not used loadouts like e.g. Rockets and select them in the scenario definition instead of default

The loadouts are defined in the planes.json

Posted (edited)
1 hour ago, JG4_Moltke1871 said:

How to do?

To get the definition of bomb loads I make a small mission with the full mission editor with only e.g. 4 DFWs with different bomb loads, just to have a text file with the weapon definitions.

e.g.:

PayloadId = 1;
  WMMask = 10000001;

or

PayloadId = 5;
  WMMask = 10000001;

or

PayloadId = 6;
  WMMask = 10000001;

or

PayloadId = 8;
  WMMask = 10000001;

these definitions could you paste in the existing loadouts of EMG's planes.json

(will be continued)

Added:

here the original DFW in the planes.json:

 "dfwc5": {
        "name": "DFW C.V",
        "category": ["attacker", "bomber", "recon", "transport"],
        "faction": ["axis"],
        "loadout": {
            "guns only": [0,1],
            "camera": [0,100000001],
            "rockets": [3,10000001],
            "anti-armor": [6,10000101],
            "bombs": [9,10000001],
            "cargo": [0,1]},

Added:

At first I would check which loadouts are in rockets and anti-armor are already defined.

You can select them for a bombing mission instead of default.

I suppose rockets is no. 3:

dfw1.jpg.0cbfb2f1b561246a9fd0a9176ffc9a23.jpg

If you change it to:

"rockets": [5,10000001],

I suppose that you will have 3 x 50kg bombs.

the 10000001 of "rockets": [5,10000001] means that only 1 weapon mod is defined:

dfw4.jpg.4ac802bbf9570c3a19dfa4b7f5502273.jpg

If you want to define extra equipment it could be in this way:

dfw3.jpg.04ddb2888468ef9e1e2205342b4ea183.jpg

In the mission file:

PayloadId = 3;
  WMMask = 11110101;

And in the planes.json hopefully so:

"rockets": [3,11110101],

 I have already changed weapon loadouts for WW2 planes and it works.

But you have to do of course some checks and tests if it works.

 

And in EMG to use Rockets instead of default bomb load:

dfw5.jpg.e700c7b3f305f5e3cd575a9a63d89b1d.jpg

 

 

 

 

Edited by kraut1
Info added
JG4_Moltke1871
Posted

Hi Mate,

I really appreciate your effort and many thanks for that.

But this is a very complicated solution for an old guy computer noob like me ?

But again, thanks a lot for your help!!!!

3 hours ago, kraut1 said:

To get the definition of bomb loads I make a small mission with the full mission editor with only e.g. 4 DFWs with different bomb loads, just to have a text file with the weapon definitions.

e.g.:

PayloadId = 1;
  WMMask = 10000001;

or

PayloadId = 5;
  WMMask = 10000001;

or

PayloadId = 6;
  WMMask = 10000001;

or

PayloadId = 8;
  WMMask = 10000001;

these definitions could you paste in the existing loadouts of EMG's planes.json

(will be continued)

Added:

here the original DFW in the planes.json:

 "dfwc5": {
        "name": "DFW C.V",
        "category": ["attacker", "bomber", "recon", "transport"],
        "faction": ["axis"],
        "loadout": {
            "guns only": [0,1],
            "camera": [0,100000001],
            "rockets": [3,10000001],
            "anti-armor": [6,10000101],
            "bombs": [9,10000001],
            "cargo": [0,1]},

Added:

At first I would check which loadouts are in rockets and anti-armor are already defined.

You can select them for a bombing mission instead of default.

I suppose rockets is no. 3:

dfw1.jpg.0cbfb2f1b561246a9fd0a9176ffc9a23.jpg

If you change it to:

"rockets": [5,10000001],

I suppose that you will have 3 x 50kg bombs.

the 10000001 of "rockets": [5,10000001] means that only 1 weapon mod is defined:

dfw4.jpg.4ac802bbf9570c3a19dfa4b7f5502273.jpg

If you want to define extra equipment it could be in this way:

dfw3.jpg.04ddb2888468ef9e1e2205342b4ea183.jpg

In the mission file:

PayloadId = 3;
  WMMask = 11110101;

And in the planes.json hopefully so:

"rockets": [3,11110101],

 I have already changed weapon loadouts for WW2 planes and it works.

