Xray-Delta Posted January 14, 2023 Posted January 14, 2023 You are a legend, thank you for creating and sharing this! 1
kraut1 Posted January 19, 2023 Posted January 19, 2023 Good Morning Vander, I have 2 small issues, maybe you have an idea what is reason because of your great knowledge in respect of EMG. I am aware of that I did anything wrong, so please don't waste to much of your time! 1.) I created a new frontline by copying an existing one and modifying the areas. The front line works well but before I can select it I have at first to select one of the existing frontlines and after that the new one. If I select the frontline at first no reaction, does not work. 1.) -issue when selecting Map "Cadiz" (modified "Kuban") or when in Map "Cadiz" frontlines C, D,E are active: -when selecting the front A = "Cadiz" it will be not shown in the EMG GUI Map -it works if I select at first frontline "Rota" or frontline "F" and thereafter frontline "Cadiz" -when frontline "Cadiz" is active and correctly displayed and I save the configuration preset: after ending EMG and starting EMG the frontline is displayed correctly What could be the reason that it works sometimes ansd sometimes not? 2.) Similar issue with an airfield: new airfield, created by copy of an existing airfield to a new location and renaming: The airfield seems to work perfect, but only, if in the frontline (in this case on the allied side) is at first an existing airfield + the new airfield is defined. At first I had defined only the new airfield for "allied": did not work, no reaction when selecting the front line. Frontline "F" / new airfield "StaroNizhneSte" works: "airfields_allied": {"A": ....., "F": ["Ivanovskaya", "StaroNizhneSte"]}, does not work: ......, "F": ["StaroNizhneSte"]}, (if I select now frontline "F" = no rection, nothing is displayed) What could be the reason? As already mentioned: I am aware of that I did anything wrong, so please don't waste to much of your time! Best Regards and thanks very much for your great EMG! https://www.dropbox.com/s/wtlyk66m5v3225k/EMG-v72-SCW-test.zip?dl=0
352ndOscar Posted February 7, 2023 Posted February 7, 2023 (edited) Petition for Number of Aircraft change. Currently we can choose number of aircraft for Lead and Escort Flights between 1 and 10. I would like to request this be changed to between 1 and 12 to align with average historical aircraft groupings. RAF Squadron (2 Flights (x6) = 12 acft Flight (2 Sections (x3) = 6 acft) Section (3 acft) Luftwaffe Staffel (3 Schwarm (x4) = 12 acft) Schwarm (2 Rotte (x2) = 4 acft) Rotte (2 acft) Edited February 7, 2023 by 352ndOscar
Stonehouse Posted February 8, 2023 Posted February 8, 2023 Although I've often read in various places that generally the RAF adopted the finger four formation on fighter missions despite the formal TOE&O by 1944. Realistically, that is when we are in the WW2 timeline. Also seen references here and there to some 2nd TAF squadrons using a fluid 6 formation when operating in flight size groups. Very few 3 aircraft formations were used I believe by 1944 because it put 1 pilot in the tail end charlie slot without any wingman and they had learnt the hard way that this was the position that got hit when bounced. Maybe RAF tactical level bombers still used 3 aircraft formations by 1944? Not sure how many aircraft can be in a single group from the ME's point of view (and therefore EMGs too) but for fighters at least wouldn't you be building missions for multiples of 2 always by 1944 for the RAF? Unless it was recce or weather recce they really didn't go off as singles by then.
352ndOscar Posted February 8, 2023 Posted February 8, 2023 You can still use “finger four” for the RAF, but both Squadron/Schwarm (1940) had 12 aircraft and I was asking for 2 more numbers - 11 and 12 to make it right. This way we can generate 2-4 squadrons/schwarms each mission. Besides, we’ve already learned to use on bomber formations of 3 aircraft to preclude formation problems.
