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IL2 Great Battles Easy Mission Generator


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Posted (edited)
5 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) ?

 

AI groups such as AAA, vehicles and now also ambient AI planes will spawn and despawn if there are enemies close / far away.

 

Despawning of AI groups if the server load is high is also built in, but then you need to run Coconut's SPS tool alongside. If you do not, nothing will happen.

 

If you are talking about the first: Yes, I plan to build this as option (for aircraft). It currently doesn't work well with the Radar logic in Channel/Normandy map. I will make the default so there will be no despawns for planes.

 

Actually, I am inclined to forget about despawning AI planes altogether. It is not very effective in MP anyway and even for SP I find AI can spawn enemy AI that can again spawn another friendly AI and in the end all AI planes fly anyway....

Edited by SYN_Vander
Posted

Thank you Vander.

 

I agree that you can forget the despawn. That's why i ask you. I don't use the Coconut's SPS tool.

 

I'm talking about planes and AA, vehicles... All the units.

 

I never used the despawn on my server, and it always runs fine with players (i ran tests to have a good indication of what i can do or not on my server). Units spawn and stay on the server even if they are destroyed, except for planes. For planes, when a group is destroyed, a new one spawns.

 

For example, on my server, i can have 16 vs 16 AI in less than 10 km square, with players with no problem. We also played a multiplayer game with 54 players and 80 vehicles (70 moved and fire, and the other one defended) there were also AI planes (i don't remember how many), and 3 destroyers.

 

I understand that it could be useful with less powerful hardware.

 

 

 

 

 

Mtnbiker1998
Posted

I'm happy as long as the planes don't get deleted after being shot down. Nothing worse than watching with satisfaction as your foe falls burning from the sky... and then watching him promptly vanish 3000 feet before hitting the ground

  • Like 1
Posted
8 hours ago, Mtnbiker1998 said:

I'm happy as long as the planes don't get deleted after being shot down. Nothing worse than watching with satisfaction as your foe falls burning from the sky... and then watching him promptly vanish 3000 feet before hitting the ground

Yes, in general it's good that shot down planes are not deleted.

I myself activate the "DeleteAfterDeath..." option manually by text editing because when I use my "Warnings by AI wingmen" mod I get wrong warning messages by the shot down plane wrecks.

From my point of view the wrecks of the planes should have a "neutral" status. But this is not an EMG issue.

Posted
10 hours ago, Mtnbiker1998 said:

I'm happy as long as the planes don't get deleted after being shot down. Nothing worse than watching with satisfaction as your foe falls burning from the sky... and then watching him promptly vanish 3000 feet before hitting the ground

 

That happens when the pilot dies. It's a game mechanic, not something I can change.

Posted
16 hours ago, Mtnbiker1998 said:

I'm happy as long as the planes don't get deleted after being shot down. Nothing worse than watching with satisfaction as your foe falls burning from the sky... and then watching him promptly vanish 3000 feet before hitting the ground

@Mtnbiker1998

Maybe look at the AI Gunnery pilot despawn delay mod AI gunnery mod - Mods - IL-2 Sturmovik Forum (il2sturmovik.com) 

 

It possibly may address the issue. Also of possible interest is Prolonged smoke and fire for crashed aircraft mod - Mods - IL-2 Sturmovik Forum (il2sturmovik.com)

 

 

Gunner_Ratchenko
Posted (edited)

Hi there, this is great thanks for making it. 

 

I wondered, my mate wants to play and I tend to gun, but I would have to make the mission. The normal option of being able to join as a gunner does not appear to be there and I wonder how I can make the mission and create the server as per usual, but then he joins the HE-111 as the pilot and myself as a gunner?

 

Thanks.

Edited by Gunner_Ratchenko
Posted (edited)
1 hour ago, Gunner_Ratchenko said:

Hi there, this is great thanks for making it. 

 

I wondered, my mate wants to play and I tend to gun, but I would have to make the mission. The normal option of being able to join as a gunner does not appear to be there and I wonder how I can make the mission and create the server as per usual, but then he joins the HE-111 as the pilot and myself as a gunner?