But you have to do of course some checks and tests if it works.

 

And in EMG to use Rockets instead of default bomb load:

dfw5.jpg.e700c7b3f305f5e3cd575a9a63d89b1d.jpg

 

 

 

 

 

Posted

Does the EMG create missions for air combat on the Prokhorovka map?

Posted
6 hours ago, JG4_Moltke1871 said:

Hi Mate,

I really appreciate your effort and many thanks for that.

But this is a very complicated solution for an old guy computer noob like me ?

But again, thanks a lot for your 

I could prepare some alternative bomb loadouts for your favorite bomber. Just tell me which plane and which bomb loads you want to have. 

 

Posted (edited)
18 hours ago, CzechTexan said:

Does the EMG create missions for air combat on the Prokhorovka map?

I suppose currenty not:

-in EMG v69 I did not found the map

- in TankCrewMissionGenerator I found only tanks for selection.

 

-But you could try a trick (I can't test because I don't have Tank Crew with Prokhorovka map.)

create a mission with Tank Crew Generator with AI planes activated

edit the mission with mission editor:

select your players tank and change ailevel from 0 to 2 and select a plane that you want to fly and set ailevel = 0

check if the group with planes is inside the map area, if not move it to the map area.

I tried 1 tank crew Lapino mission. But it is only a air start mission.

 

 

SYN_Generated-tank.zip

Edited by kraut1
Posted

Thank you kraut1.  I just now got Tank Crew so now I have the Prok. map and it has some single player missions for it.  

I guess I'll have to try and create my own air combat missions for the map since there are very few available anywhere.  I'll try your tips as they should work with some adjustments to the mission.  I appreciate the idea.

 

It would be nice if there were EMG for Prokhorovka though.  I had no big problems with FPS but I do have a good computer and 8mb RAM.  They did drop about 10-20 fps when I got very low to the ground near villages in the designated tank area.  Overall, FPS is not a problem for me and definately not a problem outside the tank designated area (where there were other battles too).

 

  • Like 1
JG4_Moltke1871
Posted

I created a mission WW1, 10 Halberstadt‘s attack enemy HQ long distance raid. My position Nr 10.

The AI Squad mates are not able to hold Formation. They fly strange maneuvers and a lot of em crash. Even the last few in formation sooner or later loose control and crash. Finally only the flight lead plane and me reach the frontline, eight of ten planes crash with no reason ?

Before I created a mission with me as flight lead. A lot of planes crash and those who survived not attack the target (HQ)

Seems a big attack mission isn’t really playable? Or I make something wrong? I played with realistic weather. 

Posted (edited)
18 hours ago, JG4_Moltke1871 said:

I created a mission WW1, 10 Halberstadt‘s attack enemy HQ long distance raid. My position Nr 10.

The AI Squad mates are not able to hold Formation. They fly strange maneuvers and a lot of em crash. Even the last few in formation sooner or later loose control and crash. Finally only the flight lead plane and me reach the frontline, eight of ten planes crash with no reason ?

Before I created a mission with me as flight lead. A lot of planes crash and those who survived not attack the target (HQ)

Seems a big attack mission isn’t really playable? Or I make something wrong? I played with realistic weather. 

Updated / final

Hi JG4_Moltke1871 and Vander,

I did some tests, found the reason for formation issues:

defined cruise speed to fast and too much fuel for formation flying with bomb load.

 

Preliminary easy solution for test:

JG4_Moltke1871, in the attached .zip there is a modified planes.json

-please end your EMG (if it is running)

-copy the planes.json into the \data folder of your EMG folder

(my file is for EMGv69)

-start EMG, the Halberstadts should be now slower and lighter with bomb load

 

-I suggest for your first tests:

-because the ww1 planes are so slow and climbing takes much time:

-fly at low altitude (ca.500m) for tests to see if formation works

-set AA to harmless

-select airfields close to frontline (frontline Bapaume)

-use more bombing instead of attack, because attack takes much (endless) time.

