SYN_Vander Posted May 3, 2023 Author Posted May 3, 2023 On 5/2/2023 at 3:29 AM, CzechTexan said: Here is a zip file for the Kuban Front Line, October-December 1942. https://www.mediafire.com/file/0g8kxbbyntagkih/KubanFrontOct42.zip/file It's the best I could do by eye-balling the maps. Of course, the front line did move back and forth in some places with attacks/counter-attacks. This will give you more places to position light artillery on mountain-tops and for sure in the valleys. Do you have a link to the maps that show these lines? This -most southern- line has basically zero options to put any artillery or other targets close to the line since it's all forest in the IL2 map. So for gameplay it's probably better to choose something more to the north. I would like to "tune" it a bit.
CzechTexan Posted May 3, 2023 Posted May 3, 2023 (edited) 14 hours ago, SYN_Vander said: Do you have a link to the maps that show these lines? This -most southern- line has basically zero options to put any artillery or other targets close to the line since it's all forest in the IL2 map. So for gameplay it's probably better to choose something more to the north. I would like to "tune" it a bit. Here are two links to Russian maps of the region showing the closest lines to Tuapse. https://coollib.com/i/7/2607/_17.png Link to the whole page with other interesting maps of Kuban/Caucasus battles: Марш на Кавказ. Битва за нефть 1942-1943 гг. [Вильгельм Тике] (fb2) читать онлайн | КулЛиб - Классная библиотека! Скачать книги бесплатно (coollib.com) https://topwar.ru/uploads/posts/2012-12/1356637755_i-01_0126.gif It is a challenge for placing artillery. Bunkers/pillboxes could be other targets. The Russians built hundreds of these and they were used by both sides. During September - December most fighting was done in the mountains and along the road near Indyuk. Sadly, the map-makers did not give much attention to this region, but, it is better than nothing. Edited May 3, 2023 by CzechTexan 1
SYN_Vander Posted May 6, 2023 Author Posted May 6, 2023 (edited) I have released a new version of EMG with new front for Kuban. I decided to go with the sep 27 lines as in this map: Release Notes EMG Version 76 -Added Spitfire XIVe, SSW D.IV and Bf109GAS -Added new front "Maikop" to Kuban map. This is in the SE area with mountains Download here: https://sites.google.com/view/il2-great-battles-emg/home Edited May 6, 2023 by SYN_Vander 5 4
percydanvers Posted May 6, 2023 Posted May 6, 2023 (edited) This is so cool! Using some of these under-utilized parts of the maps is like having a whole new map!The screenshots I took don't do it justice, but doing a surprise raid on the port at Lazarevskoe from behind the mountains while a flight of enemy bombers was trying to take off from the runway ranks among one of the coolest things I've ever gotten to do in 1000+ hours of IL-2 Bos. Edited May 6, 2023 by percydanvers 1
Stonehouse Posted May 7, 2023 Posted May 7, 2023 @SYN_Vander Quick question for you - do you add AAA to EMG missions only from the templates or do you also add dynamically created AAA similar to QMB? I figure it is the latter but wanted to get clarification. I'm part way through creating a mod to increase the activation/deactivation and attack area MCU range for AAA (particularly heavy AAA) and searchlights for AQMB and QMB and was thinking if you only used the templates to add AAA to EMG I could also perhaps create a mod for EMG to do the same. Note I have proved that stock AAA will fire beyond the stock targetingDistance=5000m out to their max range if allowed to by the attack area MCU. So, increasing the attack area MCU out to 10000m improves AAA regardless of whether it is stock or modded AAA. Hence my post a few days ago about parameterising the value for activation/deactivation range and attack area MCU range for EMG. However, if I can do it via modding the templates it saves you the effort. Thank you as always for EMG and especially the new version which looks really interesting with the new Kuban front.
SYN_Vander Posted May 7, 2023 Author Posted May 7, 2023 (edited) 5 hours ago, Stonehouse said: @SYN_Vander Quick question for you - do you add AAA to EMG missions only from the templates or do you also add dynamically created AAA similar to QMB? I figure it is the latter but wanted to get clarification. I'm part way through creating a mod to increase the activation/deactivation and attack area MCU range for AAA (particularly heavy AAA) and searchlights for AQMB and QMB and was thinking if you only used the templates to add AAA to EMG I could also perhaps create a mod for EMG to do the same. Note I have proved that stock AAA will fire beyond the stock targetingDistance=5000m out to their max range if allowed to by the attack area MCU. So, increasing the attack area MCU out to 10000m improves AAA regardless of whether it is stock or modded AAA. Hence my post a few days ago about parameterising the value for activation/deactivation range and attack area MCU range for EMG. However, if I can do it via modding the templates it saves you the effort. Thank you as always for EMG and especially the new version which looks really interesting with the new Kuban front. When a mission is generated a number of pre-defined AAA locations in the template are randomly populated. The amount depends on the parameter 'Ambient AI vehicles'. What you are looking for is in the 'CoopTemplate_GENERIC.Mission'. In there are the pre-defined AAA groups that are used for ambient AAA, airfield AAA, target AAA. Look in the group 'Assets'->'AAA'. In there you will find for instance a group named ' flak_allied_1'. This one has two AAA guns and one searchlight. The activation Check Zone is named 'Close' (6000m in this example) and deactivation one is named 'Away' (6250 in this example). The Attack Area MCU is there as well and has currently value of 6000. You would need to change these three values for the 2(sides) x 3 types = 6 groups in total. Also, you may want to use different values based on the type of gun. type _1 is heavy AAA (88mm or equivalent), _2 is 37mm/40 mm and _3 is 20 mm. EDIT: type 3 (20 mm) guns will only be placed if an airfield or a target has a third AAA location in the template and at the moment I don't think many maps/objectives have that... Edited May 7, 2023 by SYN_Vander 2
Stonehouse Posted May 9, 2023 Posted May 9, 2023 On 5/7/2023 at 6:08 PM, SYN_Vander said: When a mission is generated a number of pre-defined AAA locations in the template are randomly populated. The amount depends on the parameter 'Ambient AI vehicles'. What you are looking for is in the 'CoopTemplate_GENERIC.Mission'. In there are the pre-defined AAA groups that are used for ambient AAA, airfield AAA, target AAA. Look in the group 'Assets'->'AAA'. In there you will find for instance a group named ' flak_allied_1'. This one has two AAA guns and one searchlight. The activation Check Zone is named 'Close' (6000m in this example) and deactivation one is named 'Away' (6250 in this example). The Attack Area MCU is there as well and has currently value of 6000. You would need to change these three values for the 2(sides) x 3 types = 6 groups in total. Also, you may want to use different values based on the type of gun. type _1 is heavy AAA (88mm or equivalent), _2 is 37mm/40 mm and _3 is 20 mm. EDIT: type 3 (20 mm) guns will only be placed if an airfield or a target has a third AAA location in the template and at the moment I don't think many maps/objectives have that... I notice that all of the Allied AAA is Russian - is there some sort of translation table that will replace these with UK or US guns as appropriate during mission generation?
SYN_Vander Posted May 9, 2023 Author Posted May 9, 2023 2 hours ago, Stonehouse said: I notice that all of the Allied AAA is Russian - is there some sort of translation table that will replace these with UK or US guns as appropriate during mission generation? Yes, there is. But not in a separate config file table as of now.
Stonehouse Posted May 9, 2023 Posted May 9, 2023 6 hours ago, SYN_Vander said: Yes, there is. But not in a separate config file table as of now. Thanks - so I assume a 52K becomes either a qf37 or m1a1 depending on whether the Allied faction is UK or US but there are several possibilities for translating the 61K. Is it a 1 to 1 translation ie constant so I can just generate a mission to find out what the translation is or is it 1 to many ie a list of possible US or UK guns the 61K can become? If the latter could you let me know the possible choices when you have a spare moment, please? I assume that German stuff remains as per the template? Reason being is that I'm thinking about altering the template group compositions to be valid historical compositions. So, Flak Axis 1 was 2 Flak 37s and a searchlight if I remember correctly, and this would change to 4 heavy AAA plus 2 light AAA and more searchlights to see how that goes. Will that break things from an EMG point of view? I realise it skews the Ambient AI vehicle setting.