 

Thanks.

Are you asking for cooperative or dogfight/deathmatch multiplayer?

 

For cooperative: one has to enter the lobby, take the plane and start the mission. The other joins after the mission has started and is then able to join as gunner I think.

Edited by SYN_Vander
  • Thanks 1
  • 3 weeks later...
Posted (edited)

Hi all,

I have released this modification to create missions from ca. Feb.1942 - Aug.1944 for the Rhineland Map.

 

-Minimum required: IL2 GB Bodenplatte standard edition

-recommended: Collectors planes: FW190-A3, Spitfire Vb, BF109-G6, IL2 GB BOK (FW190-A5, Douglas A20 Boston)

optional:

-historical missions from ca. March 1941 with Spitfire Vb, Hurricane MKII, BF109-E7, BF109-F2 (and from June 41 BF109-F4)

-BoN for late 1943 US P51-B, P47-C and Typhoon IB, Mosquito

 

-axis missions: full missions from historical airfields

-allied missions: only Airstart missions, sorry, no english airfields available on Rhineland map.

 

Edited by kraut1
  • Upvote 1
Posted (edited)

Following the release of IL2 Great Battles 5.106:

 

Version 78
-Added Nieuport 17, Albatros D.II, Li-2. (C-47 has been replaced with Li-2 on Eastern front)
-Renamed maps and front for Flying Circus: "Western Front" to "Upper France", "Verdun" to "Lorraine". Fronts "Lille" to "Flanders", "Arras" to "Scarpe" and "Amiens" to "Somme"
-Added a new front "Moselle" to the Lorraine map. Resized the other fronts so there is less overlap.
-Changed introduction date for HP400 and Gotha to beginning of 1917 to simulate earlier types (HP100 and Gotha III/IV)
-Added seperate theatre "WW1_LORRAINE" to prevent RFC planes flying in Lorraine and American planes on the British front
-Added target type "stronghold", this will replace "fortification" on Western Front map.
-Added target type "encampment", this will replace "garrison" on Western Front map.
-Added static vehicles for Flying Circus missions.
-Added "Country" property to planes in planes.json (for future use).
-Removed the feature where ambient AI planes would spawn and despawn based on enemy presence, it caused too many issues.
-Cycle time between V-1's launching for intercepting "V-1 rockets" is now dependent on difficulty: easy: 500s, normal: 300s, hard: 150s
-Fixed a bug where it was possible to have two objectives overlapping
-Plane formation on runway and in air now starts with leader on the right, as it should be
-Landing direction T now replaced with runway markers; for Flying Circus a field center marker will be used
-Several small fixes in static templates, eg added numerous farms to Upper France and Lorraine maps.

 

Warning: Please delete old EMG version completely to avoid leftover files. Backup the custom plane set if needed.

 

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

Edited by SYN_Vander
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Posted

Just downloaded the new version and Windows Defender pinged it for a Trojan. May want to scan your system and do a reupload Vander, Something may have snuck in. 

 

Not sure what info you might want/need, but heres what Windows spit out about the Quarantine

image.png.ace45f38a44cbbb5fa5d3cee7712ccf7.png

Posted (edited)
2 hours ago, Mtnbiker1998 said:

Just downloaded the new version and Windows Defender pinged it for a Trojan. May want to scan your system and do a reupload Vander, Something may have snuck in. 

 

Not sure what info you might want/need, but heres what Windows spit out about the Quarantine

image.png.ace45f38a44cbbb5fa5d3cee7712ccf7.png

 

Can't replicate with Windows defender. Pretty sure it's a false positive. I'm using pyinstaller to make an executable from the python code. Unfortunately this is also used by virus/malware creators so it can get flagged.

 

Trying to find out if I can clean it up, but not sure if I can....

 

See here: https://github.com/pyinstaller/pyinstaller/issues/6754

Edited by SYN_Vander
Posted
2 hours ago, SYN_Vander said:

 

Can't replicate with Windows defender. Pretty sure it's a false positive. I'm using pyinstaller to make an executable from the python code. Unfortunately this is also used by virus/malware creators so it can get flagged.

