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IL2 Great Battles Easy Mission Generator


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AKA_PumpkiCraterman1
Posted

I have used the utility quite a bit, but I downloaded a new version and suddenly I cannot see the missions in the game.  The mission is being created, and it is being placed into my data/mission folder where the other missions are stored.  I can see the files, I can even open them in the editor, but I cannot see them in the game.  Any ideas?  Sorry if this have been discussed already, my searches seem to include every page of the forum and I cannot find anything about it.  Oh, I did go back to the previous version but no change.

Posted (edited)
5 minutes ago, Craterman1 said:

I have used the utility quite a bit, but I downloaded a new version and suddenly I cannot see the missions in the game.  The mission is being created, and it is being placed into my data/mission folder where the other missions are stored.  I can see the files, I can even open them in the editor, but I cannot see them in the game.  Any ideas?  Sorry if this have been discussed already, my searches seem to include every page of the forum and I cannot find anything about it.  Oh, I did go back to the previous version but no change.

 

Probably nothing to do with EMG version. Did you use a specific folder under "Mission folder (optional)"? If you do this it's possible that you generate a mission of a different type that ends up in the wrong place.

As a basic test you can do the following: Under "Configuration preset", choose 'default'. Then click " Load and restart" . Then select your main IL2 folder and generate the default mission (on the stalingrad map) and see if that works.

Edited by SYN_Vander
AKA_PumpkiCraterman1
Posted

Okay, thank you Vander, I will give that a try.

AKA_PumpkiCraterman1
Posted

Okay, I tried what you wrote, but it did not help.  It continued to write the mission, but I could not see it.  I tried several other things that didn't work.  I finally went into the missions folder and created a new folder and pointed EMG to write the mission there and it works!  I have always just placed it into the missions folder before and never had any problems, but any way thanks for the help and all that you do.

Posted
9 minutes ago, Craterman1 said:

Okay, I tried what you wrote, but it did not help.  It continued to write the mission, but I could not see it.  I tried several other things that didn't work.  I finally went into the missions folder and created a new folder and pointed EMG to write the mission there and it works!  I have always just placed it into the missions folder before and never had any problems, but any way thanks for the help and all that you do.

 

another thing to try is to delete the mission-list cache file. It's called "mtreecache.eng" and sits in your <IL2 main>\data folder. 

  • 2 weeks later...
Posted (edited)

New version, following the latest update of IL2 5.201:

 

Release Notes version 80

-Added FE.2b, RE.8, IAR-80
-Added Champagne map, which is part of Western Front map, with two fronts "Aisne" and "Marne".
-Added "Rail yard" (rail station) targets to Western front map (all fronts).
-Removed Arras map. I'm no longer maintaining it and it has been superseded by the new Western Front map.
-Enlarged "Meuse" front on the Lorainne map.
-Updated all FC maps with latest scenery files
-Location of airfield marker in middle of field for WW1 airfields now properly calculated
-Added support for "spring-early" season. Only supported by Western Front (early and late winter)
-Changed shift of seasons to be in line with astronomical definition, so summer now starts at june 20 etc
-Optimized time on bomb-run where the aircraft flies with "priority high" so they will be less vulnerable
-Fixed: Spad VII was categorized as "attacker", but can't carry bombs.
-Fixed: Encampment target for allies had incorrect description on the map

 

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

 

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

Release Notes version 80


-Changed shift of seasons to be in line with astronomical definition, so summer now starts at june 20 etc

 

 

Thanks for the update (shift of seasons)

I have updated the new Normandy Front settings to v80:

https://forum.il2sturmovik.com/topic/86260-settings-for-new-easy-mission-generator-normandy-fronts-update-20122023/

added later: small note: summer begins now at 19th June, but this is okay too.

