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IL2 Great Battles Easy Mission Generator


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Posted
1 hour ago, kraut1 said:

@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).

 

FYI, I have used your "I" front in the version. It's basically a test; it did take me some time though to add correctly placed helpers for targets and the radar stations. The pre-10 june versions should be in the "Channel Map" template as that one uses the "early" Normandy map.

  • Like 1
Posted
19 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.
-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

 

Awesome! I love the idea of patrol!

Posted (edited)
On 1/11/2024 at 6:40 AM, SYN_Vander said:

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)

 

Does that mean you updated the translation table/logic? Could you provide the updated version please if you did?

 

Also, I noticed that MG_allied_1, MG_axis_1, MG_allied_2 and MG_axis_2 don't have a closer and further MCU - are they always spawned at mission start or do you use some other method to control their spawn/delete as the player approaches and leaves their area?

 

Thanks

Edited by Stonehouse
Posted
4 hours ago, Stonehouse said:

 

Does that mean you updated the translation table/logic? Could you provide the updated version please if you did?

 

Also, I noticed that MG_allied_1, MG_axis_1, MG_allied_2 and MG_axis_2 don't have a closer and further MCU - are they always spawned at mission start or do you use some other method to control their spawn/delete as the player approaches and leaves their area?

 

Thanks

 

So the change is that Russian and German "40mm" Flak units are mapped to AAA Machineguns for WW1 maps. I don't have the translation table at hand.

 

The AAA_2 unit will now spawn in both for Friendly and Enemy aircraft so the gun emplacements at the airfield are not always empty.

 

I did not change anything for the MG_ sites, they should spawn in/out. If not than it's a bug I need to investigate. 

Posted (edited)
35 minutes ago, SYN_Vander said:

 

So the change is that Russian and German "40mm" Flak units are mapped to AAA Machineguns for WW1 maps. I don't have the translation table at hand.

 

The AAA_2 unit will now spawn in both for Friendly and Enemy aircraft so the gun emplacements at the airfield are not always empty.

 

I did not change anything for the MG_ sites, they should spawn in/out. If not than it's a bug I need to investigate. 

Ok thanks. If you could post the updated translation when you are able to that would be great.

 

The MG sites only seem to have attack area MCUs and no MCU trigger zones to check whether enemy are close and when they move away. I don't know the editor well enough to know whether you handle it another way or not and haven't yet tested the case to see if they spawn. It was just a difference I noticed in passing between mg sites and the other flak groups.

 

<edit> doh sorry - you called them IN and OUT instead of CLOSER and FURTHER so all good. Ignore the comment about mg sites. Apologies for any angst.

Edited by Stonehouse
  • Thanks 1
Posted (edited)
15 hours ago, SYN_Vander said:

 

So the change is that Russian and German "40mm" Flak units are mapped to AAA Machineguns for WW1 maps. I don't have the translation table at hand.

 

The AAA_2 unit will now spawn in both for Friendly and Enemy aircraft so the gun emplacements at the airfield are not always empty.

 

I did not change anything for the MG_ sites, they should spawn in/out. If not than it's a bug I need to investigate. 

 

Hi Vander,

I mentioned I'm (very slowly) doing Normandy and Rhineland templates with more historically correct AAA compositions intended for use in conjunction with the AAAmod I have built - hence some of the changes you've made recently. Especially the recent extremely welcome changes to the handling of the AAA_50m group.

 

So, this isn't any sort of issue right now but if I end up doing a WW1 equivalent I wondered if you might consider adding back at least one mapping in a future version to allow the M-14 flak to be spawned. I think the only way to get them now there is no mapping (my assumption not having seen the new version of translation mapping), is to use Kraut1's static group approach and include by hand every M-14 flak location (ie gun, props, triggers etc). 

 

The most recent version of the AAAmod made specific changes to address the lethality of the stock M-14 flak gun.

Edited by Stonehouse
Posted

@SYN_Vander

Question: how to enable in the next releases the pilots to create (short) German missions vs US Utah / Omaha beaches, vs the western part of the frontline?

When flying from Beaumont, Triqueville, Lonrai with close target distances you can create suitable missions vs UK Beaches / UK front sector.