SYN_Vander Posted May 10, 2023 Author Posted May 10, 2023 (edited) 14 hours ago, Stonehouse said: Thanks - so I assume a 52K becomes either a qf37 or m1a1 depending on whether the Allied faction is UK or US but there are several possibilities for translating the 61K. Is it a 1 to 1 translation ie constant so I can just generate a mission to find out what the translation is or is it 1 to many ie a list of possible US or UK guns the 61K can become? If the latter could you let me know the possible choices when you have a spare moment, please? I assume that German stuff remains as per the template? Reason being is that I'm thinking about altering the template group compositions to be valid historical compositions. So, Flak Axis 1 was 2 Flak 37s and a searchlight if I remember correctly, and this would change to 4 heavy AAA plus 2 light AAA and more searchlights to see how that goes. Will that break things from an EMG point of view? I realise it skews the Ambient AI vehicle setting. This is the current mapping, based on theatre of war and faction. I clubbed together US/UK. BLOCKS are static vehicles/planes: BLOCKS_US_WW2 = { "static_pe2.": "static_b25d.", "static_il2.": "static_a20raf.", "static_gazaa.": "static_gmc-cckw.", "static_gaz-m.": "static_willysmb.", "static_zis.": "static_gmc-cckw.", "static_zis_fuel.": "static_gmc-cckw-fuel.", "static_lagg3.": "static_spitfiremkixe." } BLOCKS_GREAT_BRITAIN_WW1 = { "\\blocks\\static_gazaa.": "\\buildings\\tentcart.", "\\Blocks\\static_gazaa.": "\\Blocks\\tentcart.", "\\blocks\\static_zis.": "\\buildings\\tentcart.", "\\Blocks\\static_zis.": "\\Blocks\\tentcart.", "\\blocks\\static_zis_fuel.": "\\buildings\\tentcart.", "\\Blocks\\static_zis_fuel.": "\\Blocks\\tentcart.", "static_zis.": "tentcart.", "static_zis_fuel.": "tentcart.", "static_gaz-m.": "art_position_amb1.", "static_lagg3.": "art_position_amb1.", "\\blocks\\arf_tower_2.": "\\buildings\\millitarytower1.", "static_pe2.": "static_u2vs.", "static_il2.": "static_u2vs." } BLOCKS_GERMANY_WW1 = { "\\blocks\\static_ford-g917.": "\\buildings\\tentcart.", "\\Blocks\\static_ford-g917.": "\\Blocks\\tentcart.", "\\blocks\\static_opel.": "\\buildings\\tentcart.", "\\Blocks\\static_opel.": "\\Blocks\\tentcart.", "\\blocks\\static_opel_fuel.": "\\buildings\\tentcart.", "\\Blocks\\static_opel_fuel.": "\\Blocks\\tentcart.", "static_horch830.": "art_position_amb1.", "static_bf109.": "art_position_amb1.", "\\blocks\\arf_tower_2.": "\\buildings\\millitarytower1.", "static_ju88.": "static_u2vs.", "static_ju87.": "static_u2vs." } VEHICLES_US_WW2 = { "\\vehicles\\72k.txt": "\\vehicles\\boforsl60.txt", "\\artillery\\72k\\72k.mgm": "\\artillery\\boforsl60\\boforsl60.mgm", "\\61k": "\\boforsl60", "\\52k": "\\qf37in", "\\vehicles\\bm13": "\\vehicles\\m1gun", "\\vehicles\\zis\\bm13": "\\artillery\\m1gun\\m1gun", "\\vehicles\\dshk-aa.txt": "\\vehicles\\m2mg-aa.txt", "\\artillery\\dshk-aa\\dshk-aa.mgm": "\\artillery\\m2mg\\m2mg-aa.mgm", "\\vehicles\\dshk.txt": "\\vehicles\\m2mg.txt", "\\artillery\\dshk\\dshk.mgm": "\\artillery\\m2mg\\m2mg.mgm", "\\m30": "\\m1gun", "\\vehicles\\maksim4-aa": "\\vehicles\\m2mg-aa", "\\artillery\\maksim4-aa\\maksim4-aa": "\\artillery\\m2mg\\m2mg-aa", "\\vehicles\\zis5-72k.txt": "\\vehicles\\m16.txt", "\\vehicles\\zis\\zis5-72k.mgm": "\\vehicles\\m16\\m16.mgm", "\\searchlightsu": "\\searchlightus", "\\ba64": "\\m16", "\\vehicles\\gaz-m": "\\vehicles\\willysmb", "\\vehicles\\gaz\\gaz-m": "\\vehicles\\willys\\willysmb", "\\vehicles\\gaz-aa-ammo.txt": "\\vehicles\\gmc-cckw-ammo.txt", "\\vehicles\\gaz\\gaz-aa-ammo.mgm": "\\vehicles\\gmc-cckw\\gmc-cckw-ammo.mgm", "\\vehicles\\gaz-aa.txt": "\\vehicles\\gmc-cckw.txt", "\\vehicles\\gaz\\gaz-aa.mgm": "\\vehicles\\gmc-cckw\\gmc-cckw.mgm", "\\vehicles\\zis5.txt": "\\vehicles\\gmc-cckw.txt", "\\vehicles\\zis\\zis5.mgm": "\\vehicles\\gmc-cckw\\gmc-cckw.mgm", "\\vehicles\\gaz-aa-m4-aa.txt": "\\vehicles\\m16.txt", "\\vehicles\\gaz\\gaz-aa-m4-aa.mgm": "\\vehicles\\m16\\m16.mgm", "\\rivergunshipa": "\\penichegb", "\\t34-76stz-41": "\\m4a2", "\\t34-76-43": "\\m4a3", "\\t70": "\\m4a2", "\\destroyertype7": "\\destroyergleaves", "\\1124.txt": "\\lci.txt", "\\1124\\1124.mgm": "\\lci\\lci.mgm", "\\largetankershiptype1.txt": "\\libertyship.txt", "\\largetankershiptype1\\largetankershiptype1.mgm": "\\libertyship\\libertyship.mgm" } VEHICLES_GREAT_BRITAIN_WW1 = { "\\vehicles\\52k.txt": "\\vehicles\\qf13pdr6cwt.txt", "\\artillery\\52k\\52k.mgm": "\\artillery\\qf13pdr6cwt\\qf13pdr6cwt.mgm", "\\vehicles\\72k.txt": "\\vehicles\\hotchkissmle14-aa.txt", "\\artillery\\72k\\72k.mgm": "\\artillery\\hotchkissmle14\\hotchkissmle14-aa.mgm", "\\vehicles\\dshk-aa.txt": "\\vehicles\\hotchkissmle14-aa.txt", "\\artillery\\dshk-aa\\dshk-aa.mgm": "\\artillery\\hotchkissmle14\\hotchkissmle14-aa.mgm", "\\vehicles\\dshk.txt": "\\vehicles\\hotchkissmle14.txt", "\\artillery\\dshk\\dshk.mgm": "\\artillery\\hotchkissmle14\\hotchkissmle14.mgm", "\\vehicles\\61k.txt": "\\vehicles\\qf13pdr6cwt.txt", "\\artillery\\61k\\61k.mgm": "\\artillery\\qf13pdr6cwt\\qf13pdr6cwt.mgm", "\\vehicles\\maksim4-aa.txt": "\\vehicles\\hotchkissmle14-aa.txt", "\\artillery\\maksim4-aa\\maksim4-aa.mgm": "\\artillery\\hotchkissmle14\\hotchkissmle14-aa.mgm", "\\vehicles\\zis5-72k.txt": "\\vehicles\\thorny13pdr-aa.txt", "\\vehicles\\zis\\zis5-72k.mgm": "\\vehicles\\thornyjtype\\thorny13pdr-aa.mgm", "\\vehicles\\m30.txt": "\\vehicles\\qf45in.txt", "\\artillery\\m30\\m30.mgm": "\\artillery\\qf45in\\qf45in.mgm", "\\vehicles\\bm13.txt": "\\vehicles\\qf45in.txt", "\\vehicles\\zis\\bm13.mgm": "\\artillery\\qf45in\\qf45in.mgm", "\\vehicles\\gaz-m.txt": "\\vehicles\\crossleyt5.txt", "\\vehicles\\gaz\\gaz-m.mgm": "\\vehicles\\crossleyt5\\crossleyt5.mgm", "\\vehicles\\gaz-aa-ammo.txt": "\\vehicles\\leyland3tonraf-ammo.txt", "\\vehicles\\gaz\\gaz-aa-ammo.mgm": "\\vehicles\\leyland3tonraf\\leyland3tonraf-ammo.mgm", "\\vehicles\\gaz-aa.txt": "\\vehicles\\leyland3tonraf.txt", "\\vehicles\\gaz\\gaz-aa.mgm": "\\vehicles\\leyland3tonraf\\leyland3tonraf.mgm", "\\vehicles\\gaz-aa-m4-aa.txt": "\\vehicles\\thorny13pdr-aa.txt", "\\vehicles\\gaz\\gaz-aa-m4-aa.mgm": "\\vehicles\\thornyjtype\\thorny13pdr-aa.mgm", "\\vehicles\\zis5.txt": "\\vehicles\\leyland3tonraf.txt", "\\vehicles\\zis\\zis5.mgm": "\\vehicles\\leyland3tonraf\\leyland3tonraf.mgm", "\\vehicles\\ba64.txt": "\\vehicles\\leyland3tonraf.txt", "\\vehicles\\ba64\\ba64.mgm": "\\vehicles\\leyland3tonraf\\leyland3tonraf.mgm", "\\vehicles\\m4a2.txt": "\\vehicles\\a7v.txt", "\\vehicles\\m4a2\\m4a2.