 

added later:

Mulberry harbours, shown in fronts 10th june and later with random spawned (activated) ships (currently still in Radar_[front] groups)

image.png.fc56869c18d7477e81d95d171a86a230.png

 

Edited by kraut1
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Posted
8 hours ago, kraut1 said:

Thanks for the update (shift of seasons)

I have updated the new Normandy Front settings to v80:

https://forum.il2sturmovik.com/topic/86260-settings-for-new-easy-mission-generator-normandy-fronts-update-20122023/

added later: small note: summer begins now at 19th June, but this is okay too.

 

added later:

Mulberry harbours, shown in fronts 10th june and later with random spawned (activated) ships (currently still in Radar_[front] groups)

image.png.fc56869c18d7477e81d95d171a86a230.png

 


Hope to find some time in the coming weeks to add your fronts. I did already take a look and was dazzled by the amount! I’ll start of with 1 or 2 to test.

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Posted (edited)
1 hour ago, SYN_Vander said:


Hope to find some time in the coming weeks to add your fronts. I did already take a look and was dazzled by the amount! I’ll start of with 1 or 2 to test.

Thanks,

 

-All fronts are in working in general and in respect of the historical context all could be required and I am flying already campaign missions.

 

But if a reduction of fronts is required by you I would suggest to delete:

image.png.6790e81782331d22ab40f182cca03df2.png

3 fronts are required from my point of view.

 

A reduction of the additional targets (currently in radar groups) is possible too:

-only time depending Mulberry harbours are really required with random ship targets from my point of view beginning with 10th June to the end

-if you add a destroyer to the ship objectives in the generic template and keep 2 landing ships we already have something similar like a mini invasion fleet and no extra landing ships are required. I have placed only few ship target objectives near to the coast.

see my draft for the generic template:

https://forum.il2sturmovik.com/topic/86442-cooptemplate_generic-suggestions-and-tests-update-141223/?do=findComment&comment=1296589

 

 

Edited by kraut1
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Posted (edited)

Hola Vander. He estado descargando este gran generador desde su primera versión sin ningún problema, pero en esta última versión, recibió un mensaje de Google Drive, diciendo que no se descarga porque viola los términos de servicio (creo que Google no tiene claro

este término y consultando con ellos, me siguen dando vueltas y vueltas, sin solucionar nada)... como nunca me había encontrado con este problema no sé que hacer. ¿Puedes ayudarme a descargarlo?
Gracias.

 

Edited by PA_Juma
error en transcripción
Posted
6 hours ago, PA_Juma said:

Hola Vander. He estado descargando este gran generador desde su primera versión sin ningún problema, pero en esta última versión, recibió un mensaje de Google Drive, diciendo que no se descarga porque viola los términos de servicio (creo que Google no tiene claro

este término y consultando con ellos, me siguen dando vueltas y vueltas, sin solucionar nada)... como nunca me había encontrado con este problema no sé que hacer. ¿Puedes ayudarme a descargarlo?
Gracias.

 

 

Google flagging this again as malware because of the exe I guess....

 

Does this work?

https://filetransfer.io/data-package/AxrGGwyi#link

Posted (edited)

Anyone know a good free file sharing website as alternative for Google Drive?

Edited by SYN_Vander
creamersdream
Posted

Norton was claiming this was a virus.

Posted
On 12/3/2023 at 12:26 PM, Stonehouse said:

 

I think as long as it uses your spawn or activate (I find the terminology confusing in the IL2 space, it's much more clearly defined in DCS) /delete method there is minimal performance impact. From reading a lot of threads here regarding this it seems if the unit/group is placed but with AI deactivated and then it is activated/deactivated by trigger there is a definite impact as it takes some finite amount of resources per unit/group. Your method apparently does not.

 

Yes - if EMG treated any AAA_1, AAA_2 etc helpers found under the helpers_aaa group as something to be always activated and use the appropriate collection of objects from the generic template and continue to treat AAA_50m as now that would be great.

 

Thank you for considering the idea. I hope it is a simple change to implement it.