Maybe US Beaches by activation Pontorson earlier?

For creating short missions in the western part I am using currently improvised test airfield "Feldflugplatz2" (only for BF109, FW190, 30% losses in AI take off accidents).

 

image.thumb.png.ff406d1a326d0cd0c3debbda20d056ec.png

image.png.37c63f0e4e1e11027cfd3e4689d6cd5b.pngimage.png.7cc2b020d53154bf1b26eaa091c3f8f1.png

(AI Take Off from Feldflugplatz2, AI modded with flaps full down during take off)

 

Normandy_template_and_maps_settings.zip

Test-FW190-vs-US-Sector-from-Pontorson.zip

 

Posted (edited)

Wacky LoL ... IMO buying the waco is worth it, still on discount it seems. 

Your json, i will try it out.

Edited by jollyjack
Posted (edited)
4 hours ago, jollyjack said:

Wacky LoL ... IMO buying the waco is worth it, still on discount it seems. 

Your json, i will try it out.

if you try to create glider missions, fly only as lead flight leader, AI seems to have some issues with waypoints

 

Edited by kraut1
  • Upvote 1
Posted

Well, it works .. thanks. Passengers alive, but the crew miraculously disappeared ....

 

_WacolandingKrautMOD.jpg.51fba9a068322f22c65abe3a455f78c9.jpg

  • Like 1
  • 2 weeks later...
Posted

@SYN_Vander

Hi Vander,

I have a general question concerning "alternative" objectives in the Generic Template.

e.g.: Tank column:

image.png.6fba6401dbcc324bb9fb687f43830d27.png

_1 with Panzer III and _2 with Panzer IV

Are they selected during mission generation by random or are there additional rules for selection?

We have many "alternative" objectives: tank column, vehicle column, armor, ships,...

Posted
On 1/28/2024 at 5:36 PM, kraut1 said:

@SYN_Vander

Hi Vander,

I have a general question concerning "alternative" objectives in the Generic Template.

e.g.: Tank column:

image.png.6fba6401dbcc324bb9fb687f43830d27.png

_1 with Panzer III and _2 with Panzer IV

Are they selected during mission generation by random or are there additional rules for selection?

We have many "alternative" objectives: tank column, vehicle column, armor, ships,...

 

These are multiple versions of a specific objective. In this case there are 2. The generator will randomly pick one out of two. You could make many more and EMG will automatically pick one at random. But creating/maintaining is a lot of work, so I haven't done many other versions.

  • Thanks 1
Posted
1 hour ago, SYN_Vander said:

 

These are multiple versions of a specific objective. In this case there are 2. The generator will randomly pick one out of two. You could make many more and EMG will automatically pick one at random. But creating/maintaining is a lot of work, so I haven't done many other versions.

Thanks, great, I will try additional column compositions.

Posted (edited)

I have a question. I want to use the EMG.  I set my mission parameters. Than push the button generate. Than the button will be blue... Generating... But nothing happens... pls help...  now i got a mission to run... but it wont use my own skins...

Edited by utplayer01
Posted
21 hours ago, utplayer01 said:

I have a question. I want to use the EMG.  I set my mission parameters. Than push the button generate. Than the button will be blue... Generating... But nothing happens... pls help...  now i got a mission to run... but it wont use my own skins...

Hi,

From my point of view to avoid the Generating... issue:

The reason for is that EMG is not able to find all required target objectives.

If you have this issue, I suggest:

-To reduce the Number of Targets per side to 1 and when it works increase slowly to 1, 2,.. as long it works.

image.png.5300008881fa1b6df6f755f48e1ca224.png

 

-Use for target distance either close or distant, but avoid medium and random if the issue appears.

I always use close for test sand for most campaign missions too, to avoid to long cruise flights.

One of the benefits of EMG is the possibility to create short flyable missions.

image.png.2173407d70bc353392ed9d4d07192c45.png

 

Using of custom skins or User skins:

-normally are the additional skins of the data\graphics\Skins folder available as you see:

image.png.9844ea5cb442802b596684469055794b.png

image.png.27900b25c7d77ba3c81b5901a2639ec9.png

If you want to use always a favorite skin for a plane you could modify the EMG \data\planes.json:

 e.g.: for BF109-E7

 

default no skin defined:

"bf109e7": {
        "name": "Bf 109 E-7",
        "category": ["fighter", "attacker"],

         ...