Stonehouse Posted February 8, 2023 Posted February 8, 2023 1 hour ago, 352ndOscar said: I was asking for 2 more numbers - 11 and 12 to make it right Ah sorry I understand now. So, you want to be able to have two squadrons of up to 12 a/c rather than 2 of 10 as now......... 1
signalnorths Posted February 10, 2023 Posted February 10, 2023 On 10/8/2019 at 2:54 AM, onlyforbrian said: Maybe I'm stupid, but I ran this program, selected "Rhineland", renamed the mission so I could find it. selected my planes and options, selected my main IL2 BOS folder, clicked generate mission, got a " Success..Mission generated" message, but I can't find it anywhere. So what am I doing wrong? I am having the same problem. Was there a solution to this at all please?
kraut1 Posted February 12, 2023 Posted February 12, 2023 On 2/10/2023 at 7:39 PM, signalnorths said: I am having the same problem. Was there a solution to this at all please? Hi, last week I created many test missions while working on the EMG Tunisia settings and I had the same issue. What did wrong was that while I created the missions IL2 GB was running in the background. Sometimes this works but at this evening many invisible missions were created that were in some way corrupt that even after editing and saving with the IL2 IL2Bos editor they were nor recognized by IL2 GB.
Spidey002 Posted February 13, 2023 Posted February 13, 2023 (edited) On 1/6/2023 at 11:57 AM, Spidey002 said: 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. @SYN_Vander, as a stop-gap, I added an airfield to a mission I generated with your TC EMG. We'll try it out and see how it goes. (That's my current limit for mission building). I would love to give flyers objectives related to ground suppression (tank busting) and CAP for friendly tanks on the ground. Edited February 13, 2023 by Spidey002
SYN_Vander Posted February 25, 2023 Author Posted February 25, 2023 (edited) On 2/12/2023 at 7:15 PM, kraut1 said: Hi, last week I created many test missions while working on the EMG Tunisia settings and I had the same issue. What did wrong was that while I created the missions IL2 GB was running in the background. Sometimes this works but at this evening many invisible missions were created that were in some way corrupt that even after editing and saving with the IL2 IL2Bos editor they were nor recognized by IL2 GB. Not sure what the above issue is. Even with IL2 GB running it should be fine as long as you are not running the mission (with the same name) that you are generating. Other reasons why you can't find the mission: 1) Incorrect game type was set, ie 'dogfight' missions go to a different folder than 'single'. 2) The Mission folder path was filled in, but incorrectly. you should not need to fill anything in here, only if you would want to use sub-folders for your missions. On 2/8/2023 at 12:25 AM, 352ndOscar said: Petition for Number of Aircraft change. Currently we can choose number of aircraft for Lead and Escort Flights between 1 and 10. I would like to request this be changed to between 1 and 12 to align with average historical aircraft groupings. RAF Squadron (2 Flights (x6) = 12 acft Flight (2 Sections (x3) = 6 acft) Section (3 acft) Luftwaffe Staffel (3 Schwarm (x4) = 12 acft) Schwarm (2 Rotte (x2) = 4 acft) Rotte (2 acft) I can do this, but be aware: 1) Not all if most airfields can't cope with these numbers when starting from the ramp. 2) IL2 doesn't support larger formations properly so 12 planes could be problematic for the AI. Edited February 25, 2023 by SYN_Vander
352ndOscar Posted February 25, 2023 Posted February 25, 2023 4 hours ago, SYN_Vander said: I can do this, but be aware: 1) Not all if most airfields can't cope with these numbers when starting from the ramp. 2) IL2 doesn't support larger formations properly so 12 planes could be problematic for the AI. Ah, ok. I see the issue now. Disregard. Maybe I can do something with the editor post-generation.
