SYN_Vander Posted August 9, 2024 Author Posted August 9, 2024 On 8/8/2024 at 11:22 AM, kraut1 said: Hi Vander, thanks for your great EMG and new v85. While testing today @Stonehouse's AAA environment I encountered an new issue: -a Bomber flight flys toward it's target and is attacked by AAA -only 1 bomber (not the lead) is hit -all bombers drop their bombs and the attack is failed I suppose, it is because of this new command force compl. in the "Count damage events" in the flight bombing: For test I have deleted the link from the "Count damage events" to the "force compl" in the Generic templ. and now the bombers continue their attack despite of light losses. Thanks. There is also a link to waypoint 5, so it may still break off the attack. In next release I'll remove the Damage logic or perhaps increase number of damage events to a high number. 1
Stonehouse Posted August 11, 2024 Posted August 11, 2024 On 8/10/2024 at 2:44 AM, SYN_Vander said: Thanks. There is also a link to waypoint 5, so it may still break off the attack. In next release I'll remove the Damage logic or perhaps increase number of damage events to a high number. I believe the same logic is used in the Flight_Attack group too. 1
Cosmosis Posted August 14, 2024 Posted August 14, 2024 (edited) Hello This seems excellent, but when generating a mission, i'm not finding it in game I have the directory set to E:\Steamlibrary\steamapps\common\IL-2 Sturmovik BOS Am i doing something wrong? Missions made in STEditor appear in game, when put in the same folder Thanks Edited August 14, 2024 by Cosmosis
SYN_Vander Posted September 16, 2024 Author Posted September 16, 2024 On 8/14/2024 at 7:26 PM, Cosmosis said: Hello This seems excellent, but when generating a mission, i'm not finding it in game I have the directory set to E:\Steamlibrary\steamapps\common\IL-2 Sturmovik BOS Am i doing something wrong? Missions made in STEditor appear in game, when put in the same folder Thanks Common causes: In EMG the Mission folder is set with a specific folder. If you do not leave this empty than that specific folder will be chosen, regardless of game type. It's easy to make mistakes, so unless it's absolutely necessary leave it blank The mission was generated with a different game type than intended (ie cooperative vs single). Check the tab "Scenario". The mission cache file is somehow not being updated anymore. Delete the file mtreecache.eng in the \data folder.
GeneralWilbur Posted September 18, 2024 Posted September 18, 2024 I have noticed that there are some aircraft missing from the available aircraft list. Is it possible for this to be updated to include some new aircraft that have come out since this program's last update? It is a phenomenal program but I want to add in the "new" glider and I think some Flying Circus Vol 3 aircraft are missing.
kraut1 Posted September 29, 2024 Posted September 29, 2024 On 9/18/2024 at 8:20 PM, GeneralWilbur said: I have noticed that there are some aircraft missing from the available aircraft list. Is it possible for this to be updated to include some new aircraft that have come out since this program's last update? It is a phenomenal program but I want to add in the "new" glider and I think some Flying Circus Vol 3 aircraft are missing. in general missing airplanes can be added by editing the planes.json. The Waco glider has totally other properties than a plane with an engine. I made some tests in January and with some limitations some Air-Start missions could work. It works only if the player flies the Lead 1 Plane. https://forum.il2sturmovik.com/topic/43276-il2-great-battles-easy-mission-generator/?do=findComment&comment=1302358 https://forum.il2sturmovik.com/topic/43276-il2-great-battles-easy-mission-generator/?do=findComment&comment=1302363 You could try the demo missions. If you like them I could update outdated planes.json. Hi @SYN_Vander, small question: Has the lone timer of the Lonewulf flight a function or could it be deleted?
kraut1 Posted September 29, 2024 Posted September 29, 2024 On 6/19/2024 at 9:31 AM, SYN_Vander said: New version of EMG, following the latest IL2 update: Version 85 -Fixed bug where bombers would fly back to the target area after returning home Hi @SYN_Vander, I have observed now the same issue for an attack flight too. Maybe you can fix it in the same way as you did for the flight_bombing. Maybe, if possible, you could post a repaired Flight_Attack Group for v85.