        "skins": {
            },

        "fuel": 1.0,...

modified:

"bf109e7": {
        "name": "Bf 109 E-7",
        "category": ["fighter", "attacker"],

         ...

         "skins": {
    "Germany": "bf109e7_blank_02.dds"},
        "fuel": 1.0,

You will find examples to the other nations in the planes.json too, e.g:

 "skins": {
            "United States": "a20b_blank_09.dds",
            "Great Britain": "a20b_blank_04.dds"},

 

 "skins": {
            "United States": "",
            "Great Britain": "c47a_blank_01#1.dds",
            "USSR": "c47a_blank_10#1.dds"},

 

 

Posted

Please, if it has not been asked, make the Easy Mission Gen window re-sizable. As it is now, part of the bottom is missing on my OLED Sony Bravia. Even if I remove the taskbar at the bottom it is still not sizing properly to use it without tweaking everything and putting it back to use it. Thanx!

Posted (edited)

New version released!

 

Version 82
-Added the option to set a Target Area, shown by a circle on the mission map:
    By default it is located in the map center. Click left mouse to move it to another location. 
    In the Scenario tab you can choose "in target area" as an option for "Target location" (previously called "Target distance").
    If the chosen target will be actually in the designated circle depends if there are enough locations in the template.
-In the map view, click and move right mouse will now drag the map (instead of left mouse).
-Replaced smoke at airfield to show wind direction with lighter version (no eternal flames).
-A green flare will be fired after player spawns in as take-off signal.
-For WW1 missions, ambient flights now also may be of type reconnaissance with a single plane
-Small changes to available airfields in "Upper France" map (if you saved a config, it might not work because some airfields have been replaced)
-Fixed scoring counting for 'Patrol' scenario; for single player and cooperative it was only counting the other player flight (as with 'Intercept'), now any enemy plane within a large radius around the patrol area is valid.
-Changed map images to gif to reduce file size.

 

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

 

Brief instructions for "Target Area":

In the first screenshot you see a circle with the text "Target Area". You can place it somewhere else by clicking with the left mouse button anywhere on the map, but within the front borders. You can use this area to tell EMG you want your objective to be in this circle (or the closest one available) by selecting as target location "in target area", see second screenshot.

In this example the player will start the mission on the French airfield "Pierrefonds" in a Nieuport 17, ready to start a patrol. The enemy bomber flight will start in the air, near the target and since we selected as target "airfield" and "target area" as target location we know the bombers will bomb the airfield the player is starting from! So this is now in effect a scramble mission.

 

image.thumb.png.a30fd38372ed38e712ec78489d00b49b.png

 

image.thumb.png.bb7213283f010ee9ad720c3b1c2e9f28.png

 

PS: I just noticed that I circled the wrong parameter lol. Wanted to circle the one above it obviously!

Edited by SYN_Vander
  • Like 3
  • Thanks 5
Posted
On 2/10/2024 at 3:09 PM, SYN_Vander said:

Version 82
-Added the option to set a Target Area, shown by a circle on the mission map:
    By default it is located in the map center. Click left mouse to move it to another location. 
    In the Scenario tab you can choose "in target area" as an option for "Target location" (previously called "Target distance").
    If the chosen target will be actually in the designated circle depends if there are enough locations in the template.

...

Brief instructions for "Target Area":

...

So this is now in effect a scramble mission.

 

Posted

Hi

 

I have a stupid question : How do you zoom the map ?

Posted

in the ME and game O-view drag around with the mouse arrow and zoom with the wheel ... IMO

Posted

great update!!! I can see a lot of really cool scenarios being made with the new "Target area"

 

One thing I'm still really missing though, is there any chance of seeing tactical codes? It really would add a lot to the missions, especially with the plethora of squadron blank skins available from PWCG and the career mode mods we have. even something as generic as a "1-10" numbering on the side would be an improvement to the blank airplanes we have now.