kraut1 Posted March 3, 2023 Posted March 3, 2023 Hi Vander, your EMG is really a great tool! 14 historical front lines for 1 map are working without problems. Thanks very much!!! 2
Stonehouse Posted March 3, 2023 Posted March 3, 2023 @SYN_Vander I know life is busy for you, so this is an if and when you have time to think about it. I'm not even sure if it is possible technically. One possible enhancement for EMG did come up during talks Kraut1 and I had about his Tunisia EMG mod. It was to do with off map missions - even if just for AI but if it was possible for human aircraft that would be great. Kraut1 managed to get a spawn point working to allow Ju52 flights to spawn out to sea and land at Tunis to represent the arrival of evacuation flights that occurred around the fall of Tunis. However, historically a lot of bombing missions originated from Sardinia and Sicily right through the campaign as well as evacuation flights leaving Tunis for Italy etc. So, the missing piece with EMG is to be able to create a zone or zones on the map which allows both the spawn of AI missions (airstart in the zone) and then on the aircraft returning to this zone to despawn them and count them as having landed off map. For humans I guess they would have to airstart in the zone and when arriving back in the zone post mission I suppose it would count as the mission end. So it would probably only work for humans in PVE co-op missions where people could co-ordinate things so the mission end happened appropriately. Human flights might be too hard to do. IL2 1946 DCG used to have something like this to use with bombing missions particularly. I know I used it a lot for the fictional DCG Invasion of Darwin campaign I created to allow bombing missions from off map Rabaul to arrive and depart. I think it was for AI only but cannot remember for sure. It's a long time ago. 1
Jeroen83 Posted March 5, 2023 Posted March 5, 2023 Hey Vander, I've been adding random farms and houses to the Rhineland map to add some realism. I'm pretty happy with how it turns out. It takes some effort but it's doable. I've now covered Zeeland and most of the randstad. The rest of the fronts for the EMG wouldn't take much time. Would you be interested in evaluating this for the easy mission generator? 5 2
kraut1 Posted March 6, 2023 Posted March 6, 2023 On 3/4/2023 at 12:44 AM, Stonehouse said: @SYN_Vander I know life is busy for you, so this is an if and when you have time to think about it. I'm not even sure if it is possible technically. One possible enhancement for EMG did come up during talks Kraut1 and I had about his Tunisia EMG mod. It was to do with off map missions - even if just for AI but if it was possible for human aircraft that would be great. Kraut1 managed to get a spawn point working to allow Ju52 flights to spawn out to sea and land at Tunis to represent the arrival of evacuation flights that occurred around the fall of Tunis. However, historically a lot of bombing missions originated from Sardinia and Sicily right through the campaign as well as evacuation flights leaving Tunis for Italy etc. So, the missing piece with EMG is to be able to create a zone or zones on the map which allows both the spawn of AI missions (airstart in the zone) and then on the aircraft returning to this zone to despawn them and count them as having landed off map. For humans I guess they would have to airstart in the zone and when arriving back in the zone post mission I suppose it would count as the mission end. So it would probably only work for humans in PVE co-op missions where people could co-ordinate things so the mission end happened appropriately. Human flights might be too hard to do. IL2 1946 DCG used to have something like this to use with bombing missions particularly. I know I used it a lot for the fictional DCG Invasion of Darwin campaign I created to allow bombing missions from off map Rabaul to arrive and depart. I think it was for AI only but cannot remember for sure. It's a long time ago. On 3/5/2023 at 2:08 PM, Jeroen83 said: Hey Vander, I've been adding random farms and houses to the Rhineland map to add some realism. I'm pretty happy with how it turns out. It takes some effort but it's doable. I've now covered Zeeland and most of the randstad. The rest of the fronts for the EMG wouldn't take much time. Would you be interested in evaluating this for the easy mission generator? Hi Stonehouse, concerning the topic "Airstarts" another Study of 3 Airstart airfields in the North Sea for 1942-mid 1944 missions over the Netherlands. Hi Jeroen83, Maybe your farms and house could be added. The Rhineland map is very empty. 2
SYN_Vander Posted March 8, 2023 Author Posted March 8, 2023 On 3/4/2023 at 12:44 AM, Stonehouse said: @SYN_Vander I know life is busy for you, so this is an if and when you have time to think about it. I'm not even sure if it is possible technically. One possible enhancement for EMG did come up during talks Kraut1 and I had about his Tunisia EMG mod. It was to do with off map missions - even if just for AI but if it was possible for human aircraft that would be great. Kraut1 managed to get a spawn point working to allow Ju52 flights to spawn out to sea and land at Tunis to represent the arrival of evacuation flights that occurred around the fall of Tunis. However, historically a lot of bombing missions originated from Sardinia and Sicily right through the campaign as well as evacuation flights leaving Tunis for Italy etc. So, the missing piece with EMG is to be able to create a zone or zones on the map which allows both the spawn of AI missions (airstart in the zone) and then on the aircraft returning to this zone to despawn them and count them as having landed off map. For humans I guess they would have to airstart in the zone and when arriving back in the zone post mission I suppose it would count as the mission end. So it would probably only work for humans in PVE co-op missions where people could co-ordinate things so the mission end happened appropriately. Human flights might be too hard to do. IL2 1946 DCG used to have something like this to use with bombing missions particularly. I know I used it a lot for the fictional DCG Invasion of Darwin campaign I created to allow bombing missions from off map Rabaul to arrive and depart. I think it was for AI only but cannot remember for sure. It's a long time ago. So it looks to me there is a need for a new start option "spawn above airfield" so you can add a new airfield somewhere at the edge of the map and increase the front size if needed. Then the second part is a way to detect that the player is back over the airfield. Could be a trigger over the airfield that only is triggered if you use the "spawn above airfield". What should the trigger do? End the mission? AI can be despawned if they fly into the trigger again.