 

I didn't mention in release notes, but this is now supported in version 80. So you can use AAA_1, AAA_2 and AAA_3 together with AAA_50m now. The first ones will always be populated (so don't use too many) and the last one will be random. It also takes into account number of fixed positions so if there are many of those it will only select a few at random.

18 hours ago, JSOflyer said:

mediafire is good

 

Thnx! Turns out I already have an account....?

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Posted
11 hours ago, SYN_Vander said:

 

I didn't mention in release notes, but this is now supported in version 80. So you can use AAA_1, AAA_2 and AAA_3 together with AAA_50m now. The first ones will always be populated (so don't use too many) and the last one will be random. It also takes into account number of fixed positions so if there are many of those it will only select a few at random.

 

Thnx! Turns out I already have an account....?

 

Updated the site with the Mediafire link. 

Posted

I've run into an issue while using this. I want to generate up missions for my group, but when I generate up Dogfight missions, it doesn't generate any aircraft that we can select in dogfight mode. Only empty airfields that say no objective. I have dogfight selected in the generator, but it only works on Coop version, but I would like the ability to start a mission, and let people jump in and out of it. If that is possible. Trying to set up a Coop PVE server for some friends who don't feel up to going on a main PVP server yet.

Any help would be appreciated, I have watched the youtube videos, so I am fairly certain I am using the tool mostly right, but if it isn't possible. Please let me know. Personally I wish we could just have a nice sandbox mission like the ones in DCS.

Posted
On 12/28/2023 at 11:37 AM, mtmuir said:

I've run into an issue while using this. I want to generate up missions for my group, but when I generate up Dogfight missions, it doesn't generate any aircraft that we can select in dogfight mode. Only empty airfields that say no objective. I have dogfight selected in the generator, but it only works on Coop version, but I would like the ability to start a mission, and let people jump in and out of it. If that is possible. Trying to set up a Coop PVE server for some friends who don't feel up to going on a main PVP server yet.

Any help would be appreciated, I have watched the youtube videos, so I am fairly certain I am using the tool mostly right, but if it isn't possible. Please let me know. Personally I wish we could just have a nice sandbox mission like the ones in DCS.

Please post your config.ini here so I can have a look.

Posted (edited)
15 hours ago, SYN_Vander said:

Please post your config.ini here so I can have a look.


I had to change the copy to .txt, but these are my current settings.

Edit: I think I got it to work, at least I can locally select aircraft, but any suggestions on how I can make it better would be appreciated.
 

config.txt

Edited by mtmuir
Posted
7 hours ago, mtmuir said:


I had to change the copy to .txt, but these are my current settings.

Edit: I think I got it to work, at least I can locally select aircraft, but any suggestions on how I can make it better would be appreciated.
 

config.txt 1.85 kB · 0 downloads

 

Thnx!

 

So first tip: You don't need to set the Mission folder (on the first page). It will pick the correct folder by default (missions\cooperative\dogfight). If you do use this, for instance because you want to generate missions in a very specific folder for safe-keeping, you have to be careful because if you use the wrong path for a mission type you might not be able to load it in IL2. So just leave empty (click ' reset').

 

I don't see anything strange in your mission config, but you did use 'any' for the plane type. This means EMG will randomly pick a plane type and it may be so that you do not own that plane end thus you can't select/fly it.

So the easiest way is to select a plane from the list that you are sure of everyone owns.

If you do want to have a random plane, then you need to use a custom plane set with only planes that you know you own. The plus side is that you can also use plane types that were not historically available in the selected theatre/date. 

 

I have created a little tutorial here (youtube, second part): https://sites.google.com/view/il2-great-battles-emg/tips-tricks?authuser=0

Bottom of the page there is also a written instruction.

 

 

Posted
On 12/30/2023 at 3:53 AM, SYN_Vander said:

 

Thnx!