SYN_Vander Posted September 30, 2024 Author Posted September 30, 2024 20 hours ago, kraut1 said: Hi @SYN_Vander, I have observed now the same issue for an attack flight too. Maybe you can fix it in the same way as you did for the flight_bombing. Maybe, if possible, you could post a repaired Flight_Attack Group for v85. I'll add it to the backlog. Hopefully a new version soon when FC planes are being released.
kraut1 Posted September 30, 2024 Posted September 30, 2024 (edited) On 9/30/2024 at 9:10 AM, SYN_Vander said: I'll add it to the backlog. Hopefully a new version soon when FC planes are being released. updated 01.10.24 Thanks! For me it is a bit strange. It happens only sometimes that the attackers return after they have already reached wp4. I observed it during Port attack missions. I tried something to deactivate in group Flight_bombing and Flight_attack after wp4 is reached all wp2, wp3, target_wp and wp5 and ForceComplete. And I deleted the damage counter and the elements linked to it (in general I like the idea of the damage counter and to cancel the missions after too many planes have been damaged. But the count number should be variable, related to the number of planes in the flight. e.g.: maybe 50%). In this way I want to avoid, that during the flight back to base the mostly already damaged planes get the order to fly back to the target and to attack again. Tested today with 10 Attack / Bomber missions. It worked, but I am not 100% sure if the issue is really solved. With these settings I will continue creating and flying Kurland missions next week. modified_Groups_Flight_Bombing_Flight_Attack.zip CoopTemplate_GENERIC-modified-v2.zip (CoopTemplate_Generic adapted for Kurland Modification ) https://forum.il2sturmovik.com/topic/89214-kurland-kurzeme-194445-mod-v03-released-22092024/ Edited October 1, 2024 by kraut1
capsize1976 Posted October 18, 2024 Posted October 18, 2024 Hi SYN, it's possible to define leading flight and escort separatly for plane start? for example, player lead package starts in ramp and escort in runway.....???? THX P.D.: Can I translate application to spanish?
SYN_Vander Posted October 18, 2024 Author Posted October 18, 2024 1 hour ago, capsize1976 said: Hi SYN, it's possible to define leading flight and escort separatly for plane start? for example, player lead package starts in ramp and escort in runway.....???? THX P.D.: Can I translate application to spanish? There is one such option: If you tick "Skip Take-off" then the lead flight will start in the air, over the airfield. The escort flight will take off from ground (either from ramp or runway)
capsize1976 Posted October 18, 2024 Posted October 18, 2024 42 minutes ago, SYN_Vander said: There is one such option: If you tick "Skip Take-off" then the lead flight will start in the air, over the airfield. The escort flight will take off from ground (either from ramp or runway) No, no , i mean in the other way..... escort on runway (or in air) and lead (player) ramp
kraut1 Posted October 25, 2024 Posted October 25, 2024 Hi @SYN_Vander, Small suggestion for next release, take only some minutes to implement: On my Monitor spotting distance of a small yak1 fighter at good weather conditions without zooming in is on my Monitor ca. 15000m. Because of this I suggest to change the default activation distances for ambient flights from 10000m to 15000m and the deactivation distances from 11000m to 16000m. I think this will still result in good fps values. Best wishes.
