=FI=Genosse Posted December 1, 2024 Posted December 1, 2024 No worries, kraut1! I changed the front to 'The Ardennes' and it does work now. So I assume that the 'The Rhine' front is a bit buggy when it comes to placing the targets. Maybe Vander can investigate on this issue if he has some spare time on his hands ... Thanks for your efforts again, mate!
SYN_Vander Posted December 1, 2024 Author Posted December 1, 2024 (edited) 2 hours ago, =FI=Genosse said: No worries, kraut1! I changed the front to 'The Ardennes' and it does work now. So I assume that the 'The Rhine' front is a bit buggy when it comes to placing the targets. Maybe Vander can investigate on this issue if he has some spare time on his hands ... Thanks for your efforts again, mate! Sure! It will help if I know where to look for. So target distance was "distant" and front "The Rhine". That front is huge and I added it later as per request, but I never really designed any target locations, just used what was already there. That might be the problem. There must be some target types not represented well. I will add it to the backlog, but for now maybe avoid that front. Edited December 1, 2024 by SYN_Vander 1
=FI=Genosse Posted December 4, 2024 Posted December 4, 2024 On 12/1/2024 at 11:23 PM, SYN_Vander said: Sure! It will help if I know where to look for. So target distance was "distant" and front "The Rhine". That front is huge and I added it later as per request, but I never really designed any target locations, just used what was already there. That might be the problem. There must be some target types not represented well. I will add it to the backlog, but for now maybe avoid that front. Copy that, mate! Will do so.
Dekioo Posted December 26, 2024 Posted December 26, 2024 (edited) . Edited December 26, 2024 by Dekioo
kraut1 Posted December 26, 2024 Posted December 26, 2024 3 hours ago, Dekioo said: hello everyone, I am having problems with the EMG. when I create my mission, it does not appear in my "mission" menu. add me on discord if you can help me :) Have you checked in EMG the path of the main folder of IL-2 BoS on your computer? You don`t have to define the Mission folder (optional)! Single player missions shall be created automaticly in \data\Missions MP Missions in the corresponding \data\Multiplayer subfolders.
Dekioo Posted December 26, 2024 Posted December 26, 2024 6 hours ago, kraut1 said: Have you checked in EMG the path of the main folder of IL-2 BoS on your computer? You don`t have to define the Mission folder (optional)! Single player missions shall be created automaticly in \data\Missions MP Missions in the corresponding \data\Multiplayer subfolders. hello mate, i did, i alredy tried to put only in data/missions/ and i tried with data/missions/emg
kraut1 Posted December 26, 2024 Posted December 26, 2024 45 minutes ago, Dekioo said: hello mate, i did, i alredy tried to put only in data/missions/ and i tried with data/missions/emg Okay, some general reasons could be: -please check the player's plane type. If you don't own the plane type you will not see the mission. And you should own the map, that is used for the mission. -for your Mission folder for SP Missions you have to select this: -after mission generation did you get this message?: -Is the mission only invisible in the Mission Menu of the game or is the mission file missing too?
Dekioo Posted December 26, 2024 Posted December 26, 2024 (edited) 2 hours ago, kraut1 said: Okay, some general reasons could be: -please check the player's plane type. If you don't own the plane type you will not see the mission. And you should own the map, that is used for the mission. -for your Mission folder for SP Missions you have to select this: -after mission generation did you get this message?: -Is the mission only invisible in the Mission Menu of the game or is the mission file missing too? it's ok i have found why ; ) thanks for your help !! Edited December 26, 2024 by Dekioo 1
SYN_Vander Posted January 1 Author Posted January 1 (edited) New version of EMG, a "Paris" front has been added! https://sites.google.com/view/il2-great-battles-emg/home Release Notes EMG Version 87 -Added new front "Paris" to Champagne map. New airfields, new target locations -Updated Lorraine map. New airfields, added more target locations -Fixed bug in Rhineland map for fronts "The Scheldt" and "Rhineland" where when random targets were selected the generator could fail On 12/4/2024 at 5:45 AM, =FI=Genosse said: Copy that, mate! Will do so. I think this version also fixes the problem you found with the "The Rhine" front Genosse! Edited January 10 by SYN_Vander 4
Lazy82 Posted January 2 Posted January 2 Good day everyone and happy new year, this is my 1st post to the forums as I am as new as new can get, i usually just play SP , younger brother wants to do some MP coop missions so i tried this out... I keep getting this error . I did a quick look through this thread but not all 50+ pages, is there something i am doing wrong? Any help would be greatly appreciated .