-attack only for battle ground support directly at the frontline

 

Copy the test mission to your preferred mission folder and try it out:

SYN_Generated_ww1_8_10_130km_h-fuel050_low-level_bombing.Mission

 

1082672427_10PlaneHalberstadtFormation.thumb.jpg.34d679454c692699f7a285efef1a878a.jpg

Detailed Test (only for info)

I have not much experience with ww1 in EMG.

Because I have only the first version of FC I did a series of tests with Halberstadt CII plane attacking a HQ:

-main reason is not the wind - formation did not work with calm too.

-formation size: trouble even with 3-plane flight

-ailevel regular or ace: no effect.

Then I had a look in the planes.json:

"halberstadtcl2": {
        "name": "Halberstadt CL.II",
        "category": ["attacker", "bomber", "recon", "transport"],
        "faction": ["axis"],
        "loadout": {
            "guns only": [0,1],
            "camera": [0,100000001],
            "rockets": [2,10000001],
            "anti-armor": [8,10000011],
            "bombs": [4,10000001],
            "cargo": [0,1]},
        "skins": {
            "Germany WW1": "halberstadtcl2_blank_01.dds"},
        "fuel": 0.9,
        "speed": 160,

        "wingspan": 18,
        "service": ["1.8.1917", "1.8.1917", "1.12.1918", "1.12.1918"],
        "theatre": ["WW1_WEST"] },

Because I know that the max. speed was only ca.165km/h from my of point of view 160km/h on a bombing/attack mission is too high for cruise speed.

So I changed it to 140km/h

But this has to be optimized, cruise speed should be as fast as possible with max. bomb load and fuel load at mission begin with maximum continuous power.

And I changed fuel to 0.75.

Test: formation flying a bit better but still problems

second test: speed 140km/h, fuel0.5: (tested with the standard EMG 3x50kg bomb load:

updated: formation flying: no stalls / crashs, but still problems with formation

 

updated: planes.json with Halberstadt CII speed 130 / fuel 0.5

Test mission 10xHalberstadt at 500m / 130km/h / 0.5 /3x50kg bombs seems to work

 

flying-circus-Halberstadt_CII_modified_speed_fuel.zip

Edited by kraut1
test finished, modified planes.json and test mission
  • Thanks 1
Posted
6 hours ago, kraut1 said:

Updated / final

Hi JG4_Moltke1871 and Vander,

I did some tests, found the reason for formation issues:

defined cruise speed to fast and too much fuel for formation flying with bomb load.

 

Preliminary easy solution for test:

JG4_Moltke1871, in the attached .zip there is a modified planes.json

-please end your EMG (if it is running)

-copy the planes.json into the \data folder of your EMG folder

(my file is for EMGv69)

-start EMG, the Halberstadts should be now slower and lighter with bomb load

 

-I suggest for your first tests:

-because the ww1 planes are so slow and climbing takes much time:

-fly at low altitude (ca.500m) for tests to see if formation works

-set AA to harmless

-select airfields close to frontline (frontline Bapaume)

-use mosty bombing instead of attack, because attack takes much (endless) time.

-attack only for battle ground support directly at the frontline

 

Copy the test mission to your preferred mission folder and try it out:

SYN_Generated_ww1_8_10_130km_h-fuel050_low-level_bombing.Mission

 

1082672427_10PlaneHalberstadtFormation.thumb.jpg.34d679454c692699f7a285efef1a878a.jpg

Detailed Test (only for info)

I have not much experience with ww1 in EMG.

Because I have only the first version of FC I did a series of tests with Halberstadt CII plane attacking a HQ:

-main reason is not the wind - formation did not work with calm too.

-formation size: trouble even with 3-plane flight

-ailevel regular or ace: no effect.

Then I had a look in the planes.json:

"halberstadtcl2": {
        "name": "Halberstadt CL.II",
        "category": ["attacker", "bomber", "recon", "transport"],
        "faction": ["axis"],
        "loadout": {
            "guns only": [0,1],
            "camera": [0,100000001],
            "rockets": [2,10000001],
            "anti-armor": [8,10000011],
            "bombs": [4,10000001],
            "cargo": [0,1]},
        "skins": {
            "Germany WW1": "halberstadtcl2_blank_01.dds"},
        "fuel": 0.9,
        "speed": 160,

        "wingspan": 18,
        "service": ["1.8.1917", "1.8.1917", "1.12.1918", "1.12.1918"],
        "theatre": ["WW1_WEST"] },

Because I know that the max. speed was only ca.165km/h from my of point of view 160km/h on a bombing/attack mission is too high for cruise speed.