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\vehicles\\t70.txt": "\\vehicles\\mk5m.txt", "\\vehicles\\t70\\t70.mgm": "\\vehicles\\mk5m\\mk5m.mgm", "\\vehicles\\t34-76stz-41.txt": "\\vehicles\\mk5m.txt", "\\vehicles\\t34-76stz-41\\t34-76stz-41.mgm": "\\vehicles\\mk5m\\mk5m.mgm", "\\vehicles\\t34-76-43.txt": "\\vehicles\\mk5m.txt", "\\vehicles\\t34-76-43\\t34-76-43.mgm": "\\vehicles\\mk5m\\mk5m.mgm", "\\Ships\\rivergunshipa": "\\Ships\\penichea", "\\ships\\rivergunshipa\\rivergunshipa": "\\ships\\penichegb\\penichea", "\\1124": "\\penichegb", "\\searchlightsu": "\\searchlightww1gb", "\\Trains\\platformaa-m4.txt": "\\Trains\\boxnb.txt" } VEHICLES_GERMANY_WW1 = { "\\vehicles\\flak37.txt": "\\vehicles\\flak77cml27.txt", "\\artillery\\flak37\\flak37.mgm": "\\artillery\\flak77cml27\\flak77cml27.mgm", "\\vehicles\\flak38.txt": "\\vehicles\\mg08-aa.txt", "\\artillery\\flak38\\flak38.mgm": "\\artillery\\mg08\\mg08-aa.mgm", "\\vehicles\\mg34-aa.txt": "\\vehicles\\mg08-aa.txt", "\\artillery\\mg34-aa\\mg34-aa.mgm": "\\artillery\\mg08\\mg08-aa.mgm", "\\vehicles\\mg34.txt": "\\vehicles\\mg08.txt", "\\artillery\\mg34\\mg34.mgm": "\\artillery\\mg08\\mg08.mgm", "\\vehicles\\flak36.txt": "\\vehicles\\flak77cml27.txt", "\\artillery\\flak36\\flak36.mgm": "\\artillery\\flak77cml27\\flak77cml27.mgm", "\\vehicles\\sdkfz10-flak38.txt": "\\vehicles\\daimlerflak77-aa.txt", "\\vehicles\\sdkfz10-flak38\\sdkfz10-flak38.mgm": "\\vehicles\\daimlerm1914\\daimlerflak77-aa.mgm", "\\vehicles\\sdkfz7-flakvierling38.txt": "\\vehicles\\daimlerflak77-aa.txt", "\\vehicles\\sdkfz7\\sdkfz7-flakvierling38.mgm": "\\vehicles\\daimlerm1914\\daimlerflak77-aa.mgm", "\\vehicles\\lefh18.txt": "\\vehicles\\sfh13.txt", "\\artillery\\lefh18\\lefh18.mgm": "\\artillery\\sfh13\\sfh13.mgm", "\\vehicles\\pak40.txt": "\\vehicles\\fk96na.txt", "\\artillery\\pak40\\pak40.mgm": "\\artillery\\fk96na\\fk96na.mgm", "\\vehicles\\sdkfz251-szf.txt": "\\vehicles\\sfh13.txt", "\\vehicles\\sdkfz251\\sdkfz251-szf.mgm": "\\artillery\\sfh13\\sfh13.mgm", "\\vehicles\\horch830.txt": "\\vehicles\\mercedeskw22.txt", "\\vehicles\\horch\\horch830.mgm": "\\vehicles\\mercedeskw22\\mercedeskw22.mgm", "\\vehicles\\ford-g917.txt": "\\vehicles\\benzlkw.txt", "\\vehicles\\ford\\ford-g917.mgm": "\\vehicles\\benzlkw\\benzlkw.mgm", "\\vehicles\\opel-blitz-ammo.txt": "\\vehicles\\benzlkw-ammo.txt", "\\vehicles\\opel\\opel-blitz-ammo.mgm": "\\vehicles\\benzlkw\\benzlkw-ammo.mgm", "\\vehicles\\opel-blitz.txt": "\\vehicles\\benzlkw.txt", "\\vehicles\\opel\\opel-blitz.mgm": "\\vehicles\\benzlkw\\benzlkw.mgm", "\\vehicles\\sdkfz251-1c.txt": "\\vehicles\\benzlkw.txt", "\\vehicles\\sdkfz251\\sdkfz251-1c.mgm": "\\vehicles\\benzlkw\\benzlkw.mgm", "\\vehicles\\sdkfz222.txt": "\\vehicles\\daimlerflak77-aa.txt", "\\vehicles\\sdkfz222\\sdkfz222.mgm": "\\vehicles\\daimlerm1914\\daimlerflak77-aa.mgm", "\\vehicles\\pziii-l.txt": "\\vehicles\\a7v.txt", "\\vehicles\\pziii-l\\pziii-l.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\vehicles\\pziv-g.txt": "\\vehicles\\a7v.txt", "\\vehicles\\pziv-g\\pziv-g.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\vehicles\\stug40l43.txt": "\\vehicles\\a7v.txt", "\\vehicles\\stug40l43\\stug40l43.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\vehicles\\marderiii-h.txt": "\\vehicles\\a7v.txt", "\\vehicles\\pz38t\\marderiii-h.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\Ships\\landboata": "\\Ships\\penicheb", "\\ships\\landboata\\landboata": "\\ships\\penicheger\\penicheb", "\\torpboats38": "\\penicheger", "\\searchlightger": "\\searchlightww1ger", "\\Trains\\platformaa-mg34.txt": "\\Trains\\boxnb.txt" } Edited May 10, 2023 by SYN_Vander 1 1
kraut1 Posted May 10, 2023 Posted May 10, 2023 (edited) 1 hour ago, SYN_Vander said: This is the current mapping, based on theatre of war and faction. I clubbed together US/UK. BLOCKS are static vehicles/planes: BLOCKS_US_WW2 = { "static_pe2.": "static_b25d.", "static_il2.": "static_a20raf.", "static_gazaa.": "static_gmc-cckw.", "static_gaz-m.": "static_willysmb.", "static_zis.": "static_gmc-cckw.", "static_zis_fuel.": "static_gmc-cckw-fuel.", "static_lagg3.": "static_spitfiremkixe." } BLOCKS_GREAT_BRITAIN_WW1 = { "\\blocks\\static_gazaa.": "\\buildings\\tentcart.", "\\Blocks\\static_gazaa.": "\\Blocks\\tentcart.", "\\blocks\\static_zis.": "\\buildings\\tentcart.", "\\Blocks\\static_zis.": "\\Blocks\\tentcart.", "\\blocks\\static_zis_fuel.": "\\buildings\\tentcart.", "\\Blocks\\static_zis_fuel.": "\\Blocks\\tentcart.", "static_zis.": "tentcart.", "static_zis_fuel.": "tentcart.", "static_gaz-m.": "art_position_amb1.", "static_lagg3.": "art_position_amb1.", "\\blocks\\arf_tower_2.": "\\buildings\\millitarytower1.", "static_pe2.": "static_u2vs.", "static_il2.": "static_u2vs." } BLOCKS_GERMANY_WW1 = { "\\blocks\\static_ford-g917.": "\\buildings\\tentcart.", "\\Blocks\\static_ford-g917.": "\\Blocks\\tentcart.", "\\blocks\\static_opel.": "\\buildings\\tentcart.", "\\Blocks\\static_opel.": "\\Blocks\\tentcart.", "\\blocks\\static_opel_fuel.": "\\buildings\\tentcart.", "\\Blocks\\static_opel_fuel.": "\\Blocks\\tentcart.", "static_horch830.": "art_position_amb1.", "static_bf109.": "art_position_amb1.", "\\blocks\\arf_tower_2.": "\\buildings\\millitarytower1.", "static_ju88.": "static_u2vs.", "static_ju87.": "static_u2vs." } VEHICLES_US_WW2 = { "\\vehicles\\72k.txt": "\\vehicles\\boforsl60.txt", "\\artillery\\72k\\72k.mgm": "\\artillery\\boforsl60\\boforsl60.mgm", "\\61k": "\\boforsl60", "\\52k": "\\qf37in", "\\vehicles\\bm13": "\\vehicles\\m1gun", "\\vehicles\\zis\\bm13": "\\artillery\\m1gun\\m1gun", "\\vehicles\\dshk-aa.txt": "\\vehicles\\m2mg-aa.txt", "\\artillery\\dshk-aa\\dshk-aa.mgm": "\\artillery\\m2mg\\m2mg-aa.mgm", "\\vehicles\\dshk.txt": "\\vehicles\\m2mg.txt", "\\artillery\\dshk\\dshk.mgm": "\\artillery\\m2mg\\m2mg.mgm", "\\m30": "\\m1gun", "\\vehicles\\maksim4-aa": "\\vehicles\\m2mg-aa", "\\artillery\\maksim4-aa\\maksim4-aa": "\\artillery\\m2mg\\m2mg-aa", "\\vehicles\\zis5-72k.txt": "\\vehicles\\m16.txt", "\\vehicles\\zis\\zis5-72k.mgm": "\\vehicles\\m16\\m16.mgm", "\\searchlightsu": "\\searchlightus", "\\ba64": "\\m16", "\\vehicles\\gaz-m": "\\vehicles\\willysmb", "\\vehicles\\gaz\\gaz-m": "\\vehicles\\willys\\willysmb", "\\vehicles\\gaz-aa-ammo.txt": "\\vehicles\\gmc-cckw-ammo.txt", "\\vehicles\\gaz\\gaz-aa-ammo.mgm": "\\vehicles\\gmc-cckw\\gmc-cckw-ammo.mgm", "\\vehicles\\gaz-aa.txt": "\\vehicles\\gmc-cckw.txt", "\\vehicles\\gaz\\gaz-aa.mgm": "\\vehicles\\gmc-cckw\\gmc-cckw.mgm", "\\vehicles\\zis5.txt": "\\vehicles\\gmc-cckw.txt", "\\vehicles\\zis\\zis5.mgm": "\\vehicles\\gmc-cckw\\gmc-cckw.mgm", "\\vehicles\\gaz-aa-m4-aa.txt": "\\vehicles\\m16.txt", "\\vehicles\\gaz\\gaz-aa-m4-aa.mgm": "\\vehicles\\m16\\m16.mgm", "\\rivergunshipa": "\\penichegb", "\\t34-76stz-41": "\\m4a2", "\\t34-76-43": "\\m4a3", "\\t70": "\\m4a2", "\\destroyertype7": "\\destroyergleaves", "\\1124.txt": "\\lci.txt", "\\1124\\1124.mgm": "\\lci\\lci.mgm", "\\largetankershiptype1.txt": "\\libertyship.txt", "\\largetankershiptype1\\largetankershiptype1.mgm": "\\libertyship\\libertyship.mgm" } VEHICLES_GREAT_BRITAIN_WW1 = { "\\vehicles\\52k.txt": "\\vehicles\\qf13pdr6cwt.txt", "\\artillery\\52k\\52k.mgm": "\\artillery\\qf13pdr6cwt\\qf13pdr6cwt.mgm", "\\vehicles\\72k.txt": "\\vehicles\\hotchkissmle14-aa.txt", "\\artillery\\72k\\72k.mgm": "\\artillery\\hotchkissmle14\\hotchkissmle14-aa.mgm", "\\vehicles\\dshk-aa.txt": "\\vehicles\\hotchkissmle14-aa.txt", "\\artillery\\dshk-aa\\dshk-aa.mgm": "\\artillery\\hotchkissmle14\\hotchkissmle14-aa.mgm", "\\vehicles\\dshk.txt": "\\vehicles\\hotchkissmle14.txt", "\\artillery\\dshk\\dshk.mgm": "\\artillery\\hotchkissmle14\\hotchkissmle14.mgm", "\\vehicles\\61k.txt": "\\vehicles\\qf13pdr6cwt.txt", "\\artillery\\61k\\61k.mgm": "\\artillery\\qf13pdr6cwt\\qf13pdr6cwt.mgm", "\\vehicles\\maksim4-aa.txt": "\\vehicles\\hotchkissmle14-aa.txt", "\\artillery\\maksim4-aa\\maksim4-aa.mgm": "\\artillery\\hotchkissmle14\\hotchkissmle14-aa.mgm", "\\vehicles\\zis5-72k.txt": "\\vehicles\\thorny13pdr-aa.txt", "\\vehicles\\zis\\zis5-72k.mgm": "\\vehicles\\thornyjtype\\thorny13pdr-aa.mgm", "\\vehicles\\m30.txt": "\\vehicles\\qf45in.txt", "\\artillery\\m30\\m30.mgm": "\\artillery\\qf45in\\qf45in.mgm", "\\vehicles\\bm13.txt": "\\vehicles\\qf45in.txt", "\\vehicles\\zis\\bm13.mgm": "\\artillery\\qf45in\\qf45in.mgm", "\\vehicles\\gaz-m.txt": "\\vehicles\\crossleyt5.txt", "\\vehicles\\gaz\\gaz-m.mgm": "\\vehicles\\crossleyt5\\crossleyt5.mgm", "\\vehicles\\gaz-aa-ammo.txt": "\\vehicles\\leyland3tonraf-ammo.txt", "\\vehicles\\gaz\\gaz-aa-ammo.mgm": "\\vehicles\\leyland3tonraf\\leyland3tonraf-ammo.mgm", "\\vehicles\\gaz-aa.txt": "\\vehicles\\leyland3tonraf.txt", "\\vehicles\\gaz\\gaz-aa.mgm": "\\vehicles\\leyland3tonraf\\leyland3tonraf.mgm", "\\vehicles\\gaz-aa-m4-aa.txt": "\\vehicles\\thorny13pdr-aa.txt", "\\vehicles\\gaz\\gaz-aa-m4-aa.mgm": "\\vehicles\\thornyjtype\\thorny13pdr-aa.mgm", "\\vehicles\\zis5.txt": "\\vehicles\\leyland3tonraf.txt", "\\vehicles\\zis\\zis5.mgm": "\\vehicles\\leyland3tonraf\\leyland3tonraf.mgm", "\\vehicles\\ba64.txt": "\\vehicles\\leyland3tonraf.txt", "\\vehicles\\ba64\\ba64.mgm": "\\vehicles\\leyland3tonraf\\leyland3tonraf.mgm", "\\vehicles\\m4a2.txt": "\\vehicles\\a7v.txt", "\\vehicles\\m4a2\\m4a2.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\vehicles\\t70.txt": "\\vehicles\\mk5m.txt", "\\vehicles\\t70\\t70.mgm": "\\vehicles\\mk5m\\mk5m.mgm", "\\vehicles\\t34-76stz-41.txt": "\\vehicles\\mk5m.txt", "\\vehicles\\t34-76stz-41\\t34-76stz-41.mgm": "\\vehicles\\mk5m\\mk5m.mgm", "\\vehicles\\t34-76-43.txt": "\\vehicles\\mk5m.txt", "\\vehicles\\t34-76-43\\t34-76-43.mgm": "\\vehicles\\mk5m\\mk5m.mgm", "\\Ships\\rivergunshipa": "\\Ships\\penichea", "\\ships\\rivergunshipa\\rivergunshipa": "\\ships\\penichegb\\penichea", "\\1124": "\\penichegb", "\\searchlightsu": "\\searchlightww1gb", "\\Trains\\platformaa-m4.txt": "\\Trains\\boxnb.txt" } VEHICLES_GERMANY_WW1 = { "\\vehicles\\flak37.txt": "\\vehicles\\flak77cml27.txt", "\\artillery\\flak37\\flak37.mgm": "\\artillery\\flak77cml27\\flak77cml27.mgm", "\\vehicles\\flak38.txt": "\\vehicles\\mg08-aa.txt", "\\artillery\\flak38\\flak38.mgm": "\\artillery\\mg08\\mg08-aa.mgm", "\\vehicles\\mg34-aa.txt": "\\vehicles\\mg08-aa.txt", "\\artillery\\mg34-aa\\mg34-aa.mgm": "\\artillery\\mg08\\mg08-aa.mgm", "\\vehicles\\mg34.txt": "\\vehicles\\mg08.txt", "\\artillery\\mg34\\mg34.mgm": "\\artillery\\mg08\\mg08.mgm", "\\vehicles\\flak36.txt": "\\vehicles\\flak77cml27.txt", "\\artillery\\flak36\\flak36.mgm": "\\artillery\\flak77cml27\\flak77cml27.mgm", "\\vehicles\\sdkfz10-flak38.txt": "\\vehicles\\daimlerflak77-aa.txt", "\\vehicles\\sdkfz10-flak38\\sdkfz10-flak38.mgm": "\\vehicles\\daimlerm1914\\daimlerflak77-aa.mgm", "\\vehicles\\sdkfz7-flakvierling38.txt": "\\vehicles\\daimlerflak77-aa.txt", "\\vehicles\\sdkfz7\\sdkfz7-flakvierling38.mgm": "\\vehicles\\daimlerm1914\\daimlerflak77-aa.mgm", "\\vehicles\\lefh18.txt": "\\vehicles\\sfh13.txt", "\\artillery\\lefh18\\lefh18.mgm": "\\artillery\\sfh13\\sfh13.mgm", "\\vehicles\\pak40.txt": "\\vehicles\\fk96na.txt", "\\artillery\\pak40\\pak40.mgm": "\\artillery\\fk96na\\fk96na.mgm", "\\vehicles\\sdkfz251-szf.txt": "\\vehicles\\sfh13.txt", "\\vehicles\\sdkfz251\\sdkfz251-szf.mgm": "\\artillery\\sfh13\\sfh13.mgm", "\\vehicles\\horch830.txt": "\\vehicles\\mercedeskw22.txt", "\\vehicles\\horch\\horch830.mgm": "\\vehicles\\mercedeskw22\\mercedeskw22.mgm", "\\vehicles\\ford-g917.txt": "\\vehicles\\benzlkw.txt", "\\vehicles\\ford\\ford-g917.mgm": "\\vehicles\\benzlkw\\benzlkw.mgm", "\\vehicles\\opel-blitz-ammo.txt": "\\vehicles\\benzlkw-ammo.txt", "\\vehicles\\opel\\opel-blitz-ammo.mgm": "\\vehicles\\benzlkw\\benzlkw-ammo.mgm", "\\vehicles\\opel-blitz.txt": "\\vehicles\\benzlkw.txt", "\\vehicles\\opel\\opel-blitz.mgm": "\\vehicles\\benzlkw\\benzlkw.mgm", "\\vehicles\\sdkfz251-1c.txt": "\\vehicles\\benzlkw.txt", "\\vehicles\\sdkfz251\\sdkfz251-1c.mgm": "\\vehicles\\benzlkw\\benzlkw.mgm", "\\vehicles\\sdkfz222.txt": "\\vehicles\\daimlerflak77-aa.txt", "\\vehicles\\sdkfz222\\sdkfz222.mgm": "\\vehicles\\daimlerm1914\\daimlerflak77-aa.mgm", "\\vehicles\\pziii-l.txt": "\\vehicles\\a7v.txt", "\\vehicles\\pziii-l\\pziii-l.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\vehicles\\pziv-g.txt": "\\vehicles\\a7v.txt", "\\vehicles\\pziv-g\\pziv-g.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\vehicles\\stug40l43.txt": "\\vehicles\\a7v.txt", "\\vehicles\\stug40l43\\stug40l43.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\vehicles\\marderiii-h.txt": "\\vehicles\\a7v.txt", "\\vehicles\\pz38t\\marderiii-h.mgm": "\\vehicles\\a7v\\a7v.mgm", "\\Ships\\landboata": "\\Ships\\penicheb", "\\ships\\landboata\\landboata": "\\ships\\penicheger\\penicheb", "\\torpboats38": "\\penicheger", "\\searchlightger": "\\searchlightww1ger", "\\Trains\\platformaa-mg34.txt": "\\Trains\\boxnb.txt" } It would be great if these configuration files would be in the /data folder. In my Papua New Guinea the Japanese ground troops are germans, it would much more better if I could define them as russian, because of the german steel helmets and if I could define individually which vehicles / guns to be used. Edited May 10, 2023 by kraut1