Stonehouse Posted March 8, 2023 Posted March 8, 2023 (edited) 2 hours ago, SYN_Vander said: So it looks to me there is a need for a new start option "spawn above airfield" so you can add a new airfield somewhere at the edge of the map and increase the front size if needed. Then the second part is a way to detect that the player is back over the airfield. Could be a trigger over the airfield that only is triggered if you use the "spawn above airfield". What should the trigger do? End the mission? AI can be despawned if they fly into the trigger again. Don't want to give you too much grief, so even if it was just AI off map missions it would be fine. I think I understand what you mean about increasing the front size in that the front line "box" for a side needs to encompass all the airfields for that side? If so, it would mean that once the feature was available Kraut1 would need to rejig the axis front line markers to include a sea area and set up some extra "airfields" for Sicily and Sardinia based units. For AI returning despawn would be fine. If it was human, I can't think of any way to handle it other than to end the mission. That would be fine for SP and coop but not for PVP because it could be gamed. I can see places like Normandy and Rhineland that it could be used to allow bomber raids from the UK to take part in missions as well as Tunisia. Not so sure about the Eastern front. Dogfight servers could definitely use it for AI. PVE dogfight servers could use it for humans maybe............ <edit> just thinking some more - you said spawn above airfield, figure that means you are thinking of just the four flights you configure and not perhaps ambient AI. It would be good to have ambient AI to be able to use these "off map" airfields as well. Not sure if I'm explaining this well or not. Edited March 8, 2023 by Stonehouse
kraut1 Posted March 8, 2023 Posted March 8, 2023 (edited) 6 hours ago, SYN_Vander said: Then the second part is a way to detect that the player is back over the airfield. Could be a trigger over the airfield that only is triggered if you use the "spawn above airfield". What should the trigger do? End the mission? AI can be despawned if they fly into the trigger again. Hi, I think it has to be considered that the despawn trigger is not to early active to avoid despawning if the planes are just circling or when they change their direction after the first waypoint. Edited March 8, 2023 by kraut1
SYN_Vander Posted March 18, 2023 Author Posted March 18, 2023 I noticed I did not release latest changes, here are the latest version release notes: Version 74 -Fixed major bug where WW2 vehicles were used in WW1 missions -Increased max flight size to 12 Version 73 -Wind parameters speed and direction will now be slightly different for higher altitudes. -Added a special target "Channel Dash". Will only work for Channel Map (both fronts) and on specific date: 11/12/13 feb 1942 -Previously added special target "Jubilee" (Dieppe raid). Will only work for Channel map (Channel front) and on specific date: 18/19/20 aug 1942 Download here: https://sites.google.com/view/il2-great-battles-emg/home 8
ahmenvafaan Posted March 21, 2023 Posted March 21, 2023 Hey, I just downloaded both Easymissions generator as well as Tank crew generator. Was intending to play some co op multicrew with a couple of friends. However, once I've created a mission and start hosting my friends are unable to join the server - they're able to see the server listed but once they try to join they get the following error message: #10019 Unable to connect to game server Anyone have any idea what I might be doing wrong here? Also - Thanks for making these mission generators! I'm sure me and my mates will have a lot of fun with it once we get it working! Cheers.
kraut1 Posted March 21, 2023 Posted March 21, 2023 On 3/18/2023 at 5:45 PM, SYN_Vander said: I noticed I did not release latest changes, here are the latest version release notes: Hi Vander, thanks very much for the new EMG! For the lead flights there is one detail to be checked: option 12 and random is together in the menu. (for me no problem, 12 plane flights with VR are with my computer not possible)
Spidey002 Posted March 21, 2023 Posted March 21, 2023 6 hours ago, ahmenvafaan said: However, once I've created a mission and start hosting my friends are unable to join the server - they're able to see the server listed but once they try to join they get the following error message: #10019 Unable to connect to game server Have you ever hosted a server before? There are a couple of hoops you have to jump through first. You have to turn on port forwarding on your router. I’ll link the post that gives instructions.