jg123410 Posted October 30, 2024 Posted October 30, 2024 (edited) Can't believe I waited so long to try EMG. Played it last night. Excellent experience for me. Donated some coffee this morning! Thank you! - JG123410 Edited October 30, 2024 by jg123410 2 1 1
Stonehouse Posted November 12, 2024 Posted November 12, 2024 (edited) Hi @SYN_Vander I may have found a bug/quirk with EMG. I'm finding that if the template places helpers_aaa helpers within close proximity to an area where large static blocks such as dock structures that the AAA helpers don't make it into the mission. I tried placing an AAA gun in the editor and then placing a large static block at the same location and the editor didn't "overwrite" the AAA gun so I'm making a guess that the issue is somehow related to how EMG puts the mission together. The situation I am experiencing it in is the Normandy map and the port area of Southhampton and Portsmouth. Both of these large port areas have many static blocks placed to provide increased immersion and better look and feel and I am finding that even when I place helpers in gaps between the blocks or reasonably close to but outside the area populated by static blocks that the helpers do not get into the mission and thereby there is no AAA at the port. However, if I add the AAA helpers to the objective_port group I do get the AAA units into the mission. Note the AAA helpers I am concerned with are all ones you would expect to always make it into the mission ie AAA_1 not the generic AAA_50m ones. I also had a quick question if you don't mind, when populating the scenario parameters in the EMG GUI the target location drop down specifies some distances "close", "intermediate" and "distant" - can you advise what these values translate to in terms of distance please? ie distant = 50 kms or whatever. The reason I ask is that I am at times finding that when the mission is generating for something like a raid on a railyard from say Tangmere that the log file is reporting no target found and so EMG goes off and tries to return all possible target locations and this can take a very long time. The particular template is a modified Normandy with essentially all railyard objectives near the coast removed representing Allied preparations destroying such yards prior to D Day and so any such targets are quite a long way inland. It does happen with other target types as well and I particularly get this issue if I request more than a single target per side. Thank you Edited November 12, 2024 by Stonehouse 1
kraut1 Posted November 17, 2024 Posted November 17, 2024 Hello @SYN_Vander, Currently I am creating the basic missions for a reconnaissance campaign @Marque. And this is the first time that I am creating this mission type frequently and that I am flying reconn. missions: Concerning the usage of the "sphere" checkzone for the photo object please check: -I like the usage of a Sphere CZ to define a required altitude for making the photo. -the current Sphere CZ seems to be always at the same altitude of 3500m and has a radius of 1500m -Because of this in the briefing in the briefing is always the Altitude of 2000m - 5000m (3500-1500=2000; 3500+1500=5000m) -But suppose that very high / low of this range it is not possible to fly 10s inside: So I suggest: -if a sphere cz to be used altitude of checkzone variable = Mission Altitude -proposed range of altitude: only ca. +-1000m (for a R=1500m Checkzone) Maybe simplified in briefing: ...photograph it by flying directly over it, altitude [variable Mission Altitude] +-1000m. A subtitle... If this too complex to be realized maybe just a cylindric cz without altitude requirements.
SYN_Vander Posted November 20, 2024 Author Posted November 20, 2024 (edited) New update for EMG. Version 86 -Added Airco DH.2 -Added Sopwith Pup -Added Sopwith 1 1/2 Strutter (both versions) -Added Albatros D.III -Added Fokker E.III -Added Roland C.2a -Updated Western Front templates with latest scenery template -Increased detection ranges of ambient AI flights so they spawn in earlier (15km) -Bombers/attackers will now only break off the attack if multiple planes have been damaged Download here: https://sites.google.com/view/il2-great-battles-emg/home Edited November 20, 2024 by SYN_Vander 2
Stonehouse Posted November 21, 2024 Posted November 21, 2024 Sorry to bug you @SYN_Vander I do know you are busy and EMG is a gift to our community maintained in your spare time and that you also probably get masses of PMs and pings on your username so you can easily overlook questions and posts sent your way at times. I just wanted to bump my questions from a week or so ago in case you had overlooked them and hoping you can answer them easily. Understand fully if you haven't had time to spare to look at them or just missed seeing the post. Any response would be appreciated, even if just to say you don't know and don't have time. If that is the case, then I will just have to rethink my approach to the modded Normandy template. Thank you. Questions are here:
kraut1 Posted November 23, 2024 Posted November 23, 2024 On 11/20/2024 at 10:21 PM, SYN_Vander said: New update for EMG. Version 86 -Added Airco DH.2 -Added Sopwith Pup -Added Sopwith 1 1/2 Strutter (both versions) -Added Albatros D.III -Added Fokker E.III -Added Roland C.2a -Updated Western Front templates with latest scenery template -Increased detection ranges of ambient AI flights so they spawn in earlier (15km) -Bombers/attackers will now only break off the attack if multiple planes have been damaged Download here: https://sites.google.com/view/il2-great-battles-emg/home Hi Vander, Thanks very much for the new version with the additional WW1 planes and settings! Concerning the changes in the Generi Template mission: Maybe this Template is an old version?: And Stonehouse mentioned that maybe the flight_bombing and flight_attack settings are the same? But no problem! We don`t want create stress for you, we can use our patch.