 

So first tip: You don't need to set the Mission folder (on the first page). It will pick the correct folder by default (missions\cooperative\dogfight). If you do use this, for instance because you want to generate missions in a very specific folder for safe-keeping, you have to be careful because if you use the wrong path for a mission type you might not be able to load it in IL2. So just leave empty (click ' reset').

 

I don't see anything strange in your mission config, but you did use 'any' for the plane type. This means EMG will randomly pick a plane type and it may be so that you do not own that plane end thus you can't select/fly it.

So the easiest way is to select a plane from the list that you are sure of everyone owns.

If you do want to have a random plane, then you need to use a custom plane set with only planes that you know you own. The plus side is that you can also use plane types that were not historically available in the selected theatre/date. 

 

I have created a little tutorial here (youtube, second part): https://sites.google.com/view/il2-great-battles-emg/tips-tricks?authuser=0

Bottom of the page there is also a written instruction.

 

 


This was extremely helpful, and we got it working. I also used the tips on your website for dogfight mode, and it works fairly well. My friends can log into the server, select any aircraft they want, and have some fun. Only issue is some missions seem to complete very quickly, Recon, and I noticed air intercept missions also end quickly when I set that as the primary objective for the opposition.

I did have another question. I wanted to change up the amount of AI patrol aircraft so instead of 12 on each side, it is more like 18 on the enemy side to 6 on the player's side. I was Also wondering if the Ambient AI respawns, or has a set amount of spawns. When I cracked open one of the missions. I noticed that there are flights listed at patrol_AI_allied_X, patrol_AI_allied_X_backup_x, and there is the same for the Axis. So in theory, if I change the opposition, and their backups. I should increase the amount of aggressive enemy AI on the server, after adjusting their waypoints / patrol zones so they don't spawn on top of my players. Sorry if this seems like a simple question, but I am new to the IL-2 editor, and use to the DCS one instead.

Also the Al Backups, are those aircraft respawns / reinforcements, and if so how do I activate them? It seems after a little bit, all of the AI aircraft on the server disappear. Mostly to being shot down, or landing to rearm.  The solution so far is to restart the server about every 90 minutes, but on some maps, that might not be enough time for a proper mission, say in a bomber escort over the channel.

Anyway, thank you for the help, and thank you for the amazing mission generator. It's allowed my friends and I to finally get some Coop in on IL-2. Something they've wanted to do for a bit, but always had trouble with setting up missions, and it's given me time to start learning the editor while they have something to do.

IL-2 Editor Patrol AI.png

Posted

New user, thank you for this! I was able to fly the Lae mission by placing the files in the Missions folder, pointed EMG to my IL-2 main folder, installed all add-ons, but Palau does not show up in EMG. What step did I miss?

Posted (edited)
17 hours ago, Patricks said:

New user, thank you for this! I was able to fly the Lae mission by placing the files in the Missions folder, pointed EMG to my IL-2 main folder, installed all add-ons, but Palau does not show up in EMG. What step did I miss?

@SYN_Vander

I will answer your question in the other thread of the Papua New Guinea Mod., where you have already asked yesterday the question.

Edited by kraut1
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Posted
18 hours ago, mtmuir said:


This was extremely helpful, and we got it working. I also used the tips on your website for dogfight mode, and it works fairly well. My friends can log into the server, select any aircraft they want, and have some fun. Only issue is some missions seem to complete very quickly, Recon, and I noticed air intercept missions also end quickly when I set that as the primary objective for the opposition.

I did have another question. I wanted to change up the amount of AI patrol aircraft so instead of 12 on each side, it is more like 18 on the enemy side to 6 on the player's side. I was Also wondering if the Ambient AI respawns, or has a set amount of spawns. When I cracked open one of the missions. I noticed that there are flights listed at patrol_AI_allied_X, patrol_AI_allied_X_backup_x, and there is the same for the Axis. So in theory, if I change the opposition, and their backups. I should increase the amount of aggressive enemy AI on the server, after adjusting their waypoints / patrol zones so they don't spawn on top of my players. Sorry if this seems like a simple question, but I am new to the IL-2 editor, and use to the DCS one instead.