SYN_Vander Posted March 21, 2023 Author Posted March 21, 2023 (edited) 8 hours ago, kraut1 said: Hi Vander, thanks very much for the new EMG! For the lead flights there is one detail to be checked: option 12 and random is together in the menu. (for me no problem, 12 plane flights with VR are with my computer not possible) Thanks for reporting. Strange bug, I'll look into it Stupid typo... missing a comma so two values are now combined Update soon. 9 minutes ago, SYN_Vander said: Thanks for reporting. Strange bug, I'll look into it Stupid typo... missing a comma so two values are now combined Update soon. Okay, new version 74.1 is up. Edited March 21, 2023 by SYN_Vander 1
Charon Posted March 22, 2023 Posted March 22, 2023 Hi Vander, I found a bug in v72 that I was able to reproduce in 74.1 as well. We were meant to intercept some AI attackers, but missed them. After bombing their target, they proceeded to loiter in the area. It looks like AI attackers are being generated with "OnBingoMainMG" events to trigger the ForceComplete, when they should really probably trigger it "OnBingoBombs" (or on both). It appears to be reproducible with any AI attack flight, but just in case it's not, I've attached a config that should generate such a mission. 190bingobug.txt
ahmenvafaan Posted March 22, 2023 Posted March 22, 2023 21 hours ago, Spidey002 said: Have you ever hosted a server before? There are a couple of hoops you have to jump through first. You have to turn on port forwarding on your router. I’ll link the post that gives instructions. Thanks for helping out! I just did steps 1,2 and 4 in the guide, will have another go at hosting tomorrow, hoping for the best! 1
percydanvers Posted March 22, 2023 Posted March 22, 2023 On 3/18/2023 at 11:45 AM, SYN_Vander said: I noticed I did not release latest changes, here are the latest version release notes: Version 74 -Fixed major bug where WW2 vehicles were used in WW1 missions -Increased max flight size to 12 Version 73 -Wind parameters speed and direction will now be slightly different for higher altitudes. -Added a special target "Channel Dash". Will only work for Channel Map (both fronts) and on specific date: 11/12/13 feb 1942 -Previously added special target "Jubilee" (Dieppe raid). Will only work for Channel map (Channel front) and on specific date: 18/19/20 aug 1942 Download here: https://sites.google.com/view/il2-great-battles-emg/home Cool update! I love these secret special missions.
jeanba Posted March 22, 2023 Posted March 22, 2023 Hi Vander Is there a list of all available "operations" such as : Quote -Added a special target "Channel Dash". Will only work for Channel Map (both fronts) and on specific date: 11/12/13 feb 1942 -Previously added special target "Jubilee" (Dieppe raid). Will only work for Channel map (Channel front) and on specific date: 18/19/20 aug 1942 or are they the only one ?
SYN_Vander Posted March 22, 2023 Author Posted March 22, 2023 5 minutes ago, jeanba said: Hi Vander Is there a list of all available "operations" such as : or are they the only one ? This is it! They were designed for our (dogfight) server.
Trueppp Posted March 24, 2023 Posted March 24, 2023 Is there a way to adjust the goal / mission end trigger for a dogfight mission? We are 3 new pilots and doing stuff like protecting an HQ from 2Fighters and 2 Bombers and the mission finishes as soon as we kill the 2 bombers. Or if we do an attack mission, how do we set it up so the enemy flight protects the target, and the mission continues even if 2 of us die?
Mtnbiker1998 Posted March 24, 2023 Posted March 24, 2023 11 hours ago, Trueppp said: Is there a way to adjust the goal / mission end trigger for a dogfight mission? We are 3 new pilots and doing stuff like protecting an HQ from 2Fighters and 2 Bombers and the mission finishes as soon as we kill the 2 bombers. Or if we do an attack mission, how do we set it up so the enemy flight protects the target, and the mission continues even if 2 of us die? In the server config options theres an option "mission end timer" or something along those lines. Set it to 99999 and you should have all the time in the world to keep flying after mission complete.
Trueppp Posted March 24, 2023 Posted March 24, 2023 11 hours ago, Mtnbiker1998 said: In the server config options theres an option "mission end timer" or something along those lines. Set it to 99999 and you should have all the time in the world to keep flying after mission complete. Thanks, and from the ingame server, is there a way to go to the next map without killing the server?