SYN_Vander Posted November 23, 2024 Author Posted November 23, 2024 On 11/21/2024 at 1:45 AM, Stonehouse said: Sorry to bug you @SYN_Vander I do know you are busy and EMG is a gift to our community maintained in your spare time and that you also probably get masses of PMs and pings on your username so you can easily overlook questions and posts sent your way at times. I just wanted to bump my questions from a week or so ago in case you had overlooked them and hoping you can answer them easily. Understand fully if you haven't had time to spare to look at them or just missed seeing the post. Any response would be appreciated, even if just to say you don't know and don't have time. If that is the case, then I will just have to rethink my approach to the modded Normandy template. Thank you. Questions are here: I'll have a look! 4 hours ago, kraut1 said: Hi Vander, Thanks very much for the new version with the additional WW1 planes and settings! Concerning the changes in the Generi Template mission: Maybe this Template is an old version?: And Stonehouse mentioned that maybe the flight_bombing and flight_attack settings are the same? But no problem! We don`t want create stress for you, we can use our patch. mmm. perhaps I did not copy the new templates over to the release branch! I'll check... 1 minute ago, SYN_Vander said: I'll have a look! mmm. perhaps I did not copy the new templates over to the release branch! I'll check... Indeed, it's still from May 2024... oops 5 minutes ago, SYN_Vander said: I'll have a look! mmm. perhaps I did not copy the new templates over to the release branch! I'll check... Indeed, it's still from May 2024... oops This is the correct generic template. I'll create a new version. template.zip 1 1
SYN_Vander Posted November 23, 2024 Author Posted November 23, 2024 (edited) On 11/12/2024 at 5:27 AM, Stonehouse said: Hi @SYN_Vander I also had a quick question if you don't mind, when populating the scenario parameters in the EMG GUI the target location drop down specifies some distances "close", "intermediate" and "distant" - can you advise what these values translate to in terms of distance please? ie distant = 50 kms or whatever. These are relative distances so they work for all sort of maps/regions. EMG will roughly calculate the battleground size based on the dimensions of the rectangle that define the front area. The minimum of either height or width is determined is the maximum target distance. Then EMG divides that in three ranges: close: 0-33%, intermediate: 33%-66% and distant: 66%-100% of that max distance. On 11/12/2024 at 5:27 AM, Stonehouse said: Hi @SYN_Vander I may have found a bug/quirk with EMG. I'm finding that if the template places helpers_aaa helpers within close proximity to an area where large static blocks such as dock structures that the AAA helpers don't make it into the mission. I can't explain that, but also can't reproduce it. Here is my first try where I put a AAA_2 marker on top of the concrete gun position in the Normandy template. As you can see after mission generation it did place the AAA site in that same location: Edited November 23, 2024 by SYN_Vander