Stonehouse Posted May 11, 2023 Posted May 11, 2023 (edited) 20 hours ago, SYN_Vander said: This is the current mapping, based on theatre of war and faction. I clubbed together US/UK. BLOCKS are static vehicles/planes: You said earlier that the AI ambient vehicles setting influenced AAA density. I can see in the Normandy template that there are AAA helpers around objectives and for example at Le Havre airfield that there are two AAA helpers AAA_1 and AAA_2. However, with ambient vehicles set to few both positions are still populated in a generated airfield attack mission when the target is Le Havre, AAA_1 with axis_flak1 and AAA_2 with axis_flak2. I was sort of expecting that on "few" there would be less AAA near the airfield. I'm guessing AAA_1 is always populated by nationality_flak1 and AAA_2 is always populated by nationality_flak2 etc based on your earlier comments and some guesswork. Is that right? When you have time could you please briefly explain how the 3 ambient vehicle settings (few, several and many) relate to objective AAA defenses and AAA population in regard to the generic template groups generally? I've redone the 3 Axis flak groups as per historical composition and it does work, but I think based on the helper locations you were expecting a non-homogeneous mix of AAA in each group when you built all the templates and so at Le Havre for example, I end up with a heavy flak battery south of the field (axis_flak1) and a medium flak battery north of the field (axis_flak2). My hope was that it would end up with both batteries centered approx. on the airfield rather than all the heavy stuff in one spot and all the medium in another but looking at the template for Le Havre and the mission created it was plain it wasn't going to end up like that. I did try increase the separation between individual units in the template groups to be more similar to real life with this in mind in the hope they might overlap, but it didn't help unfortunately. This might defeat the idea of historical AAA unit TO&E in the short term at least as I think to make it work well the AAA helpers would have to be redone to be heavy, medium and light AAA battery locations and arranged on the objective, so when populated they end up set up in an analogue of historical arrangements. ie all the templates would need adjustments to fit this historical approach. However, I definitely can do the activation and attack range increase part of the idea <edit> added a rough approximation of what I was talking about for historical AAA with a sample mission. Note that you'd actually need a few flavours of heavy AAA for the Germans depending on location and what you are defending. The sample mission assumes 4 gun batteries for the heavy AAA where mostly they were 6 guns later in the war. The 20mm battery is also half strength and it should have 12 guns not 6. Medium battery with 37mm guns is correct though. So, a typical airfield would have 3 batteries for heavy AAA so 12 - 18 guns plus each battery had 2x20mm guns for close in protection plus search lights. Then about 2 light AAA batteries or perhaps a light and a medium. Lights were 12x20mm guns and searchlights. Mediums were 9x37mm guns and searchlights. All heavy AAA were mainly 88s as largely the 105mm guns were used for rear areas and then you would have a mixed 88/105 battery rather than all guns being 105mm. Ideally to fly the sample mission you'd use the AAA mod. Sample mission has 3 heavy batteries, 1 medium battery and a half of a light battery. FYI - this is an EMG mission after changing the Normandy template for Le Havre airfield and using the modified generic template. Test missions.zip Edited May 11, 2023 by Stonehouse 1
kraut1 Posted May 11, 2023 Posted May 11, 2023 (edited) 6 hours ago, Stonehouse said: You said earlier that the AI ambient vehicles setting influenced AAA density. I can see in the Normandy template that there are AAA helpers around objectives and for example at Le Havre airfield that there are two AAA helpers AAA_1 and AAA_2. However, with ambient vehicles set to few both positions are still populated in a generated airfield attack mission when the target is Le Havre, AAA_1 with axis_flak1 and AAA_2 with axis_flak2. I was sort of expecting that on "few" there would be less AAA near the airfield. I'm guessing AAA_1 is always populated by nationality_flak1 and AAA_2 is always populated by nationality_flak2 etc based on your earlier comments and some guesswork. Is that right? When you have time could you please briefly explain how the 3 ambient vehicle settings (few, several and many) relate to objective AAA defenses and AAA population in regard to the generic template groups generally? I've redone the 3 Axis flak groups as per historical composition and it does work, but I think based on the helper locations you were expecting a non-homogeneous mix of AAA in each group when you built all the templates and so at Le Havre for example, I end up with a heavy flak battery south of the field (axis_flak1) and a medium flak battery north of the field (axis_flak2). My hope was that it would end up with both batteries centered approx. on the airfield rather than all the heavy stuff in one spot and all the medium in another but looking at the template for Le Havre and the mission created it was plain it wasn't going to end up like that. I did try increase the separation between individual units in the template groups to be more similar to real life with this in mind in the hope they might overlap, but it didn't help unfortunately. This might defeat the idea of historical AAA unit TO&E in the short term at least as I think to make it work well the AAA helpers would have to be redone to be heavy, medium and light AAA battery locations and arranged on the objective, so when populated they end up set up in an analogue of historical arrangements. ie all the templates would need adjustments to fit this historical approach. However, I definitely can do the