AKA_PumpkiCraterman1 Posted March 31, 2023 Posted March 31, 2023 Hello! I love the easy mission generator. Making missions using the editor is just too much of a chore. This utility picks up where the developers left off. Lately my group has been directed off map, causing the 'leaving the battlefield' warning to flash. Any idea how to stop this? Thanks Vander for all you do!
kraut1 Posted March 31, 2023 Posted March 31, 2023 5 hours ago, Craterman1 said: Hello! I love the easy mission generator. Making missions using the editor is just too much of a chore. This utility picks up where the developers left off. Lately my group has been directed off map, causing the 'leaving the battlefield' warning to flash. Any idea how to stop this? Thanks Vander for all you do! I suggest to check the template. It can be opened with the IL2 Mission Editor. Maybe some targets / objectives (in the helpers group) have to be moved a bit away from the map border. I had the same problem in my BoF EMG / battle of Duenkirchen at the east border of the map.
SYN_Vander Posted March 31, 2023 Author Posted March 31, 2023 6 hours ago, Craterman1 said: Hello! I love the easy mission generator. Making missions using the editor is just too much of a chore. This utility picks up where the developers left off. Lately my group has been directed off map, causing the 'leaving the battlefield' warning to flash. Any idea how to stop this? Thanks Vander for all you do! Could you tell me which map and what type of target? It must be too close to the border? On 3/25/2023 at 12:08 AM, Trueppp said: Thanks, and from the ingame server, is there a way to go to the next map without killing the server? With the in-game server I don't think so. If everyone will leave the "server" then for the host it will move to the next mission in the list.
352ndOscar Posted March 31, 2023 Posted March 31, 2023 @SYN_Vander Just wanted to stop by and thank you for the “12” aircraft update you made. Makes putting a Squadron in the air together soooo much easier. Thanks Again! 1
sgt_fresh Posted March 31, 2023 Posted March 31, 2023 (edited) I am going to try this with the PTO mod. I had no issues with the jso's desert mod. Edited March 31, 2023 by sgt_fresh typo
kraut1 Posted March 31, 2023 Posted March 31, 2023 (edited) 5 hours ago, sgt_fresh said: I am going to try this with the PTO mod. I had no issues with the jso's desert mod. I am using the pto mod too, for my pacific EMG adaption. It is only preliminary, currently only 1 Papua New Guinea (Kuban) front line with 5 airfields -IL2-EMG-v741Pazific (preliminary, not final) -The Faux Pacific Skin Pack is required https://forum.il2sturmovik.com/topic/33529-faux-pacific/?do=findComment&comment=966762 -some additional skins are attached (japanese FW190-A3 skins from Faux Pacific) that I use for the FW190-A5/-A6 -FM / Weapon Mod (when installed FW190 only to be used as AI plane) FW190-A3 = Zero, 2xMG17 + 2xMG-FF /with Pacific-AI_FM_weapon-Mod-v02-alpha FW190-A5 = Oscar, 2xMG17 /with Pacific-AI_FM_weapon-Mod-v02-alpha FW190-A6=Frank, 2xMG17 + 2xMG151/20 in the outer wings /with Pacific-AI_FM_weapon-Mod-v02-alpha Because the fast, heavy armed FW190 is normally total different to the lighter japanese planes I made a small FM / weapon mod (ONLY for AI) -I reduced the weight by the not used cannons and ammo and added on the other hand some air drag to make the Zero and the Oscar slower. -2 Demo / Test missions for Port attacks. I have placed some additional random ships in the ports. Each time the mission is started the number / location of ships will vary. (The dates are preliminary, there will be front lines between ca. July42 to 1944, Kokoda trail campaign, Lae/Salamaua) (here some late planes of 1945 are not shown) https://www.dropbox.com/s/wc1crssgq1g8nqt/PTO-Mod-v02-alpha.zip?dl=0 Edited March 31, 2023 by kraut1 2
sgt_fresh Posted April 1, 2023 Posted April 1, 2023 I just flew a pacific mission using the easy mission generator, and it was a good experience. I posted it in the video section of the forum:
AKA_PumpkiCraterman1 Posted April 1, 2023 Posted April 1, 2023 On 3/31/2023 at 3:37 AM, SYN_Vander said: Could you tell me which map and what type of target? It must be too close to the border? I have only noticed it on the Normandy map. It seems to be with intercept missions mainly.
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