Stonehouse Posted November 23, 2024 Posted November 23, 2024 (edited) 8 hours ago, SYN_Vander said: These are relative distances so they work for all sort of maps/regions. EMG will roughly calculate the battleground size based on the dimensions of the rectangle that define the front area. The minimum of either height or width is determined is the maximum target distance. Then EMG divides that in three ranges: close: 0-33%, intermediate: 33%-66% and distant: 66%-100% of that max distance. I can't explain that, but also can't reproduce it. Here is my first try where I put a AAA_2 marker on top of the concrete gun position in the Normandy template. As you can see after mission generation it did place the AAA site in that same location: ..................... Thank you for getting back to me. Very much appreciated! After some further experimentation, it appears the issue I was noticing with the AAA helpers seems to be only for objective ports with static blocks in the objective group. So, when I removed AAA from the port objective group and used the helper_aaa group to populate the AA guns instead (so they are always "active" to players regardless of the ports being an objective or not) I was finding that the AA guns didn't end up in the mission file. It was kind of like the port static objects overrode them. If the port objective group only had a reference helper, it seemed to work ok. However, Kraut1 has been checking what I've been doing over the last couple of days and advised yesterday that I haven't done the port objectives I added correctly. I left out ships and have not made the reference helper for the objective cover an area (so I have a pinpoint target rather than allowing EMG to target objects within the area of the port is how I understand things). Apparently for ports the reference will be the bombing location in the mission so if I don't make it an area then aircraft will bomb on the point. Making it an area apparently means the aircraft will bomb objects within that area. Maybe that has something to do with what I saw happening. In any case I will try to reproduce the issue again in v86 and let you know how it goes. Thanks once again for taking the time to look at it. Edited November 23, 2024 by Stonehouse
SYN_Vander Posted November 24, 2024 Author Posted November 24, 2024 14 hours ago, Stonehouse said: Thank you for getting back to me. Very much appreciated! After some further experimentation, it appears the issue I was noticing with the AAA helpers seems to be only for objective ports with static blocks in the objective group. So, when I removed AAA from the port objective group and used the helper_aaa group to populate the AA guns instead (so they are always "active" to players regardless of the ports being an objective or not) I was finding that the AA guns didn't end up in the mission file. It was kind of like the port static objects overrode them. If the port objective group only had a reference helper, it seemed to work ok. However, Kraut1 has been checking what I've been doing over the last couple of days and advised yesterday that I haven't done the port objectives I added correctly. I left out ships and have not made the reference helper for the objective cover an area (so I have a pinpoint target rather than allowing EMG to target objects within the area of the port is how I understand things). Apparently for ports the reference will be the bombing location in the mission so if I don't make it an area then aircraft will bomb on the point. Making it an area apparently means the aircraft will bomb objects within that area. Maybe that has something to do with what I saw happening. In any case I will try to reproduce the issue again in v86 and let you know how it goes. Thanks once again for taking the time to look at it. I understand what you are trying to achieve. You can also just upload you template here so I can check as well.
kraut1 Posted November 24, 2024 Posted November 24, 2024 @Stonehouse @SYN_Vander Sorry, maybe a misunderstanding: I suppose, that it is normal that for Port (and Coastal Guns, Factory attacks), that the targets to be placed manually in the static group or somewhere else.