activation and attack range increase part of the idea <edit> added a rough approximation of what I was talking about for historical AAA with a sample mission. Note that you'd actually need a few flavours of heavy AAA for the Germans depending on location and what you are defending. The sample mission assumes 4 gun batteries for the heavy AAA where mostly they were 6 guns later in the war. The 20mm battery is also half strength and it should have 12 guns not 6. Medium battery with 37mm guns is correct though. So, a typical airfield would have 3 batteries for heavy AAA so 12 - 18 guns plus each battery had 2x20mm guns for close in protection plus search lights. Then about 2 light AAA batteries or perhaps a light and a medium. Lights were 12x20mm guns and searchlights. Mediums were 9x37mm guns and searchlights. All heavy AAA were mainly 88s as largely the 105mm guns were used for rear areas and then you would have a mixed 88/105 battery rather than all guns being 105mm. Ideally to fly the sample mission you'd use the AAA mod. Sample mission has 3 heavy batteries, 1 medium battery and a half of a light battery. FYI - this is an EMG mission after changing the Normandy template for Le Havre airfield and using the modified generic template. It would be of course very interesting to have an additional option for realistic AAA units available in EMG. But from my point of view it should be an option that can be selected or de-selected by the user as required or the battery size is controlled by selecting few / several / many vehicles. It should be considered that the AI of the planes does not react very intelligently under AAA fire. Even with few AAA = harmless many AI planes are shot down unnecesserily due to the behaviour of the AI pilots. And very often the mission design does not consider the location of AAA batteries for waypoint definition And the impact of so much tracer and explosions would slow down fps on many computers, especially when heavy AAA batteries are located near cities with hundreds of buildings. So from my point of view the user should have the option to select few, several or (many) historical AAA guns. ? Edited May 11, 2023 by kraut1
Stonehouse Posted May 11, 2023 Posted May 11, 2023 (edited) 8 hours ago, kraut1 said: additional option for realistic AAA units available in EMG Thinking further about it I believe you would need to perhaps approach things by using maybe half of a historical battery at each location. eg I had 3 AAA_1 locations at Le Havre for full battery locations. I think probably 6 would work better using half batteries at each of the 6 locations. Similar for light AAA. So Le Havre would end up with 6 AAA_1 helpers (assuming AAA_1 = a half heavy battery) and something like 8 AAA_2 helpers (AAA_2 assumed as half a light battery). This would then allow better placement and better granularity for performance. Mind you I think perhaps a lot of things which were setup back in 2013 on the release of BoS could be revisited now to see if 2018+ PCs could handle a higher default. eg the 5000 m targeting range for AAA might have been a performance-based choice and could be increased in the stock game as I have done in the AAA mod. In any event I don't think I will be creating anything further than an alternate generic template mission with increased activation and attack ranges as a mod as adding the historical batteries would require a complete rework of all theatre templates plus likely changes to how density settings work. IE Beyond a simple mod. Edited May 11, 2023 by Stonehouse 1
Alek123 Posted May 11, 2023 Posted May 11, 2023 (edited) Thank you for the EMG. I'd like to generate dogfight gametype missions with a lot of AI. I prefer "dogfight" over "cooperative" due to drop in and out players joining and no hassle re-slot if someone has an accident early in the mission, etc. The issue I have is that the objective based AI (lead and escort) flights are not placed, and only ambient AI is present in "dogfight" missions. Can I simply convert coop mission into a dogfight mission? Or do I use "cooperative" wrong? Edited May 11, 2023 by Alek123
Stonehouse Posted May 12, 2023 Posted May 12, 2023 Modified generic template located here https://forum.il2sturmovik.com/topic/74938-aaa-mod/ Brief summary of what it does for you here https://forum.il2sturmovik.com/topic/74938-aaa-mod/?do=findComment&comment=1270275 1
SYN_Vander Posted May 14, 2023 Author Posted May 14, 2023 On 5/11/2023 at 9:15 AM, Stonehouse said: You said earlier that the AI ambient vehicles setting influenced AAA density. I can see in the Normandy template that there are AAA helpers around objectives and for example at Le Havre airfield that there are two AAA helpers AAA_1 and AAA_2. However, with ambient vehicles set to few both positions are still populated in a generated airfield attack mission when the target is Le Havre, AAA_1 with axis_flak1 and AAA_2 with axis_flak2. I was sort of expecting that on "few" there would be less AAA near the airfield. I'm guessing AAA_1 is always populated by nationality_flak1 and AAA_2 is always populated by nationality_flak2 etc based on your earlier comments and some guesswork. Is that right? Correct. Currently there are three AAA groups that are populated: Near Airfields, near Objectives and Ambient. Only the last group is affected by the density setting. The logic is that 'density' is a setting to reduce AI units for performance reasons, so it only affects any 'ambient' units, ie not necessary for the mission. To reduce the AAA threat you can use the "AAA skill" setting. 2
Stonehouse Posted May 14, 2023 Posted May 14, 2023 5 minutes ago, SYN_Vander said: Correct. Currently there are three AAA groups that are populated: Near Airfields, near Objectives and Ambient. Only the last group is affected by the density setting. The logic is that 'density' is a setting to reduce AI units for performance reasons, so it only affects any 'ambient' units, ie not necessary for the mission. To reduce the AAA threat you can use the "AAA skill" setting. Thanks Vander - so it will always be full AAA near airfields and objectives it sounds like - which is kind of what I had figured from what I had seen. So that reinforces my earlier comment that to introduce historical compositions would need the code side of EMG to be tweaked as well as there would tend to be a fair increase in AAA units otherwise. ie beyond a simple mod.