 

Trying to find out if I can clean it up, but not sure if I can....

 

See here: https://github.com/pyinstaller/pyinstaller/issues/6754

Understood. Just wanted to bring it up for your SA

Posted (edited)

"Feldflugplatz" Bergen op Zoom added to Rhineland template for quick reaction intercept missions near the coast.

image.thumb.png.b765e051bcaad41a57a9698dbb1f2f67.png

Edited by kraut1
picture added
Posted (edited)

deleted

Edited by jollyjack
Posted

Katwijk1.thumb.jpg.212d1391805ab958fcce017989a6de94.jpg

Hi,

For Netherlands 1941 - 1944 an EMG mission with new airfield Katwijk.

Take off / Landing is a bit challenging due to the not prepared ground, but it is possible:

43-05-22a-Nederland.zip

It is a very short scramble mission with much action, created by EMG.

For faster take off I have only edited the Take off timers of the (player's) lead flight axis to reduce the waiting time on ground:

Start Timer: 10seconds (default 15seconds), take_off_timer: 10seconds (default 1 minute).

A note concerning Katwijk Airfield: this airfield was used in first line 1940 - mid 1942 by fighter squadrons.

 

 

Katwijk4.thumb.jpg.274a133cf261ba909accd0ceab918849.jpg

Katwijk2.thumb.jpg.5f25750f580a02ed9232a6811841f9e5.jpg

newHaamstedeandKatwijkFeldflugplatz.thumb.jpg.df0a56978bc6b80aaf9b7e8e86a34dcb.jpg

Katwijk3.thumb.jpg.7c5029aee39f0a5643ddd70fd7f9dbca.jpg

 

Posted (edited)

@SYN_Vander I'm doing some work on custom templates around AAA and noticed that there is no way to get the m1a1gun-aa object (US heavy AAA) at the moment due to the mappings. It seems like there are multiple mappings for the Bofors L60 - If it's possible and not too costly in terms of your effort, could one be repurposed to map to the m1a1gun-aa in a future version please?

 

VEHICLES_US_WW2 = {

    "\\vehicles\\72k.txt": "\\vehicles\\boforsl60.txt",

    "\\artillery\\72k\\72k.mgm": "\\artillery\\boforsl60\\boforsl60.mgm",

    "\\61k": "\\boforsl60",

    "\\52k": "\\qf37in",

 

Thank you as always for gifting the community with EMG.

Edited by Stonehouse
  • Like 1
Posted
2 hours ago, Stonehouse said:

 

VEHICLES_US_WW2 = {

    "\\vehicles\\72k.txt": "\\vehicles\\boforsl60.txt",

    "\\artillery\\72k\\72k.mgm": "\\artillery\\boforsl60\\boforsl60.mgm",

    "\\61k": "\\boforsl60",

    "\\52k": "\\qf37in",

 

Excuse, only a small question: this text block is from an EMG configuration file or from IL2 GB ...\data\LuaScripts\...?

Posted (edited)
1 hour ago, kraut1 said:

Excuse, only a small question: this text block is from an EMG configuration file or from IL2 GB ...\data\LuaScripts\...?

Somewhere in the depths of EMG code. Vander posted the translation table as a code snippet in a post a while ago. I dumped it into a text file and pulled the US WW2 section out into excel as that is really the only one of interest for WW2 AAA. German and Russian WW2 units don't get translated.

 

It's interesting to see the vehicles we are missing from the game - no Kubelwagen or Sd.Kfz.251 (well I can't see it in the editor anyway but maybe I'm just blind) or Sd.Kfz. 6 for example (primary hauler for large guns).  Particularly the absence of the Kubelwagen and Sd.Kfz. 251 is a bit surprising I feel as they were incredibly common and iconic Wehrmacht vehicles. Basically the German equivalent of the Willys Jeep and M3 halftrack.