Also the Al Backups, are those aircraft respawns / reinforcements, and if so how do I activate them? It seems after a little bit, all of the AI aircraft on the server disappear. Mostly to being shot down, or landing to rearm.  The solution so far is to restart the server about every 90 minutes, but on some maps, that might not be enough time for a proper mission, say in a bomber escort over the channel.

Anyway, thank you for the help, and thank you for the amazing mission generator. It's allowed my friends and I to finally get some Coop in on IL-2. Something they've wanted to do for a bit, but always had trouble with setting up missions, and it's given me time to start learning the editor while they have something to do.

IL-2 Editor Patrol AI.png

 

The "patrol" AI group will patrol a number of random waypoints on the map. How close they are to the primary target depends on aggressiveness setting. They will fly until the fuel tank is  empty or until they are destroyed.

The AI groups you see here are generated based on the number of objectives. So if there are 4 targets there will be one starter and 3 backup groups per flight. Each backup group is activated when the previous one was destroyed. Since total mission duration depends on the number of targets this way you'll have more AI 'respawns'.

You can copy these backup groups, but they will not be triggered as you would need to make a connection between thee groups. However, I wonder if that will fix the problem, it might be you simply don't run into the AI flights?

 

Also:

If you fly dogfight mission (not cooperative), there is a "hidden" setting in config.ini "ai_bombers" that you can set to "True". This will create a bomber flight of 3 bombers that will attack the target. If you have multiple targets, there will be multiple bomber (backup) flights which will attack the other targets. This is optimized for performance however, so only one bomber flight will be active at any given time. This means that Allied side can have a bomber flight in the air and the Axis won't. After the Allied flight has returned the Axis bombers will take-off etc.

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Posted

Short General Question:

What is the effect of changing the target difficulty?

image.png.cd8623402677d04bb77bc1165d069ff2.png

Posted (edited)
9 hours ago, kraut1 said:

Short General Question:

What is the effect of changing the target difficulty?

image.png.cd8623402677d04bb77bc1165d069ff2.png

 

Determines how much of the target needs to be destroyed:

Hard - 90 % (everything minus 10 % to avoid counting  bugs)

Normal - 67 % (2/3)

Easy - 34 % (1/3)

 

So if you fly a single mission and you want to destroy a target by yourself, you can use Easy. If you run a server then maybe set to Hard so multiple attacks are needed to take out a target. Of course, this also depends on the target type.

Edited by SYN_Vander
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Posted
4 hours ago, SYN_Vander said:

 

The "patrol" AI group will patrol a number of random waypoints on the map. How close they are to the primary target depends on aggressiveness setting. They will fly until the fuel tank is  empty or until they are destroyed.

The AI groups you see here are generated based on the number of objectives. So if there are 4 targets there will be one starter and 3 backup groups per flight. Each backup group is activated when the previous one was destroyed. Since total mission duration depends on the number of targets this way you'll have more AI 'respawns'.

You can copy these backup groups, but they will not be triggered as you would need to make a connection between thee groups. However, I wonder if that will fix the problem, it might be you simply don't run into the AI flights?

 

Also:

If you fly dogfight mission (not cooperative), there is a "hidden" setting in config.ini "ai_bombers" that you can set to "True". This will create a bomber flight of 3 bombers that will attack the target. If you have multiple targets, there will be multiple bomber (backup) flights which will attack the other targets. This is optimized for performance however, so only one bomber flight will be active at any given time. This means that Allied side can have a bomber flight in the air and the Axis won't. After the Allied flight has returned the Axis bombers will take-off etc.


I will have to give the ai_bombers a try, Thanks!