jokerBR Posted January 2 Posted January 2 Seems to be some kind of lack of "file saving permission" or something like that. Perhaps trying to run EMG as admin? In which folder is EMG installed?
SYN_Vander Posted January 2 Author Posted January 2 (edited) 1 hour ago, Lazy82 said: Good day everyone and happy new year, this is my 1st post to the forums as I am as new as new can get, i usually just play SP , younger brother wants to do some MP coop missions so i tried this out... I keep getting this error . I did a quick look through this thread but not all 50+ pages, is there something i am doing wrong? Any help would be greatly appreciated . Is this the latest version? The error message doen't help I'm afraid, it can mean anything. However, to understand what goes wrong: 1) First try to generate a mission with the default settings - click on the button lower left "Load en Restart" en then generate a mission. If that works than at least it shouldn't be a problem on your end. 2) When selecting Rhineland again, try not to use random for targets, but pick specific ones like fuel depot or something. Edited January 2 by SYN_Vander
Lazy82 Posted January 2 Posted January 2 1 hour ago, SYN_Vander said: Is this the latest version? The error message doen't help I'm afraid, it can mean anything. However, to understand what goes wrong: 1) First try to generate a mission with the default settings - click on the button lower left "Load en Restart" en then generate a mission. If that works than at least it shouldn't be a problem on your end. 2) When selecting Rhineland again, try not to use random for targets, but pick specific ones like fuel depot or something. Latest version 87 I performed the restart/reload, and Generated . same error , hangs for about 5 seconds and pops error . same when ran as admin as well . Thought it was an issue with permissions/file writing, doesnt look to be . Fresh install of windows 10 .
SYN_Vander Posted January 2 Author Posted January 2 2 hours ago, Lazy82 said: Latest version 87 I performed the restart/reload, and Generated . same error , hangs for about 5 seconds and pops error . same when ran as admin as well . Thought it was an issue with permissions/file writing, doesnt look to be . Fresh install of windows 10 . Now I look more closely it looks quite obvious. You have IL2 1946 installed and this generator works with IL2 Great Battles. 1 3
Lazy82 Posted January 3 Posted January 3 6 hours ago, SYN_Vander said: Now I look more closely it looks quite obvious. You have IL2 1946 installed and this generator works with IL2 Great Battles. OMG haha i have both, i was pointingt it towards the wrong friggin game... bahahahaha thanks for your time and effort . 7 minutes ago, Lazy82 said: OMG haha i have both, i was pointingt it towards the wrong friggin game... bahahahaha thanks for your time and effort . It worked, you're the man, have a wonderful new year and thank you for the EMG! 1 1
Lazy82 Posted January 4 Posted January 4 Me again! ha, is it possible to have multiple options for aircraft in coop? If so how do you do it? I have tried "any" and it just randomly selects a plane for us to use in the lead flight , was hoping "ANY" would allow for the player to select whichever they want on axis/allies side that they own / have, for example my brother would like to be a bomber while im a figher and escorting him. 1
SYN_Vander Posted January 10 Author Posted January 10 (edited) On 1/4/2025 at 5:52 PM, Lazy82 said: Me again! ha, is it possible to have multiple options for aircraft in coop? If so how do you do it? I have tried "any" and it just randomly selects a plane for us to use in the lead flight , was hoping "ANY" would allow for the player to select whichever they want on axis/allies side that they own / have, for example my brother would like to be a bomber while im a figher and escorting him. Hi Lazy82, What you describe in your last sentence is actually pretty easy to do in cooperative mode. You can select a "bombing" or any other ground attack scenario. The lead flight will then consist of bombers and the escort flight will be fighters. So there is by default an escort flight with fighters in the mission as well. If you don't want any escort fighters you can set the amount to 0. This way most combinations are possible. If you would like to try out many different planes in one mission I would create a MP dogfight mission (Game type: dogfight). If you then select "any" then indeed there will be a whole list of bombers/fighters to choose from when you want to spawn in. Edited January 10 by SYN_Vander 1