 

Attaching the text file for your convenience. No idea if it is still current. I think I recall you suggesting to Vander back when the info was posted that it would be great to move the mapping out to a config table instead of hardcoded in the code.

 

EMG AA translation mapping.txt

Edited by Stonehouse
  • Thanks 1
Posted
7 hours ago, Stonehouse said:

 

It's interesting to see the vehicles we are missing from the game - no Kubelwagen or Sd.Kfz.251 (well I can't see it in the editor anyway but maybe I'm just blind) 

...

I think I recall you suggesting to Vander back when the info was posted that it would be great to move the mapping out to a config table instead of hardcoded in the code.

 

EMG AA translation mapping.txt 9.85 kB · 2 downloads

Thanks!

Maybe I misunderstood you, but I checked the Mission Editor: Yes Kübelwagen I did not found, but SdKfz-251 is there, I think in 2 or 3 versions. And one version seems to be a standard version for Panzergrenadiers, armed with machine guns.

 

Posted
2 hours ago, kraut1 said:

but SdKfz-251 is there,

OK thanks - so I was just missing seeing it. 

Posted (edited)

@SYN_Vander Apologies Vander, yet another question. I know that AAA_1, AAA_2, AAA_3 resolve to Flak_nation_1, etc but can you tell me what AAA_50m has substituted for it during the mission building process please? Is it the MG_nation_1 unit compositions? eg MG_AXIS_1 (which is made up of an MG34 AA emplacement)

 

Thanks

 

<edit> OK I think AAA_50m is ambient AAA locations and has nothing to do with MG_nation_1 compositions. Can you please advise what helper name should be used to get an axis or allied MG AA position created in the mission at a given location?

Edited by Stonehouse
Posted (edited)

@SYN_Vander @Mtnbiker1998 @Stonehouse

Hi Vander,

For a maybe planned extension of the Normandy with english airfields without updating / scaling the EMG map (for me to complex) I made some tests today and found this solution to add e.g. Tangmere Airfield with a small hint that it is located 100km north.

The allied flight takes of in Tangmere / england.

It is just a study, target objects not updated and South England not populated, but I think some pre Invasion missions are already possible.

Again many thanks for your great EMG!!!

Download with modded emg and one test mission.

https://www.dropbox.com/scl/fi/6kdvq3nenky8k0bhxuoxt/IL2-EMG-v78.1-Normandie-v-alpha1.zip?rlkey=12ja3s4nkbir12r0sj68r0rln&dl=0

EMG-Map-withnewfrontline.thumb.jpg.94bce15e63726e7b539e98307d46f068.jpg

 

 

2023_10_8_i2gb_mission_map.thumb.jpg.b3071fbbaa8a3c8a85aced007bb05678.jpg

2023_10_8_over4_south-england-coast.thumb.jpg.c58f899d022cd87ffb2369d1f53eff64.jpg

P47 over South England Coast

Edited by kraut1
  • Like 1
  • Upvote 1
Posted
On 10/6/2023 at 4:15 PM, Stonehouse said:

@SYN_Vander Apologies Vander, yet another question. I know that AAA_1, AAA_2, AAA_3 resolve to Flak_nation_1, etc but can you tell me what AAA_50m has substituted for it during the mission building process please? Is it the MG_nation_1 unit compositions? eg MG_AXIS_1 (which is made up of an MG34 AA emplacement)

 

Thanks

 

<edit> OK I think AAA_50m is ambient AAA locations and has nothing to do with MG_nation_1 compositions. Can you please advise what helper name should be used to get an axis or allied MG AA position created in the mission at a given location?

 

Vander must be flat out busy - so far I have not seen any instance of the MG_ALLIED_1 or MG_AXIS_1 spawning. I think at the moment that either they are not used or they occasionally turn up as a single MG for ambient AAA. Have to rethink them

Posted (edited)
3 hours ago, Stonehouse said:

 

Vander must be flat out busy - so far I have not seen any instance of the MG_ALLIED_1 or MG_AXIS_1 spawning. I think at the moment that either they are not used or they occasionally turn up as a single MG for ambient AAA. Have to rethink them

Hi,

in the Template CoopTemplate_GENERIC.Mission, that I have never used, is one allied / axis element with this name:

  Group
    {
      Name = "mg_allied_1";
      Index = 305;
      Desc = "";
      MCU_Timer
      {
        Index = 306;
        Name = "Spawn";
        Desc = "";
        Targets = [307,308];

.......