Also it's fully possible they didn't run into them, but we had a good amount of people doing deep strikes, and sometimes it seemed like the skies cleared out. Still they could have missed them. Do the backups spawn at an airfield, or air start? I've tried looking at the various triggers, but I will be honest, I don't know what most of them do, so chances are I just haven't found it yet.

As for copying patrols. I was actually thinking of not copying the patrols, but instead taking the exiting ones on the player side, and converting them over to the opposition. From what I can tell, I just need to change who the planes are allied too from say Allies to Axis for example. I am also thinking of moving the group's way-points on the map to their respective side of the line. So we have AI around objectives, and some patrolling in the background. I currently have the AI set to aggressive.

I was going to try it by just purely changing the side of the flight first, but I was thinking of renaming the group too fit the structure. So Patrol_Al_allied_5, and then renaming the back up too, but I might just skip that since the players don't see the mission on the editor.

Posted
1 hour ago, kraut1 said:

@SYN_Vander

Maybe in this way fighter sweeps / offensive patrols could be added by copying the recon mission type and changing the waypoint priority to low, seems to work great:

44-06-14a-Normandy-IIIJG1-BF109 example fighter sweep.zip 1.08 MB · 0 downloads

 

So setting the waypoints to medium or high priority make them less aggressive?

Wondering because one thing I wanted to do with my groups is have one or two who are aggressive, and the rest kind of relaxed on patrol. Right now it is kind of hard to do  a small flight of one or two people because there is a high chance of getting bounced by two or three flights.

I did make some changes, setting the priority to Medium, and the Attack Area to 8000, instead of Low, and 4800 meters for the aggressive AI.

Posted
1 hour ago, mtmuir said:

So setting the waypoints to medium or high priority make them less aggressive?

Wondering because one thing I wanted to do with my groups is have one or two who are aggressive, and the rest kind of relaxed on patrol. Right now it is kind of hard to do  a small flight of one or two people because there is a high chance of getting bounced by two or three flights.

I did make some changes, setting the priority to Medium, and the Attack Area to 8000, instead of Low, and 4800 meters for the aggressive AI.

Are you modifying the GENERIC Template of Easy Mission Generator (I did that) or are you designing individual missions?

When I flew my example mission today, my AI flight leader and Rotte (no.2/3) attacked 2 AI B25 planes (ambient = passive). Not so good was that these B25 did not defended their selfes. My next test will be with Patrol and AI Patrol in the GENERIC Template with reduced WP priority.

But the behaviour of the Reconn flight (modded for fighter sweep) was very good.

 

Other WP priority tests I have done:

Bomber flights with reduced priority: Bomber flights are opening fire during first attack (good) for the price of a more open formation (disadvantage).

Vander optimized that in v80.

Escort flights with red prio. because they did not defended against fighter attacks.

Altogether seen a complex topic, best to make small modifications and test step by step.

Posted
20 minutes ago, kraut1 said:

Are you modifying the GENERIC Template of Easy Mission Generator (I did that) or are you designing individual missions?

When I flew my example mission today, my AI flight leader and Rotte (no.2/3) attacked 2 AI B25 planes (ambient = passive). Not so good was that these B25 did not defended their selfes. My next test will be with Patrol and AI Patrol in the GENERIC Template with reduced WP priority.

But the behaviour of the Reconn flight (modded for fighter sweep) was very good.

 

Other WP priority tests I have done:

Bomber flights with reduced priority: Bomber flights are opening fire during first attack (good) for the price of a more open formation (disadvantage).

Vander optimized that in v80.

Escort flights with red prio. because they did not defended against fighter attacks.

Altogether seen a complex topic, best to make small modifications and test step by step.


I am generating up the mission, and then making modifications. Changing a waypoint locations, and changing one patrol from the player side, and swapping factions and aircraft, so there is more enemies than friendlies.

I am very new at using IL-2 editor, so learning as I go.