So I changed it to 140km/h

But this has to be optimized, cruise speed should be as fast as possible with max. bomb load and fuel load at mission begin with maximum continuous power.

And I changed fuel to 0.75.

Test: formation flying a bit better but still problems

second test: speed 140km/h, fuel0.5: (tested with the standard EMG 3x50kg bomb load:

updated: formation flying: no stalls / crashs, but still problems with formation

 

updated: planes.json with Halberstadt CII speed 130 / fuel 0.5

Test mission 10xHalberstadt at 500m / 130km/h / 0.5 /3x50kg bombs seems to work

 

flying-circus-Halberstadt_CII_modified_speed_fuel.zip 421.83 kB · 0 downloads

Thanks. Yeah, speeds and fuel loads need adjusting. I already noticed DFWs falling out of the sky after take-off.

This all used to work fine, I guess one of the latest updates changed something in AI behaviour.

  • Like 1
Posted

Vander, would it be hard to add a intermediate target distance, between close and distant?

 

It seems like distant flights are often around 30 minutes each way, while close is often just 5 minutes away. I'd love a 15-20 minute distance, if it's as simple as tweaking a parameter.

  • Like 1
Posted

Hi Vander,

I found the definition of Operation Jubilee (Dieppe42).

Is it possible for the users to define independently other battles in the same way as Jubilee?

 

objectives.json:

...

 "jubilee": {
        "position_helper": ["objective_jubilee"],
        "date": ["18.08.1942", "20.08.1942"],
        "side": ["allied", "axis"],
        "map_excluded": {"Arras": ["A","B","C"], "Western Front": ["A","B","C"], "The Channel": ["B"], "Normandy": ["A", "B"], "Velikieluki": ["A","B"], "Moscow": ["A","B","C"], "Stalingrad": ["A","B","C"], "Kuban": ["A","B","C"], "Rhineland": ["A","B","C","D","E","F"]},
        "description": [
            "Operation Jubilee or the Dieppe Raid was an Allied amphibious attack on the German-occupied port of Dieppe in northern France in August 1942."]
    },
    "patrol ships": {
        "position_helper": ["objective_ships"],
        "date": ["01.01.1900", "01.06.1945"],
        "side": ["allied", "axis"],
        "map_excluded": {},

...

Posted (edited)
8 hours ago, Charon said:

Vander, would it be hard to add a intermediate target distance, between close and distant?

 

It seems like distant flights are often around 30 minutes each way, while close is often just 5 minutes away. I'd love a 15-20 minute distance, if it's as simple as tweaking a parameter.

 

Actually, it looks like a simple change. I'm testing it now. UPDATE: Done, it will be in next release.

Edited by SYN_Vander
  • Like 3
Posted
5 hours ago, kraut1 said:

Hi Vander,

I found the definition of Operation Jubilee (Dieppe42).

Is it possible for the users to define independently other battles in the same way as Jubilee?

 

objectives.json:

...

 "jubilee": {
        "position_helper": ["objective_jubilee"],
        "date": ["18.08.1942", "20.08.1942"],
        "side": ["allied", "axis"],
        "map_excluded": {"Arras": ["A","B","C"], "Western Front": ["A","B","C"], "The Channel": ["B"], "Normandy": ["A", "B"], "Velikieluki": ["A","B"], "Moscow": ["A","B","C"], "Stalingrad": ["A","B","C"], "Kuban": ["A","B","C"], "Rhineland": ["A","B","C","D","E","F"]},
        "description": [
            "Operation Jubilee or the Dieppe Raid was an Allied amphibious attack on the German-occupied port of Dieppe in northern France in August 1942."]
    },
    "patrol ships": {
        "position_helper": ["objective_ships"],
        "date": ["01.01.1900", "01.06.1945"],
        "side": ["allied", "axis"],
        "map_excluded": {},

...

 

Not now as I make a hard coded exception for 'Jubilee' to make sure there is only one possible location.