Stonehouse Posted November 25, 2024 Posted November 25, 2024 22 hours ago, SYN_Vander said: I understand what you are trying to achieve. You can also just upload you template here so I can check as well. Thanks, I will have to revert it back to the helpers_aaa group approach as I switched it over to including the AAA as part of the objective before sending it on the Kraut1. I really should also then test it against v86 to see if the issue is still there or not as I don't want to waste your time. If it still an issue I'll send it on to you to take a look. 1
SYN_Vander Posted November 26, 2024 Author Posted November 26, 2024 New update: Release Notes EMG Version 86.1 -Fixed incorrect generic template (was old version) -Added skin support for other countries for Strutter and RE8 -Fixed small bug that would make EMG crash if slot in Escort flight was chosen without any planes in Escort planes. Player slot will now revert to Lead flight in that case. -Fixed minor bugs in planes config list https://sites.google.com/view/il2-great-battles-emg/home 3
Stonehouse Posted November 28, 2024 Posted November 28, 2024 (edited) On 11/27/2024 at 9:14 AM, SYN_Vander said: New update: Release Notes EMG Version 86.1 -Fixed incorrect generic template (was old version) -Added skin support for other countries for Strutter and RE8 -Fixed small bug that would make EMG crash if slot in Escort flight was chosen without any planes in Escort planes. Player slot will now revert to Lead flight in that case. -Fixed minor bugs in planes config list https://sites.google.com/view/il2-great-battles-emg/home I've been looking at what changed between v86 and v86.1 so I can know what I need to update for my published AAA EMG related mods to ensure they are in sync with the latest EMG. I can see the Normandy template has differences when I compare them with Winmerge. However, best I can see it looks like only the index was changed - which I believe means you went into the template in the editor and resaved it. There are over 500K lines in the template and while I think I have done a fast pass through, and I think it is just indexes it is hard to be sure. If possible, can you please advise if you actually changed anything in the template or was it just a resave as I think? If you've only done a resave then I don't need to rework my Normandy templates all over again. Thanks <edit> Actually I think you added a AAA_2 helper to the helper_aaa group. See pic below. If you can confirm whether that was the only change that would be great. Thanks. Edited November 28, 2024 by Stonehouse
skitzbuckethatz Posted November 28, 2024 Posted November 28, 2024 When I try to download EMG, it fails because of a virus detection? Any ideas? :(
SYN_Vander Posted November 28, 2024 Author Posted November 28, 2024 12 hours ago, Stonehouse said: I've been looking at what changed between v86 and v86.1 so I can know what I need to update for my published AAA EMG related mods to ensure they are in sync with the latest EMG. I can see the Normandy template has differences when I compare them with Winmerge. However, best I can see it looks like only the index was changed - which I believe means you went into the template in the editor and resaved it. There are over 500K lines in the template and while I think I have done a fast pass through, and I think it is just indexes it is hard to be sure. If possible, can you please advise if you actually changed anything in the template or was it just a resave as I think? If you've only done a resave then I don't need to rework my Normandy templates all over again. Thanks <edit> Actually I think you added a AAA_2 helper to the helper_aaa group. See pic below. If you can confirm whether that was the only change that would be great. Thanks. LOL yeah, that was the only (not intended) change in response to your question about the placement of AAA near static blocks 11 hours ago, skitzbuckethatz said: When I try to download EMG, it fails because of a virus detection? Any ideas? It's a false positive. I use pyinstaller to make an executable from the python code and that results in the virus flag. https://discuss.python.org/t/pyinstaller-false-positive/43171 I don't know how to fix this properly. 1
Stonehouse Posted November 28, 2024 Posted November 28, 2024 1 hour ago, SYN_Vander said: LOL yeah, that was the only (not intended) change in response to your question about the placement of AAA near static blocks Thanks, much appreciated. Should be able to test that again at my end soon and let you know if there is still an issue
Stonehouse Posted November 29, 2024 Posted November 29, 2024 (edited) On 11/25/2024 at 12:09 AM, SYN_Vander said: I understand what you are trying to achieve. You can also just upload you template here so I can check as well. Hi Vander - retested the AAA helper issue and it is still there with v86.1. I've added the AAA for Portsmouth, Southhampton and Newhaven back to the helpers_aaa group. As per Kraut1's feedback I made the objective references larger for the ports and added a ship or 2 and some vehicles to the relevant objective_port groups. Then generated a mission. No flak made it into the mission for Portsmouth and Southhampton where there are large amounts of blocks placed by Kraut1 for buildings, cranes etc., etc. and flak did make it into the mission at Newhaven where there are no blocks added (i.e. just the inbuilt map objects.) If you want to generate a mission yourself to test things then you will need to use the flak field generator for each nation mod found here in the first post. I once again ran into the situation initially where the mission log said "WARNING:No positions found within requested range, returning all positions!" if I chose more than 1 target per side. In the end I ended EMG as it was taking much too long and redid the scenario to have only 1 target per side. Possibly I was just too impatient even thought I did wait about 7-10 mins. Just be aware that due to the Normandy template size missions do generally take a while to generate anyway. Note that I positioned the target area over Portsmouth to generate the Luftwaffe bombing mission although I cannot see that making any difference as Southhampton also had the issue. Only the Normandy template is relevant here too. I will send you a zip with the templates involved via PM. Note I have set these up as an JSGME mod for EMG and if used that way then it expects the EMG folder to be in the IL2 folder and it to be named EasyMissionGenerator. I'm away on a trip for the next week so please don't feel like you need to burn the midnight oil looking for the root cause. Hopefully it is just something dumb I've done and easy to find. Edited December 4, 2024 by Stonehouse 1
=FI=Genosse Posted November 29, 2024 Posted November 29, 2024 Gents, this seem to be a simple question but how can I determine the distance to the target in EMG and the ServerGenerator? In the previous versions there was an option to set it but this is history. I can't find the correct parameters to change it ie. 'close'. Can anyone help me out on this one?