Posted
7 minutes ago, mtmuir said:


I am generating up the mission, and then making modifications. Changing a waypoint locations, and changing one patrol from the player side, and swapping factions and aircraft, so there is more enemies than friendlies.

I am very new at using IL-2 editor, so learning as I go.

I understand. This is a way to get knowlegde about mission editing.

I myself try to learn to optimize the Easy Mission Generator settings / templates for quick mission generation.

Posted
4 hours ago, kraut1 said:

I understand. This is a way to get knowlegde about mission editing.

I myself try to learn to optimize the Easy Mission Generator settings / templates for quick mission generation.

 
It's been helpful. I am having trouble with one mission which keeps on failing to launch on the server, and it crashed to desktop when tried it outside the server, but I think I did something wrong with the settings.

Posted
2 hours ago, mtmuir said:

 
It's been helpful. I am having trouble with one mission which keeps on failing to launch on the server, and it crashed to desktop when tried it outside the server, but I think I did something wrong with the settings.

sorry, I am a 100% offline / single player. I don't know how server works. Sorry

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Posted
2 hours ago, kraut1 said:

sorry, I am a 100% offline / single player. I don't know how server works. Sorry


That's okay. I ended up spending some time reworking the mission, changing each part one at a time while saving a good copy. That way I can find out what was causing the issue. XD Turned out I still don't know, since it worked this time.

Posted

@SYN_Vander

I wanted to ask about the Bomber Ai. I have it enabled in my settings, but I am not seeing the random bombers, or seeing the original bomber group re-spawn, and go after another target. I'm not sure if it is something I am doing wrong, I know not all my missions are bomber missions, but I have some purposely set up as bomber missions just to see if they will spawn, but I don't think they are working.

 

Current Config settings.txt

Posted
19 hours ago, mtmuir said:

@SYN_Vander

I wanted to ask about the Bomber Ai. I have it enabled in my settings, but I am not seeing the random bombers, or seeing the original bomber group re-spawn, and go after another target. I'm not sure if it is something I am doing wrong, I know not all my missions are bomber missions, but I have some purposely set up as bomber missions just to see if they will spawn, but I don't think they are working.

 

Current Config settings.txt 1.81 kB · 4 downloads

Maybe try setting bombing as scenario for both sides. 

Posted

New version has just been released:

 

Version 81
-Added new scenario 'Patrol'. This is an offensive patrol over enemy lines. Targets are random, ambient flights so if you turn these off you'll probably won't find enemy targets.
-Added new front "Battle of Caen" to Normandy map (thanks Kraut1!)
-For Single Player missions, the ambient AI will now only activate when the player is close, to improve performance.
-For Dogfight missions, AI Bombers will now return to base when the target is destroyed instead of idling for a long time over the target.
-Added static planes to Upper France and Lorraine maps
-Fixed a number of airfield layouts/spawn points in Flying Circus Maps
-For "medium flak" in WW1 (typically 40mm in WW2) the MG's will be used in stead of heavy (77mm) flak units. (M-Flak is simply too powerful)
-For maps with radar sites, the cross that indicates that a radar has (temporarily) been disabled is now grey instead of red to avoid confusion with destroyed mission objectives
-Fixed a bug where radar objectives could not be completed
-Fixed a bug where "Under Attack!" message was generated for intercept/aerial targets.

 

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

 

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Posted
18 hours ago, SYN_Vander said:

New version has just been released:

 

Version 81
-Added new scenario 'Patrol'. This is an offensive patrol over enemy lines. Targets are random, ambient flights so if you turn these off you'll probably won't find enemy targets.
-Added new front "Battle of Caen" to Normandy map (thanks Kraut1!)
-For Single Player missions, the ambient AI will now only activate when the player is close, to improve performance.

 

 

@SYN_Vander

Thanks very much for the new version with the new content!

Seems to work everything well.

I have only extended the activation distance for ambient flights to 90km to make them earlier visible for my "wingman warning" and "radar" group (and maybe spotters if activated).

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