Sandmarken Posted May 28, 2023 Posted May 28, 2023 Hello, is it possible to make the area of waypoints bigger? I mostly needs to use autopilot to trigger a waypoint or il just miss it. I can ofcourse ignorer them, but then when im attacking a target my wingmen wont attack. They can ofc be told by me, but they use to much time set up the attack then ?
Spidey002 Posted May 31, 2023 Posted May 31, 2023 On 5/6/2023 at 7:51 AM, SYN_Vander said: I have released a new version of EMG with new front for Kuban. I decided to go with the sep 27 lines as in this map: Release Notes EMG Version 76 -Added Spitfire XIVe, SSW D.IV and Bf109GAS -Added new front "Maikop" to Kuban map. This is in the SE area with mountains Download here: https://sites.google.com/view/il2-great-battles-emg/home On behalf of me and my friends, thank you SO much! We’ve been having a BLAST on this map. Not even close to being historically, accurate, we’re flying late war Mustangs and Lightnings. But the scenery is just incredible! Thanks again! 1
jeanba Posted June 18, 2023 Posted June 18, 2023 Hello Is there a possibility to attack a V1 base with EMG ? Thnak you in advance
kraut1 Posted June 18, 2023 Posted June 18, 2023 1 hour ago, jeanba said: Hello Is there a possibility to attack a V1 base with EMG ? Thnak you in advance in the objectives.json: "v-1 site": { "position_helper": ["objective_v-1 site"], "date": ["01.12.1943", "01.06.1945"], "side": ["axis"], "map_excluded": {"Arras": ["A","B","C"], "Western Front": ["A","B","C"], "Verdun": ["A","B","C"], "Normandy": ["A", "B"], "Velikieluki": ["A","B"], "Moscow": ["A","B","C"], "Stalingrad": ["A","B","C"], "Kuban": ["A","B","C","D"], "Rhineland": ["A","B","C","D"]}, "description": [ "The enemy has developed a flying bomb that can be launched from a safe distance. The launch sites are a priority target.", "Our reconnaissance aircraft have photographed several 'Noball' sites, where unmanned, flying bombs can be launched from."] }, 1
frappa100 Posted July 9, 2023 Posted July 9, 2023 Hello, i tried to create a mission on dogfight, but it seems it finishe very early, like 2-3 min, i maxed all out (24 plane, 5 objective, IA aggressive) what i'm missing? And is there a way to let only enemis plane spawn? not friendly IA
Dusty926 Posted July 23, 2023 Posted July 23, 2023 On 10/11/2022 at 11:53 PM, SYN_Vander said: I could add the V-1 as target for “intercept” scenarios. I’ll add it to the backlog. Hey! Sorry to nag or the like, but I was curious if this was still something you were considering. I'd love to have a dedicated mission of just flying around for a good half an hour to an hour just shooting V-1s with buds. The site missions rock but in terms of V-1 action we usually just end up shooting down the one. No rush though, I'm not really sure how much of a headache it'd be to make an intercept mission with them work.
SYN_Vander Posted July 23, 2023 Author Posted July 23, 2023 11 hours ago, Dusty926 said: Hey! Sorry to nag or the like, but I was curious if this was still something you were considering. I'd love to have a dedicated mission of just flying around for a good half an hour to an hour just shooting V-1s with buds. The site missions rock but in terms of V-1 action we usually just end up shooting down the one. No rush though, I'm not really sure how much of a headache it'd be to make an intercept mission with them work. Thanks for reminding. This should be in the next update, following the new release of IL2. 2
SYN_Vander Posted July 27, 2023 Author Posted July 27, 2023 (edited) New version released! Release Notes EMG Version 77 -Added Nieuport 11, Halberstadt D.II -Added V-1 rockets as intercept target, on Channel map, from 13 june 1944 onwards -Ambient AI will now only spawn when enemy planes are close in order to optimize performance. Download here: https://sites.google.com/view/il2-great-battles-emg/home I have also updated the files of the server version: https://sites.google.com/view/il2-great-battles-emg/emg-for-servers?authuser=0 Edited July 27, 2023 by SYN_Vander 1 3
Dusty926 Posted July 27, 2023 Posted July 27, 2023 (edited) 6 hours ago, SYN_Vander said: New version released! Release Notes EMG Version 77 -Added Nieuport 11, Halberstadt D.II -Added V-1 rockets as intercept target, on Channel map, from 13 june 1944 onwards -Ambient AI will now only spawn when enemy planes are close in order to optimize performance. Download here: https://sites.google.com/view/il2-great-battles-emg/home I have also updated the files of the server version: https://sites.google.com/view/il2-great-battles-emg/emg-for-servers?authuser=0 Thank you so much! Have been playing the V-1 missions quite a bit now. Really excited to get my friends on this, beefing around the channel nailing V-1s is a really good time. I hate to nitpick after you adding this, but the fact that they're launched from sites and travel that way is good for runway/ramp starts, but leads to a pretty large amount of downtime if doing airstarts. Would it be possible to airspawn V-1s if "Near the target" is chosen as a plane start? Similar to how they're spawned in the vanilla AQMB. Another idea; How hard would it be to vary the spawn/launch rate of V-1s based on Target Difficulty? I think it'd be a meaningful way of making it harder if there were more V-1s, or if they just launched/spanwed more frequently on higher target difficulties. Edited July 27, 2023 by Dusty926
SYN_Vander Posted July 28, 2023 Author Posted July 28, 2023 18 hours ago, Dusty926 said: Another idea; How hard would it be to vary the spawn/launch rate of V-1s based on Target Difficulty? I think it'd be a meaningful way of making it harder if there were more V-1s, or if they just launched/spanwed more frequently on higher target difficulties. That shouldn't be too hard. What makes more sense: higher target difficulty->less V-1's per hour or more V-1's per hour?