=FI=Genosse Posted November 30, 2024 Posted November 30, 2024 (edited) On 11/23/2024 at 3:14 PM, SYN_Vander said: These are relative distances so they work for all sort of maps/regions. EMG will roughly calculate the battleground size based on the dimensions of the rectangle that define the front area. The minimum of either height or width is determined is the maximum target distance. Then EMG divides that in three ranges: close: 0-33%, intermediate: 33%-66% and distant: 66%-100% of that max distance. Found it. Thanks for your attention, gents! Edit: Ran into some troubles generating some missions with the 'Rhineland' map using the front: 'The Rhine' ... Quote WARNING:No positions found within requested range, returning all positions! ERROR:Could not generate mission! Any idea how I can solve this problem? Edited November 30, 2024 by =FI=Genosse
kraut1 Posted December 1, 2024 Posted December 1, 2024 13 hours ago, =FI=Genosse said: Found it. Thanks for your attention, gents! Edit: Ran into some troubles generating some missions with the 'Rhineland' map using the front: 'The Rhine' ... Any idea how I can solve this problem? please "Save Config as" with the not working settings in EMG and attach to your message.
=FI=Genosse Posted December 1, 2024 Posted December 1, 2024 (edited) 8 hours ago, kraut1 said: please "Save Config as" with the not working settings in EMG and attach to your message. Hello kraut1, unfortunately the attachment doesn't work with .emg files. Therefore I'm going to present you its content ... Quote [DEFAULT] il2_path = C:\Games\IL2 template_path = .\template\ mission_name = Test mission_folder = C:\Games\IL2\data\Multiplayer\Dogfight\fis_test config_name = create_msbin = 1 no_mission = 0 [MISSION] map = Rhineland date_day = 19 date_month = 03 date_year = 1945 period = F mission_time = noon mission_wind = random mission_cloud = cumulus scattered mission_haze = False mission_rain = True game_type = dogfight flight_plan = True spotters = False objectives_amount = 4 objectives_difficulty = hard side = both player_slot = Lead #1 historical = False plane_set = custom_planeset.json enemy_objective_visible = False ai_planes_count = 12 ai_density = several ai_activity = neutral ai_bombers = True fw_respawn = False target_position = 194402,232488 scenario_allied = close air support scenario_axis = bombing country_allied = Great Britain country_axis = Germany target_allied = random target_distance_allied = distant target_axis = random target_distance_axis = distant lead_plane_type_allied = any lead_loadout_allied = default lead_plane_skill_allied = veteran lead_skin_allied = default lead_plane_count_allied = 4 lead_plane_type_axis = any lead_loadout_axis = default lead_plane_skill_axis = veteran lead_skin_axis = default lead_plane_count_axis = 4 escort_plane_type_allied = any escort_plane_skill_allied = veteran escort_skin_allied = default escort_plane_count_allied = 4 escort_plane_type_axis = any escort_plane_skill_axis = veteran escort_skin_axis = default escort_plane_count_axis = 4 start_location_allied = Deelen start_location_axis = Kirchhellen plane_start_allied = on the ramp plane_altitude_allied = random plane_start_axis = on the ramp plane_altitude_axis = random gunners_allied = competent gunners_axis = competent tookoff_allied = False tookoff_axis = False Thank you in advance for taking a look at it, mate. Edited December 1, 2024 by =FI=Genosse