Posted
40 minutes ago, jollyjack said:

in the ME and game O-view drag around with the mouse arrow and zoom with the wheel ... IMO

but can we zoom in eqmg ?

I think I did it instinctivly, but now, I do not find how

It is usefull to define tàrget areà

Posted
3 hours ago, jeanba said:

but can we zoom in eqmg ?

I think I did it instinctivly, but now, I do not find how

It is usefull to define tàrget areà

Sorry, no you can't zoom in currently.

Posted
10 hours ago, SYN_Vander said:

Sorry, no you can't zoom in currently.

Ok, no problem

Posted

I am having the following error when opening EMG, any help would be appreciated.

Screenshot 2024-02-12 140008.png

Posted (edited)
30 minutes ago, I./JG3_Col_Sanders said:

I am having the following error when opening EMG, any help would be appreciated.

Screenshot 2024-02-12 140008.png

 

Yeah it's happening to me too. The google drive service that is hosting the version file is having problems (?). If you try a couple of times it should work.

Meanwhile, I'll make the code more robust so it won't quit when this happens....

 

Edited by SYN_Vander
Posted

I'm getting this error, any recommendations on how to fix it?

 

image.png.1c173ec597c478fd72f960a6fe3fe5bc.png

Posted (edited)
On 2/12/2024 at 11:01 PM, I./JG3_Col_Sanders said:

I am having the following error when opening EMG, any help would be appreciated.

Screenshot 2024-02-12 140008.png

 

I thought the same error occured to me. Did you really install all new files? For me it was my modified maps.json that caused this trouble as far as I can remember ... :rolleyes:

EDIT: you need to use the new config.ini. Otherwise you are missing the line "target_position = 135564,96720". I was able to reproduce the same error message ... ;)

Edited by =FI=Genosse
Possible solution updated
Posted
7 hours ago, SYN_Vander said:

 

Yeah it's happening to me too. The google drive service that is hosting the version file is having problems (?). If you try a couple of times it should work.

Meanwhile, I'll make the code more robust so it won't quit when this happens....

 

"Trying a couple of times" worked only one time when the issue began. Now the error message appears always.

Posted

Same here. Worked great initially. Now I get the message error each time.

Posted

I have a very, very old win10 computer that I disconnected directly after booting from internet.

Here EMG is still working. (without binary generation because IL2 GB is not installed)

 

Posted (edited)

Ah I see, "Google Drive - Quota exceeded" . Google doesn't like us downloading the version file too often.

I'll create a quickfix which bypasses version checker if this happens.

Edited by SYN_Vander
  • Like 1
Posted

Haven't played the EMG in over a year and having trouble opening it up , trying to use version 82.1 , any change in installation for example , instructions on page 1 here no help, any thoughts guys?

 

Posted (edited)
18 minutes ago, timothy55 said:

Haven't played the EMG in over a year and having trouble opening it up , trying to use version 82.1 , any change in installation for example , instructions on page 1 here no help, any thoughts guys?

 

 

Just delete old one. Install/unzip fresh to any directory you choose.

I have updated the webpage:

 

Installation & Usage

  • Download and extract the files to a location of your choosing. There is no windows installation process, just run the utility from any folder. When updating to a new version, just overwrite the existing files.

  • Every time you run a new version, please set the path to your main IL-2  Game folder (..\IL-2 Sturmovik Battle of Stalingrad) by clicking the text box next to "IL2 main folder" on the first tab.

  • The buttons and tabs in the GUI should be pretty obvious. Be aware that changing maps, fronts or game types may reset you configuration.

  • When clicking the "Create Mission" button the mission is created and then re-saved by the IL2 re-saver program. This can take some time, please be patient. A pop-up will tell you the mission has been created.

  • Single player missions will be written to ..\data\Missions, co-op missions to ..\data\Multiplayer\Cooperative and dogfight missions to ..\data\Multiplayer\Dogfight.

  • For Additional notes on how to use the utility see the Tips & Tricks page (top right)

 

Edited by SYN_Vander
Posted

EMG is AOK now. Thanks!

Posted

The older versions of Easy Mission Generator (still in use with modifications) are working again today and can be used.

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