  • Thanks 1
Posted

Hi Vander, I noticed that in the two missions with 4~C47´s I created, both of the missions flying as last in formation, the first plane gets entangled in the second plane while starting to taxi. It seems the wingspan of the C 47 is too large for the spawn points of the planes.

 

Thanks for all your efforts.

Posted (edited)
13 hours ago, Jeroen83 said:

Hi Vander, I noticed that in the two missions with 4~C47´s I created, both of the missions flying as last in formation, the first plane gets entangled in the second plane while starting to taxi. It seems the wingspan of the C 47 is too large for the spawn points of the planes.

 

Thanks for all your efforts.

 

Is it when they turn around from the ramp towards the taxi path? I could simply increase the defined wingspan so they will be further apart...

For now better start from the runway. 

 

You could try it yourself. In the planes.json change the "wingspan" attribute to 35 for instance.

    "c47a": {
        "name": "C-47A",
        "category": ["transport"],
        "faction": ["allied"],
        "loadout": {
            "guns only": [0,1],
            "camera": [0,1],
            "rockets": [0,1],
            "anti-armor": [0,1],
            "bombs": [4,10001],
            "cargo": [0,11]},
        "skins": {
            "United States": "",
            "Great Britain": "c47a_blank_01#1.dds",
            "USSR": "c47a_blank_10#1.dds"},
        "fuel": 0.75,
        "speed": 300,
        "wingspan": 30,
        "service": ["1.12.1941", "1.12.1941", "1.1.1950", "1.1.1950"],
        "theatre": ["WW2_WEST", "WW2_EAST"] },
Edited by SYN_Vander
Posted

Ok i’ll try that. Yes it’s on the ramp.

Posted

Unfortunately, setting the wingspan to 40 didn’t help. It seemed that the planes were further apart, but still the lead plane made a 270 degree turn into the second plane immediately when starting to taxi. So it’s either a buggy taxiing code for the c47, or I did something wrong with entering the value.

Posted (edited)

Release Notes EMG Version 70

-Added Verdun map (part of Western Front map) with two different fronts

-Added 'paradrop' as objective for a Transport mission.

-An achieved objective will be crossed out and is now visible again for both factions: Blue for allied targets and Red for axis

-Target distance can now also be 'intermediate'

-Activated NBD beacons. I have had these in my airfield templates for years, but it seems they were never turned on

-Fixed a major bug where counter system did not work when multiple objects were destroyed at once, so objectives were impossible to complete

-Fixed a bug where too many random 'surprise' AI interceptors were created

-Tuned the cruising speed for some of the bombers since AI can't cope with too high speeds anymore

 

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

 

On 12/11/2022 at 9:32 PM, Jeroen83 said:

Unfortunately, setting the wingspan to 40 didn’t help. It seemed that the planes were further apart, but still the lead plane made a 270 degree turn into the second plane immediately when starting to taxi. So it’s either a buggy taxiing code for the c47, or I did something wrong with entering the

value.

No, not your fault I think. It could be a faulty taxi waypoint or just the current AI is buggy. What airfield is it exactly?

 

Edited by SYN_Vander
  • Like 3
  • Thanks 5
Posted

New update, following the release of the Sopwith Snipe:

 

Version 71
-Added Sopwith Snipe
-Paradrop success now depends on number of transports, so you need to succesfully drop a % of total paratroopers over the drop zone instead of a fixed amount
-Fixed bug where escorts would start in between transports when starting in the air
-The AI bombers in dogfight mode (hidden option in config.ini, for our dedicated server) will now start in the air for less performance impact
 

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

  • Like 3
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  • Upvote 1
Posted
On 12/5/2022 at 10:41 PM, JG4_Moltke1871 said:

I created a mission WW1, 10 Halberstadt‘s attack enemy HQ long distance raid. My position Nr 10.

The AI Squad mates are not able to hold Formation. They fly strange maneuvers and a lot of em crash. Even the last few in formation sooner or later loose control and crash. Finally only the flight lead plane and me reach the frontline, eight of ten planes crash with no reason ?