SYN_Vander Posted January 17 Author Posted January 17 New version out! Release Notes EMG Version 88 -Implemented tactical codes (simplified as EMG has no knowledge of squadrons/units). Can be turned off. -Added "Verdun" front to Lorraine map for early war (1916) missions -Fixed bug with bombing scoring, where objectives for small factory targets could not be achieved. -Improved scoring for intercept scenarios. For first intercept objective only planes in the enemy lead flight are counted to achieve the objective (Single player/Coop) -Ambient smoke and MG nests (WW1) now more concentrated near the objective areas instead of all over the front lines. -Machineguns near the front will fire a red flare when an enemy plane is spotted (WW1). -Lead bomber or attacker will fire green flare when starting the bomb run in WW1 missions. -Corrected start date of "Battle of France" front for Normandy map. -Start position of AI in air improved so AI can get into formation quicker Download here: https://sites.google.com/view/il2-great-battles-emg/home 1 1
Ryanair_Romeo7 Posted January 17 Posted January 17 About how long does it take to generate a mission on rhineland? I am making a p-38 intercept mission but it has been over 10 minutes and the mission has not gernerated. Just wondering if i have done something wrong
SYN_Vander Posted January 17 Author Posted January 17 45 minutes ago, Romeo7 said: About how long does it take to generate a mission on rhineland? I am making a p-38 intercept mission but it has been over 10 minutes and the mission has not gernerated. Just wondering if i have done something wrong The mission generation itself is pretty quick, but converting it to a binary file can take a long time. After you click "Generate Mission" you will see this: This is when the mission is being generated Within a minute it should then change to: ...which can take a long time if the mission area has lot of scenery. eventually you will see this: If you have waited more than a minute when the first message "Generating" is displaying, then something is wrong and you can past your config here so I can have a look.
Ryanair_Romeo7 Posted January 17 Posted January 17 3 minutes ago, SYN_Vander said: The mission generation itself is pretty quick, but converting it to a binary file can take a long time. After you click "Generate Mission" you will see this: This is when the mission is being generated Within a minute it should then change to: ...which can take a long time if the mission area has lot of scenery. eventually you will see this: If you have waited more than a minute when the first message "Generating" is displaying, then something is wrong and you can past your config here so I can have a look. okay so i was able to generate a mission on the with the standard setting on the Ardennes with the standard 4 main flight and 4 escort but when i try to create a mission with only 4 main flight and 0 escort with the enemy setup being 10 bombers and 2 escorts it gets stuck on the generating part 1 minute ago, Romeo7 said: okay so i was able to generate a mission on the with the standard setting on the Ardennes with the standard 4 main flight and 4 escort but when i try to create a mission with only 4 main flight and 0 escort with the enemy setup being 10 bombers and 2 escorts it gets stuck on the generating part I dropped it to 8 bombers and it worked. do I need to stay away from large numbers?