kraut1 Posted December 1, 2024 Posted December 1, 2024 (edited) 1 hour ago, =FI=Genosse said: Hello kraut1, unfortunately the attachment doesn't work with .emg files. Therefore I'm goint to present you its content ... Thank you in advance for taking a look at it, mate. -general info: you can attach zip files. -I tried with your settings to generate a mission: 3 times it worked, 1 time not: -Suggestion: try again to generate a mission with the exact same settings. If the blue generate does not change after 45 seconds to red resaving quit EMG, restart and try again. -I suppose that the reason is that you have selected 4 "Targets per side" with random targets for "bombing" / "Close Air support", and sometimes EMG want to create too many targets of a (random) target type that is not available in this number -> In general EMG has less problems if you select fewer targets per side, I select for SP 1 or 2). Attached 1 mission generated with you settings: Test.zip Edited December 1, 2024 by kraut1
=FI=Genosse Posted December 1, 2024 Posted December 1, 2024 (edited) 5 hours ago, kraut1 said: -general info: you can attach zip files. -I tried with your settings to generate a mission: 3 times it worked, 1 time not: -Suggestion: try again to generate a mission with the exact same settings. If the blue generate does not change after 45 seconds to red resaving quit EMG, restart and try again. -I suppose that the reason is that you have selected 4 "Targets per side" with random targets for "bombing" / "Close Air support", and sometimes EMG want to create too many targets of a (random) target type that is not available in this number -> In general EMG has less problems if you select fewer targets per side, I select for SP 1 or 2). Attached 1 mission generated with you settings: Test.zip 1.07 MB · 0 downloads Thank you for your hints, kraut1! Especially the one regarding the attached zip files ... I decreased the number of targets per side down to three and afterwards to two but it had no avail: I recieved the same message while using the ServerGenerator executable. Maybe this front is too big to generate enough targets that a located in an limited restricted area? Which influence does the "target area" have on the creation of the mission and how can I use it while using the ServerGenerator? Edited December 1, 2024 by =FI=Genosse
kraut1 Posted December 1, 2024 Posted December 1, 2024 36 minutes ago, =FI=Genosse said: Thank you for your hints, kraut1! Especially the one regarding the attached zip files ... I decreased the number of targets per side down to three and afterwards to two but it had no avail: I recieved the same message while using the ServerGenerator executable. Maybe this front is too big to generate enough targets that a located in an limited restricted area? Which influence does the "target area" have on the creation of the mission and how can I use it while using the ServerGenerator? Okay, I have to admit that I am a 100% SP Pilot. I have created the dogfight mission file with your settings with a clean EMGv86.1. Question: Does the mission, that I have created work in Multiplayer? I suppose, that the Server Generator is a good tool, but don't have experience with it. So with the Server Generator I can't help you, sorry. Does it make sence for you to create Dogfight Missons only with EMGv86.1? For Comparision I have uploaded temporarily my whole EMGv86.1 installation with your settings. You can download for tests, I have changed the IL-2 path as it was in your settings. https://www.dropbox.com/scl/fi/4xu35g0tqfp4lacuzh3rs/IL2-EMG-v86.1test.zip?rlkey=bzguoiwv4gyry3t2i2dh8bmv0&st=pq6ozv0f&dl=0 And another hint: it is in general not required to define the mission folder, the missions will be automaticly created by EMG according to the mission type in the correct main folders for sp, coop or dogfight missions. 1
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