 

 Group
    {
      Name = "mg_axis_1";
      Index = 221;
      Desc = "";
      MCU_Timer
      {
        Index = 222;
        Name = "Spawn";
        Desc = "";
        Targets = [223,224];
        Objects = [];
        XPos = 216226.960;

.....

Maybe it could be used for???

 

EDITED LATER: I have opened this template the first time, very interesting!

Edited by kraut1
Posted (edited)
2 hours ago, kraut1 said:

Template_GENERIC.Mission

So that is where you set up compositions for things. Not tried much past the AAA but essentially helpers in the actual map templates eg CoopTemplate_NORMANDY.Mission are replaced via EMG code with these compositions from the generic mission. AAA_1 corresponds to FLAK_nationality_1 and AAA_2 corresponds to FLAK_nationality_2, AAA_3 corresponds to FLAK_nationality_3. AAA_50m I believe is a random selection from the AAA assets that will fit into a 50m square (???guessing a bit based on Vanders notes on the EMG website???). I've not seen any helper that corresponds to MG_nationality_1. Generating test missions has not so far given me an instance of MG_Allied_1 or MG_Axis_1 in a mission. Nationality and therefore final unit in the playable mission is determined by which side owns the area the helper is in.

 

So possibly the MGs are not used, possibly they are used by AAA_50m but as it is random, I just haven't been lucky enough to get one of those picked. I kind of doubt the last as there are upwards of 1000 AAA_50m helpers in the Normandy template. Possibly these are filtered by mission objective location so it may be a much smaller number of AAA_50m helpers being replaced by random AAA assets. Still as the MGs are 25% of the AAA asset compositions available you would tend to think that even if it was only a dozen or so AAA_50m helpers being used that you would get an MG composition eventually.

 

Hence my thought that perhaps they need a special helper to get them into a mission. An example of this is helper AAA_3 which is not used anywhere so far in a map template. Which is how I am going to introduce a US heavy AAA composition since there is no translation mapping at this time.

 

Remember you also need to recall this unit translation mapping when looking at the generic mission. eg a 61K in the generic template becomes a Bofors L60 if the helper lies within a US or UK area but remains a 61K if within a RU area. German WW2 units are not translated. All sides get translated for WW1 - essentially WW2 placeholder to WW1 unit to be used. I have created unit compositions such that I can use them as building blocks to create part or whole AAA batteries. eg 3 AAA_1 helpers around an objective in a German area will create a heavy AAA battery.

 

Unfortunately, only Vander can give advice in the regard of unused helpers, so I've changed tactics and put MGs into the main Flak unit compositions as I know how to get them to be used.  If @SYN_Vander has time to respond eventually about MG helpers then I will use that method instead.

 

 

Edited by Stonehouse
  • Thanks 1
Posted
5 hours ago, Stonehouse said:

So that is where you set up compositions for things. Not tried much past the AAA but essentially helpers

 

 

 

The Template_GENERIC.Mission is very interesting. It is for example possible to define a much shorter delay time for Intercept Missions between Take off of escort flight and take off of lead flight.

Anti Aircraft Machine guns I have encountered while flying slow low level HS129 desert missions. They belonged directly to fortifications. You can see them in the Template_GENERIC.Mission.

Posted (edited)
On 10/6/2023 at 7:15 AM, Stonehouse said:

@SYN_Vander Apologies Vander, yet another question. I know that AAA_1, AAA_2, AAA_3 resolve to Flak_nation_1, etc but can you tell me what AAA_50m has substituted for it during the mission building process please? Is it the MG_nation_1 unit compositions? eg MG_AXIS_1 (which is made up of an MG34 AA emplacement)

 

Thanks

 

<edit> OK I think AAA_50m is ambient AAA locations and has nothing to do with MG_nation_1 compositions. Can you please advise what helper name should be used to get an axis or allied MG AA position created in the mission at a given location?