SYN_Vander Posted January 17 Author Posted January 17 (edited) 35 minutes ago, Romeo7 said: okay so i was able to generate a mission on the with the standard setting on the Ardennes with the standard 4 main flight and 4 escort but when i try to create a mission with only 4 main flight and 0 escort with the enemy setup being 10 bombers and 2 escorts it gets stuck on the generating part I dropped it to 8 bombers and it worked. do I need to stay away from large numbers? Yup, looks like you found a bug in my new code to show tactical codes. It looks like it can't handle flights >= 10. I'll fix this tomorrow. You can still have bigger flights, but you should turn off tactical codes for now. Edited January 17 by SYN_Vander
Ryanair_Romeo7 Posted January 18 Posted January 18 2 hours ago, SYN_Vander said: Yup, looks like you found a bug in my new code to show tactical codes. It looks like it can't handle flights >= 10. I'll fix this tomorrow. You can still have bigger flights, but you should turn off tactical codes for now. Okay thank you for your time and quick responses!
SYN_Vander Posted January 18 Author Posted January 18 New version is out! Release Notes EMG Version 88.1 -Fixed some bugs that were introduced with tactical codes and would stop the mission generation https://sites.google.com/view/il2-great-battles-emg/home 1 1
kraut1 Posted January 18 Posted January 18 7 hours ago, SYN_Vander said: New version is out! Release Notes EMG Version 88.1 -Fixed some bugs that were introduced with tactical codes and would stop the mission generation https://sites.google.com/view/il2-great-battles-emg/home Hi @SYN_Vander, Great! The current implementation has already some advantages that should stay when you further optimize: -it is possible to define colors, e.g if campaign of a yellow or red squadron to be created: (importent!) e.g.: yellow And for planes with custom skins that does not fit to the numbers for an individual type the codes can be deactivated with X (importent!)
Viceman Posted February 7 Posted February 7 This is just great! Managed to do some coop missions very quickly. Few questions: 1. Is there a way to respawn in COOP missions? 2. I tried to do dogfight mission but my mission is not on the list. (saved to ***\IL-2 Sturmovik Battle of Stalingrad\data\Multiplayer\Dogfight\Own_folder ?
SYN_Vander Posted February 7 Author Posted February 7 (edited) 12 hours ago, Viceman said: This is just great! Managed to do some coop missions very quickly. Few questions: 1. Is there a way to respawn in COOP missions? 2. I tried to do dogfight mission but my mission is not on the list. (saved to ***\IL-2 Sturmovik Battle of Stalingrad\data\Multiplayer\Dogfight\Own_folder ? 1. Nope, in coops you only have one life. You can jump in as gunner if a friend is flying a plane with a gunner seat. You can also repair, re-arm, re-fuel if you are still alive 2. If you just use the default folder (leave the Mission folder input box blank) than you should see the mission in the list when you start a dogfight server. sub folder should also work, but can't tell why it didn't work in your case - can be many reasons Edited February 7 by SYN_Vander
Viceman Posted February 8 Posted February 8 10 hours ago, SYN_Vander said: 1. Nope, in coops you only have one life. You can jump in as gunner if a friend is flying a plane with a gunner seat. You can also repair, re-arm, re-fuel if you are still alive 2. If you just use the default folder (leave the Mission folder input box blank) than you should see the mission in the list when you start a dogfight server. sub folder should also work, but can't tell why it didn't work in your case - can be many reasons 1. Thanks.. guess just have to live with that 2. And thanks for this too, leaving the folder empty did the trick! And thank you again. This was exactly what we were looking for 🥰 1
rickster1952 Posted February 12 Posted February 12 Hi, just downloaded this , thanks for it but im struggling to generate 2 mission types, ie. intercept as uk intercepting german bombers and uk patrol, ive created 4 other missions successfully , the generated files appear in the IL2 battles mission file but do not appear in the game menu when loaded only the 4 successfull ones. These are all sp
SYN_Vander Posted February 12 Author Posted February 12 4 hours ago, rickster1952 said: Hi, just downloaded this , thanks for it but im struggling to generate 2 mission types, ie. intercept as uk intercepting german bombers and uk patrol, ive created 4 other missions successfully , the generated files appear in the IL2 battles mission file but do not appear in the game menu when loaded only the 4 successfull ones. These are all sp Try using the default folders, so leave the Mission folder empty:
=FI=Genosse Posted February 13 Posted February 13 Hi, Vander! Do you know how we can change the server settings for the latest "AllowExtCamPlayer and AllowExtCamSpectator" parameters on our servers?