Before I created a mission with me as flight lead. A lot of planes crash and those who survived not attack the target (HQ)

Seems a big attack mission isn’t really playable? Or I make something wrong? I played with realistic weather. 

the bug is fixed according changelog 5.004.

1 Ju88 9-plane formation test mission from take off to target flown by AI, worked.

  • Thanks 1
Posted
39 minutes ago, kraut1 said:

the bug is fixed according changelog 5.004.

1 Ju88 9-plane formation test mission from take off to target flown by AI, worked.

Excellent!

  • Like 1
Posted

Vander, I just played a C47 paradrop mission at dead of night. I must say it was awesome. 8 plane formation. Broken clouds. We got into heavy clouds nearing France, tricky keeping on track. Near the French coast, I could make out a ship down low, which was an awesome sight. Then, faintly but gradually increasing in strength there were searchlights and some fierce flak. Nearing our target, we got down low out of the clouds and dropped of the paratroopers, which again was an awesome sight. Made a u turn to get into some heavy flak again, losing one of our planes. Safe return home, welcomed by marker fires at both the coast and the home airfield.

Great job on the EMG!!

  • Like 1
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  • Upvote 1
JG4_Moltke1871
Posted

Hi Vander,

thanks for creating version 71 ?

It seems no matter what numbers I set the escord planes, it seems the same number as the bomber/attacker flight.

Question: Why cant set standard skins?

I had a very nice Bomber Gotha Mission. Not far from home base I ordered RTB, makes em crash all together short time later while circle the runway ? 

I guess this is some more work for the devs...

Like I said in the bug thread, handling of WW1 Attackers much better now. The DFW same than Halberstadt but also in my mission two of six planes crash short time after take off. But after that continue the mission with a measured speed.

Nice feeling can use all the airfields on the map for landing and resupply ? ?

And a little bit hope: accidently I created a WW1 mission start on the ramp: It seems the Halberstadts are able to get in formation on the runway... there was only the problem they taxi too early and crashed with the last escord plane still on the ground. ?

Gothas still not able for taxi ?

Again, thanks for your great work ?

 

Posted
13 hours ago, JG4_Moltke1871 said:

Hi Vander,

thanks for creating version 71 ?

It seems no matter what numbers I set the escord planes, it seems the same number as the bomber/attacker flight.

 

Question: Why cant set standard skins?

 

 

 

Thanks, this looks like some new bug. I'll investigate.

 

Standard skins are hidden in a zipped file. To show them I would need some database of skins file names and descriptions (because the names are meaningless).

Posted (edited)

Small update because of an annoying bug: 

 

Version 72
-Added new scenario "airborne attack" with target "drop zone" and removed the target "paradrop" from the Transport scenario
-Fixed the bug where the number of escort planes is always the same as number of lead planes

 

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

 

Edited by SYN_Vander
  • Like 2
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Posted
48 minutes ago, SYN_Vander said:

Small update because of an annoying: 

 

 

HOLD OFF: I found another bug... will be updating this version soon....

 

Version 72
-Added new scenario "airborne attack" with target "drop zone" and removed the target "paradrop" from the Transport scenario
-Fixed the bug where the number of escort planes is always the same as number of lead planes

 

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

 

 

Okay, uploaded version 72 again. This should work....

  • Thanks 5
Posted
On 12/25/2022 at 2:40 AM, SYN_Vander said:

 

Standard skins are hidden in a zipped file. To show them I would need some database of skins file names and descriptions (because the names are meaningless).

 

?

Posted (edited)
On 12/25/2022 at 2:40 AM, SYN_Vander said:

Standard skins are hidden in a zipped file. To show them I would need some database of skins file names and descriptions (because the names are meaningless).

 

You could perhaps use skins.tab.eng as it lists all the standard skin filenames with corresponding descriptions for all aircraft. I guess at your end you would have to ungtp the relevant graphics gtp file to get skins.tab.eng and perhaps build a small utility to parse the file and write out a table for EMG to use. You'd need to refresh the table for EMG each patch in case skins.tab.eng changed.

 

So just guessing but you'd probably pull out the folder name eg I16t24 plus the skin file name eg I16t24_blank_01.dds and the description eg Standard pattern with winter camo. and write these out to the EMG table and use the folder name as the key to pull out a list of skins for an aircraft.