Dusty926 Posted July 28, 2023 Posted July 28, 2023 4 hours ago, SYN_Vander said: That shouldn't be too hard. What makes more sense: higher target difficulty->less V-1's per hour or more V-1's per hour? Sorry for my delay! I think harder = more makes sense - It may provide more target opportunities but realistically intercepting a V-1 after you've already intercepted one is difficult. There's more chances for them to get through. That being said, I can see in some ways how that might be easier, as with a working squadron that is more chances per hour to take out V-1s. But less per hour gives you ample time to regain altitude, which puts you in position for diving on the bombs. That is much easier than having to do a 360 degree loop (give or take) to get on the next V-1, at the same altitude, hoping that the turn didn't bleed off too much of your energy.
SYN_Vander Posted July 29, 2023 Author Posted July 29, 2023 11 hours ago, Dusty926 said: Sorry for my delay! I think harder = more makes sense - It may provide more target opportunities but realistically intercepting a V-1 after you've already intercepted one is difficult. There's more chances for them to get through. That being said, I can see in some ways how that might be easier, as with a working squadron that is more chances per hour to take out V-1s. But less per hour gives you ample time to regain altitude, which puts you in position for diving on the bombs. That is much easier than having to do a 360 degree loop (give or take) to get on the next V-1, at the same altitude, hoping that the turn didn't bleed off too much of your energy. Yeah, from the perspective: protect your homeland from V-1's it will indeed be harder with more V-1's. Although in the mission you'll succeed if you destroy one successfully.
Dusty926 Posted July 29, 2023 Posted July 29, 2023 (edited) 32 minutes ago, SYN_Vander said: Yeah, from the perspective: protect your homeland from V-1's it will indeed be harder with more V-1's. Although in the mission you'll succeed if you destroy one successfully. Yeah, that's the only tricky part for me; By that metric, then less per hour would actually be more challenging. Is it possible to change that? Still, even with that said, I think the, 'Protecting the homeland' logic makes more sense, so either way I think more per hour is the better direction to go. The game may call it a success but I think most anyone doing those sorta missions will be able to recognize the weight of letting many more through. Edited July 29, 2023 by Dusty926
Dusty926 Posted August 6, 2023 Posted August 6, 2023 A bug my buds and I have been encountering: When I host Dogfight mode servers, I crank the ambient AI up quite a bit for more active skies. I was thinking of asking for higher numbers now that you have the optimization in place, but before that, we've found AI flights semi-rarely just, despawning entirely right in front of us. I can't seem to find a rhyme or reason to it as it's happened both when we're around, with AI around us, etc. It's not super repeatable but it happened more than once a couple times and has happened at least once during every dogfight server I've hosted. Any idea what this might be? I have a mission where a flight of mosquitos flies in, intercepted by various 109s and 190s, and I had most of the friendly AI despawn near the end of the furball. If having the mission file would help, lemme know and I'll get it over.
Mtnbiker1998 Posted August 15, 2023 Posted August 15, 2023 Still holding out hope we get a Front for Normandy that lets us do cross channel ops over the wide section, and as a bonus maybe a template for dday? If memory serves theres a Jubilee mission for Deippe if you set the date right. Would love to be able to generate some dday support coop missions for the boys. 1
SYN_Vander Posted August 16, 2023 Author Posted August 16, 2023 On 8/6/2023 at 6:54 AM, Dusty926 said: A bug my buds and I have been encountering: When I host Dogfight mode servers, I crank the ambient AI up quite a bit for more active skies. I was thinking of asking for higher numbers now that you have the optimization in place, but before that, we've found AI flights semi-rarely just, despawning entirely right in front of us. I can't seem to find a rhyme or reason to it as it's happened both when we're around, with AI around us, etc. It's not super repeatable but it happened more than once a couple times and has happened at least once during every dogfight server I've hosted. Any idea what this might be? I have a mission where a flight of mosquitos flies in, intercepted by various 109s and 190s, and I had most of the friendly AI despawn near the end of the furball. If having the mission file would help, lemme know and I'll get it over. Yeah sure, send the mission it will help. It's possible that friendly planes despawn within range, but enemy planes shouldn't? I can make it so that friendly planes do not despawn, but this probably means there will be a chain reaction where eventually all AI spawn spawn across the map nullifying the optimizations... 11 hours ago, Mtnbiker1998 said: Still holding out hope we get a Front for Normandy that lets us do cross channel ops over the wide section, and as a bonus maybe a template for dday? If memory serves theres a Jubilee mission for Deippe if you set the date right. Would love to be able to generate some dday support coop missions for the boys. I have created a single mission for which I already created a template of this part. I'll see if i can release it as a new front. 2
Dusty926 Posted August 16, 2023 Posted August 16, 2023 13 hours ago, SYN_Vander said: Yeah sure, send the mission it will help. It's possible that friendly planes despawn within range, but enemy planes shouldn't? I can make it so that friendly planes do not despawn, but this probably means there will be a chain reaction where eventually all AI spawn spawn across the map nullifying the optimizations... Yeah the optimizations are really nice so I'd like to try and keep them, but anyways - Here's the mission. It should take a decent few minutes but to the north east, a flight of mosquitos should do combat with some friendly AI, and if you track it long enough, you may be able to see planes despawn late into the fight. Despawning flight during combat with mosquitos.zip
Charon Posted August 23, 2023 Posted August 23, 2023 A small suggestion: Would it be possible to get a 'No-Op' mission type, that simply generates no planes or objectives for that side? When doing attacker or bomber missions I usually want a chance of interception (by ambient flights), rather than guaranteed intercept every time. It would also be useful for free-hunt type fighter sweeps, where I don't want a particular target to intercept. Usually I model this by spawning a single enemy bomber near the target, but since I don't actually want to intercept it there's no need to generate it and spend CPU cycles on it.
kraut1 Posted August 23, 2023 Posted August 23, 2023 56 minutes ago, I./JG3_Charon said: A small suggestion: Would it be possible to get a 'No-Op' mission type, that simply generates no planes or objectives for that side? When doing attacker or bomber missions I usually want a chance of interception (by ambient flights), rather than guaranteed intercept every time. It would also be useful for free-hunt type fighter sweeps, where I don't want a particular target to intercept. Usually I model this by spawning a single enemy bomber near the target, but since I don't actually want to intercept it there's no need to generate it and spend CPU cycles on it. For flying attack / bomber missions with only a change but not always to be intercepted: -I set for the enemy side "Scenario random" -sometimes I increase the probability to be intercepted by defining AI ambient aircraft with activity aggressive. For something similar like "free hunt" missions I set sometimes my fighter plane type addionally as reconnaissance plane: -I set for the enemy side "Scenario random" -and I use AI planes with varying numbers / behaviour as required.
Habu Posted August 23, 2023 Posted August 23, 2023 Vander, if I'm right, your AI plane and ground defense can spawn and despawn following the resource or number of players. May you add an option, to disable the despawn (i know that in that case, you have to build another version of your plane and ground group) ?
kraut1 Posted August 23, 2023 Posted August 23, 2023 3 hours ago, Habu said: Vander, if I'm right, your AI plane and ground defense can spawn and despawn following the resource or number of players. May you add an option, to disable the despawn (i know that in that case, you have to build another version of your plane and ground group) ? As far as I know spawing / despawning is not used or not so often used by EMG. PWCG is using this features much more frequently. As far as I know in EMG most ground objects / AI planes are present during the whole mission. Only some Ambient AI planes are spawned again after being shot down. I like the EMG mission design because I can effectivly control the number of planes in the mission.
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