Stonehouse Posted February 13 Posted February 13 (edited) 37 minutes ago, =FI=Genosse said: Hi, Vander! Do you know how we can change the server settings for the latest "AllowExtCamPlayer and AllowExtCamSpectator" parameters on our servers? If it is a dedicated server then you would need to alter the sds file (which in case you didn't know is a IL2GB file not an EMG file) to remove the AllowSpectators line and replace it with two new ones for the new parameters above. Set them to true or false as you require. Edited February 13 by Stonehouse 1
=FI=Genosse Posted February 13 Posted February 13 13 hours ago, Stonehouse said: If it is a dedicated server then you would need to alter the sds file (which in case you didn't know is a IL2GB file not an EMG file) to remove the AllowSpectators line and replace it with two new ones for the new parameters above. Set them to true or false as you require. Thanks, mate!
Stonehouse Posted February 14 Posted February 14 On 11/29/2024 at 5:56 PM, Stonehouse said: 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. @SYN_Vander Hi Vander, I just wondered if you ever had time to look at this one? Thanks
SYN_Vander Posted February 15 Author Posted February 15 22 hours ago, Stonehouse said: @SYN_Vander Hi Vander, I just wondered if you ever had time to look at this one? Thanks I had a look at the files you uploaded. Since you mention Portsmouth I am assuming you changed the Channel template. However, if I load that template in the ME, I don't see any changes in the AAA placeholders. So it's not strange it isn't working I have added some "fixed" AAA positions in the template myself and it definitely works fine. If I generate a mission, the AAA positions circled in red always show up, the others do not. If you send me a file with added "fixed" AAA sites (preferably in a separate group) I will be happy to merge them into my template.
Stonehouse Posted February 15 Posted February 15 (edited) 2 hours ago, SYN_Vander said: Channel template No with Kraut1's altered Normandy template he added more granularity to the timeline and it includes the pre D-Day run up period. Hence the UK airfields and ports. This was in the zip I provided. So the files involved are the generic template and the Normandy template. The situation is specifically that where a port location has had lots of blocks added. If this is the case, then if I place flak helpers (even AAA_1) within close proximity in and around the blocks around the port the flak units don't appear in mission. A good example is Portsmouth. If you pick that port as a target for German aircraft, then you'll see the issue. If you just let the embedded map objects plus maybe a few ships act as the port as is the case at Newhaven, then the AAA helpers work correctly. If I get time, I will try to use the standard generic template plus a very slightly modified standard Channel where I pick a port and add blocks and AAA helpers to see what happens. I suspect the AAA units won't be included but if it doesn't turn out that way it points to an issue with the modded templates so while I guess it may be of interest to you it won't be your problem. FYI everywhere else the helpers seem to be correctly replaced with units. So, at present, it seems like the blocks cause an issue when EMG builds the mission. <edit> Just looking at the standard Channel template. I notice all the blocks for Portsmouth are in the 155-Portsmouth group (and similarly for other harbours and other types of locations) are part of the Scenery group under the Static group. So 3 levels down in the mission tree. In his modded Normandy template @kraut1 added the blocks for Portsmouth to the 155-Portsmouth group within the Scenery_by_channel_map group within the All_cities group under the Static group. So 4 levels down in the mission tree and different naming. Could this be the cause of the issue? Edited February 15 by Stonehouse