 

I'll try to enlighten the current FLAK logic:

 

In the map template you'll find placeholders for flak and MG's. They will be under the "helpers" group.

The "helpers_aaa" group has all these "AAA_50m" placeholders. They are designed for any AAA group that fits in a 50x50 m area. currently there is no other placeholder. In fact, I just checked the code and it just looks at any marker in "helpers_aaa", the name of the placeholder doensn't even matter. But let's say for future use we'll stick to this naming convention.

In the generic template you'll find the predefined AAA groups under "Assets"->"AAA": flak_<side>_<1..3>. #1 is the heavy flak for high altitude such as 88m. #2 is medium flak such as 37 mm and #3 is small caliber, usually 20mm.

Now the placement logic. For ambient flak, which locations are randomly selected within an area near center of the map and relatively close to the front. This because you can define multiple front lines and you don't want to have all the flak at the edge of the map. In the current version I always choose flak type #1. I used to randomize this but then you'll end up with 20 mm flak units in the middle of no-where. Around airfields and objectives the type of flak is determined on the name of the flak placeholder in the map template: "AAA_1" will spawn a heavy flak, "AAA_3" a 20 mm.

 

The helpers "MG_50m" are only used on the FC maps, where they are placeholders for AA machineguns in the trenches. Only the ones close to the lines are selected. Mind you, they can also be used in other maps, you'll have an additional layer of very light AAA.

Edited by SYN_Vander
  • Thanks 2
Posted
On 10/8/2023 at 5:55 PM, kraut1 said:

@SYN_Vander @Mtnbiker1998 @Stonehouse

Hi Vander,

For a maybe planned extension of the Normandy with english airfields without updating / scaling the EMG map (for me to complex) I made some tests today and found this solution to add e.g. Tangmere Airfield with a small hint that it is located 100km north.

The allied flight takes of in Tangmere / england.

It is just a study, target objects not updated and South England not populated, but I think some pre Invasion missions are already possible.

Again many thanks for your great EMG!!!

Download with modded emg and one test mission.

https://www.dropbox.com/scl/fi/6kdvq3nenky8k0bhxuoxt/IL2-EMG-v78.1-Normandie-v-alpha1.zip?rlkey=12ja3s4nkbir12r0sj68r0rln&dl=0

EMG-Map-withnewfrontline.thumb.jpg.94bce15e63726e7b539e98307d46f068.jpg

 

 

2023_10_8_i2gb_mission_map.thumb.jpg.b3071fbbaa8a3c8a85aced007bb05678.jpg

2023_10_8_over4_south-england-coast.thumb.jpg.c58f899d022cd87ffb2369d1f53eff64.jpg

P47 over South England Coast

 

If I find some time, I'll work on that extra Normandy template and increase the map size preview.

  • Like 2
  • Upvote 1
Posted
11 hours ago, SYN_Vander said:

 

If I find some time, I'll work on that extra Normandy template and increase the map size preview.

If you need some further June / Early July Normandie front lines please let me know.

I could create some preliminary drafts and you could optimize them for your requirements.

Posted
12 hours ago, SYN_Vander said:

The helpers "MG_50m" are only used on the FC maps, where they are placeholders for AA machineguns in the trenches. Only the ones close to the lines are selected. Mind you, they can also be used in other maps, you'll have an additional layer of very light AAA.

Just an FYI for others that MG_50m are grouped under the helpers_mg group rather than the helpers_aaa group. 

Posted (edited)
On 10/9/2023 at 7:08 PM, SYN_Vander said:

 

I'll try to enlighten the current FLAK logic:

 

In the map template you'll find placeholders for flak and MG's. They will be under the "helpers" group.

The "helpers_aaa" group has all these "AAA_50m" placeholders. They are designed for any AAA group that fits in a 50x50 m area. currently there is no other placeholder. In fact, I just checked the code and it just looks at any marker in "helpers_aaa", the name of the placeholder doensn't even matter. But let's say for future use we'll stick to this naming convention.