 

Only a suggestion anyway which may not work.

 

Thanks Vander for the hard work, EMG continues to be a really great tool for the whole community. It certainly was the only way I could have built a co-op dogfight server recently without taking months to learn the ME. Which is time I just don't have spare so very big thank you.

 

eg of info it contains

// I-16 type 24 skins
"graphics\Skins\I16t24\I16t24_blank_01.dds" "83576527" "1" "LuaScripts\WorldObjects\Planes\I16t24.txt" "White" "Standard pattern with winter camo."
"graphics\Skins\I16t24\I16t24_blank_02.dds" "E5F749FF" "2" "LuaScripts\WorldObjects\Planes\I16t24.txt" "2-color" "Green and black camo."

etc etc.

Edited by Stonehouse
Posted

Merry Christmas All, here a small and late present...

  • Like 1
Posted
2 hours ago, Stonehouse said:

 

You could perhaps use skins.tab.eng as it lists all the standard skin filenames with corresponding descriptions for all aircraft. I guess at your end you would have to ungtp the relevant graphics gtp file to get skins.tab.eng and perhaps build a small utility to parse the file and write out a table for EMG to use. You'd need to refresh the table for EMG each patch in case skins.tab.eng changed.

 

So just guessing but you'd probably pull out the folder name eg I16t24 plus the skin file name eg I16t24_blank_01.dds and the description eg Standard pattern with winter camo. and write these out to the EMG table and use the folder name as the key to pull out a list of skins for an aircraft.

 

Only a suggestion anyway which may not work.

 

Thanks Vander for the hard work, EMG continues to be a really great tool for the whole community. It certainly was the only way I could have built a co-op dogfight server recently without taking months to learn the ME. Which is time I just don't have spare so very big thank you.

 

eg of info it contains

// I-16 type 24 skins
"graphics\Skins\I16t24\I16t24_blank_01.dds" "83576527" "1" "LuaScripts\WorldObjects\Planes\I16t24.txt" "White" "Standard pattern with winter camo."
"graphics\Skins\I16t24\I16t24_blank_02.dds" "E5F749FF" "2" "LuaScripts\WorldObjects\Planes\I16t24.txt" "2-color" "Green and black camo."

etc etc.


Thanks! I’ll look into this, perhaps I can automate the process for every release so it won’t take extra effort.

BBAS_Tiki_Joe
Posted (edited)

Hi Vandor, in the new v72 I don't see "airborne attack" as an option in the scenario selection, even with the C47 selected. All it will let me pick is Transport. Edit, never mind. I see it works on the Normandy map, but not the channel.

Edited by BBAS_Tiki_Joe
Posted
On 12/28/2022 at 8:11 PM, BBAS_Tiki_Joe said:

Hi Vandor, in the new v72 I don't see "airborne attack" as an option in the scenario selection, even with the C47 selected. All it will let me pick is Transport. Edit, never mind. I see it works on the Normandy map, but not the channel.

I think you could edit the maps.json and try that.

Currently for Channel "airborne attack" is not defined.

But it will only work, if in the Channel map "drop zones" are defined.

Here my edited maps.json.

The attached test mission was 1time created successfully by emg v72, mission not tested.

Channel Airborne Drop.zip

  • Like 1
Posted

@SYN_VanderI know you also have tank mission generator, but is there a way to generate combined arms missions for tanks AND planes in the same mission?

Posted

Hi, just for info: I have started to adapt EMGv72 the Spanish Civil War Skinpack:

First settings and one demo mission are available.

Posted
On 1/1/2023 at 11:22 PM, Spidey002 said:

@SYN_VanderI know you also have tank mission generator, but is there a way to generate combined arms missions for tanks AND planes in the same mission?

 

There is no easy way. But you could start by describing how you would expect it to work.

Posted
4 hours ago, SYN_Vander said:

 

There is no easy way. But you could start by describing how you would expect it to work.

 

Something like Tip's Operation Market Garden, but not quite as involved (so it's simpler to randomly generate).

 

The main focus of the missions would have to be primarily for the tanks (no long-distance bombing missions), with planes providing air support, helping take out tanks from the air, and dueling with each other in the skies. 

 

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