SYN_Vander Posted February 15 Author Posted February 15 (edited) 1 hour ago, Stonehouse said: No with Kraut1's altered Normandy template he added more granularity to the timeline and it includes the pre D-Day run up period. Hence the UK airfields and ports. This was in the zip I provided. So the files involved are the generic template and the Normandy template. The situation is specifically that where a port location has had lots of blocks added. If this is the case, then if I place flak helpers (even AAA_1) within close proximity in and around the blocks around the port the flak units don't appear in mission. A good example is Portsmouth. If you pick that port as a target for German aircraft, then you'll see the issue. If you just let the embedded map objects plus maybe a few ships act as the port as is the case at Newhaven, then the AAA helpers work correctly. If I get time, I will try to use the standard generic template plus a very slightly modified standard Channel where I pick a port and add blocks and AAA helpers to see what happens. I suspect the AAA units won't be included but if it doesn't turn out that way it points to an issue with the modded templates so while I guess it may be of interest to you it won't be your problem. FYI everywhere else the helpers seem to be correctly replaced with units. So, at present, it seems like the blocks cause an issue when EMG builds the mission. <edit> Just looking at the standard Channel template. I notice all the blocks for Portsmouth are in the 155-Portsmouth group (and similarly for other harbours and other types of locations) are part of the Scenery group under the Static group. So 3 levels down in the mission tree. In his modded Normandy template @kraut1 added the blocks for Portsmouth to the 155-Portsmouth group within the Scenery_by_channel_map group within the All_cities group under the Static group. So 4 levels down in the mission tree and different naming. Could this be the cause of the issue? So in the Normandy template I see the fixed AAA. There are also AAA_5 sites which are not supported by default, but I guess they are defined as part of the mod. Even so, when I add these to my template it still works for AAA_1 up to AAA_3. The group levels *should* not be a problem; the static objects should not affect the AAA placement in any way that I can see, at least from EMG perspective. Just try to change the default template and go from there. Edited February 15 by SYN_Vander 1
Stonehouse Posted February 16 Posted February 16 (edited) 16 hours ago, SYN_Vander said: So in the Normandy template I see the fixed AAA. There are also AAA_5 sites which are not supported by default, but I guess they are defined as part of the mod. Even so, when I add these to my template it still works for AAA_1 up to AAA_3. The group levels *should* not be a problem; the static objects should not affect the AAA placement in any way that I can see, at least from EMG perspective. Just try to change the default template and go from there. Thanks for taking the time to look at this Vander. I can confirm that as you said with the stock EMG generic templates that I can place AAA helpers in and around a port with blocks (Portsmouth on the standard EMG Channel template) and get the helper to convert to an AAA unit/s on mission generation. Furthermore, I can confirm that even using my modded generic template to provide more realistic AAA unit compositions and flak generators that I can place AAA helpers (AAA_1, 2...5 etc.) and get them to correctly convert to the required AAA units on mission generation. So, the implication seems to be that it is Kraut1's modded Normandy template that has an issue somehow. So, he and I will need to investigate and try to find out what it is, so we don't repeat whatever it is in other templates. Very simple example of the results below. 3 flak generators plus a few real heavy AAA guns around Portsmouth with a raid in progress by Ju88s (flak is focused mainly on the escorts to the left of the Ju88s in the pic as per IL2 usual). Apologies that I didn't think to try this before raising it with you, it's just that the modded Normandy template had been used without issue by a virtual squadron for their PVE campaign and missions so I made the assumption that the cause was possibly EMG itself or how EMG was parsing the template ie the template structure not following EMG code expectations. If you have any clues or ideas where we might look for the problem in the modded Normandy template that would be extremely helpful and appreciated. Edited February 16 by Stonehouse
SYN_Vander Posted March 1 Author Posted March 1 New release, I found an annoying bug for the Intercept scenarios. Version 88.2 -Fixed a bug in the scoring logic for "Intercept" missions; it was counting destroyed aircraft not in the target flight Download here: https://sites.google.com/view/il2-great-battles-emg/home 1 1 1
jokerBR Posted March 1 Posted March 1 Bitdefender Total Security and MS Defender pointed that the file is infected with Trojan:Win32/Sabsik.FL.A!ml Never happened before. Anyone else?
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