In the generic template you'll find the predefined AAA groups under "Assets"->"AAA": flak_<side>_<1..3>. #1 is the heavy flak for high altitude such as 88m. #2 is medium flak such as 37 mm and #3 is small caliber, usually 20mm.

Now the placement logic. For ambient flak, which locations are randomly selected within an area near center of the map and relatively close to the front. This because you can define multiple front lines and you don't want to have all the flak at the edge of the map. In the current version I always choose flak type #1. I used to randomize this but then you'll end up with 20 mm flak units in the middle of no-where. Around airfields and objectives the type of flak is determined on the name of the flak placeholder in the map template: "AAA_1" will spawn a heavy flak, "AAA_3" a 20 mm.

 

The helpers "MG_50m" are only used on the FC maps, where they are placeholders for AA machineguns in the trenches. Only the ones close to the lines are selected. Mind you, they can also be used in other maps, you'll have an additional layer of very light AAA.

 

Reading this back I realize it would be a simple change to harmonize the logic, ie for the ambient flak the generator would also place units based on placeholder name, so AAA_1 instead of AAA_50m. For backward compatibility I would then map AAA_50m to AAA_1 so not all templates need to be changed (although it can be changed in bulk). Would that help in any way?

Edited by SYN_Vander
Posted (edited)
11 hours ago, SYN_Vander said:

 

Reading this back I realize it would be a simple change to harmonize the logic, ie for the ambient flak the generator would also place units based on placeholder name, so AAA_1 instead of AAA_50m. For backward compatibility I would then map AAA_50m to AAA_1 so not all templates need to be changed (although it can be changed in bulk). Would that help in any way?

If you mean that going forward using AAA_2 etc as well as AAA_1 for ambient flak and getting the appropriate unit composition spawning, then yes, I think it makes the whole system more flexible and so better in the long run. At the moment the way it works you get 2 88s or QF37s out in the bush defending nothing much so it would be better to be able to layer ambient defenses so that as you fly towards more important things AAA got heavier. If I understand correctly what you are saying, this would be achievable with ambient flak after the code change, whereas it is not at the moment.

 

Redoing the templates should be able to be done via notepad++ edit on the mission file and a simple find and replace to switch AAA_50m to AAA_1 but I imagine you know that already.

 

It'd probably be nice to have a few more flavours of composition available  eg AAA_4 or AAA_5 if that's in the same code and not too hard as at least for the Germans 105mm AAA tended to get used on rear areas or critical areas only. So more for Rhineland really players should encounter 105s as they move further southeast or penetrate German lines deeply. At the moment they get whatever AAA_1 is everywhere. Having a few more placeholders plus your proposed change would also allow ambient mobile flak units like M16s and SdKfz 7s to be encountered as well as allow more building blocks to be created for unit compositions. Or did I misunderstand something you said and AAA_4 and 5 etc are already possible because the logic just uses anything under helpers_aaa?

 

<edit> answered my own question - created a flak_axis_4 group in the generic template and then a AAA_4 helper at an airfield in Normandy and got the flak_axis_4 group spawned...very cool, thanks Vander.

Edited by Stonehouse
  • 2 weeks later...
CAG_Krakenskulls
Posted (edited)

@SYN_Vander
Are there plans to add D-day/Pre D-day situations into EZMG? Its the one thing thats missing that me and my group would like to do. There are channel missions and post D-day situations from dates after the landing attacks, but I dont see any scenario for early Normandy missions, say something like flying across the channel to bomb the German beach head defenses, bomb german positions inland south of the beaches, drop paratroops etc.

 

We use EZMG a lot so we appreciate all the work for such a fantastic mission generator tool :), thank you!

Edited by I./JG3_Krakenskulls
Posted (edited)
19 minutes ago, I./JG3_Krakenskulls said:

@SYN_Vander
Are there plans to add D-day/Pre D-day situations into EZMG? Its the one thing thats missing that me and my group would like to do. There are channel missions and post D-day situations from dates after the landing attacks, but I dont see any scenario for early Normandy missions, say something like flying across the channel to bomb the German beach head defenses, bomb german positions inland south of the beaches, drop paratroops etc.

 

We use EZMG a lot so we appreciate all the work for such a fantastic mission generator tool :), thank you!

Working on it as I type this... I wanted to release a new version, but realized I never finished this. Will not be ready today though....

 

image.thumb.png.2d70b89b2e4321af6e7e5233a9af8296.png

For those that would like to use the new planes in EMG: Drop this in the \data folder of EMG and replace existing file:

 

planes.zip

Edited by SYN_Vander
  • Like 2
Posted (edited)
On 10/25/2023 at 7:38 PM, SYN_Vander said:

Working on it as I type this... I wanted to release a new version, but realized I never finished this. Will not be ready today though....

 

image.thumb.png.2d70b89b2e4321af6e7e5233a9af8296.png

 

 

 

Hi, I have downloaded some historical US Army maps with Invasion frontlines.

If you could publish the shown EMG map .png file, the definition in the maps.json and the one existing front shown, I could make some additional front lines for 05.06 - end July 44 as a draft.

You can check and change them as required.

Maybe you can use them for your EMG

 

Edited by kraut1
Posted (edited)
2 hours ago, kraut1 said:

Hi, I have downloaded some historical US Army maps with Invasion frontlines.

If you could publish the shown EMG map .png file, the definition in the maps.json and the one existing front shown, I could make some additional front lines for 05.06 - end July 44 as a draft.

You can check and change them as required.

Maybe you can use them for your EMG

 

 

Thanks Kraut, I appreciate that as I don't have the time to do a lot of historical research. I did find coastal gun emplacements in Normandy, but that's about it.
Be aware that this new pre-6 june 1944 front will be added to the "Channel Map" template as that one uses the 1944 summer early landscape (no allied airfields in Normandy). For post 6 june front you need to use the "Normandy:" map template.

I will release the new version shortly, so you can improve on that.

Edited by SYN_Vander
  • Thanks 1
Posted
1 hour ago, SYN_Vander said:

 

 For post 6 june front you need to use the "Normandy:" map template.

I will release the new version shortly, so you can improve on that.

Thanks very much for the offer to work on EMG,just a question for the Normandy template in the next version:

Will there be an extension to South England?

I ask because for the first ca. 1...2 weeks after D-Day allied missions from England are required.

Very Early advanced airfields in France:

Already in EMG available:

A-1 St. Pierre: from13th June P47 and later P38 Squadrons

B-11 Longues: from 21th June... 4 RAF, RCAF Spitfire Squadrons

Already in Normandy Map available, easy to add to EMG:

B-3 Sainte-Croix-sur-Mer: RAF Typhoons from 10th June, from 13th Free French Fighters

B-4 Beny-sur-Mer: RAF / RCAF Spitfire / Typhoon Squadrons

 

So for early full allied missions from England, at least until ca. 15th June 3 suggestions:

 

-The Normandy_map.png and the maps.json definition is extended to South England and at least 2 airfields and the surrounding ca. 20km to be populated

  Disadvantage: much workload for you.

 

-By using the existing Normandy_map.png and the maps.json definition and only frontlines extended to South England, the icons of 1...3 English Airfields shown with a deviation and a hint 100km to ...

Advantage: less workload for you. Full allied missions possible

Example:https://forum.il2sturmovik.com/topic/43276-il2-great-battles-easy-mission-generator/?do=findComment&comment=1287314

 

-No change to Normandy_map.png and the maps.json definition, definition of 2...3 "Airstart" Airfields over the Channel inside the current EMG Normandy map area.

Advantage: no change of Normandy_map.png and the maps.json definition required

Disadvantage: only restricted allied Air-Start missions (without take off, but with player (lead no.1) controlled landing in England) from ca. 6th ... 10th June possible.

(I think the allied IL2 GB pilots want to fly some full missions from take off to landing for this time period too)

 

 

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