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Updated Dynamic Campaign by theOden: DynMis EXE


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Posted

It looks like the Team is trying to grow the Blitz "tent" at considerable effort via the "re-launch". If they succeed everyone wins.

Enceladus828
Posted
9 hours ago, greybeard_52 said:

it suffers from not having a career system conceived from the beginning

I'd note that Great Battles also didn't have a career system from the beginning. The Pilot Career they have now wasn't added until the final release of Battle of Kuban, before that there was just a Campaign system where one could jump from one plane and squadron to another.

 

I'm not attacking you, I'm just saying that this was also the case with GBs.

 

Cheers.

greybeard_52
Posted (edited)
15 minutes ago, Enceladus said:

I'd note that Great Battles also didn't have a career system from the beginning...

 

I'm not attacking you, I'm just saying that this was also the case with GBs.

Fine! I'd welcome the same in Cliffs of Dover!

 

On 7/7/2021 at 11:54 PM, kraut1 said:

In CLOD Blitz / Tobruk / TheOden Dyn Mission  I am testing to reduce the speed for the first 2 or 3 waypoints by editing before starting the game

Maybe you find helpful following thread:

https://forum.il2sturmovik.com/topic/70959-historical-cruising-speed-and-altitude-that-you-may-use-with-pwcg-if-you-like/?do=findComment&comment=1079967

Edited by greybeard_52
layout
  • Upvote 1
Posted (edited)
1 hour ago, greybeard_52 said:

Maybe you find helpful following thread:

https://forum.il2sturmovik.com/topic/70959-historical-cruising-speed-and-altitude-that-you-may-use-with-pwcg-if-you-like/?do=findComment&comment=1079967

Edited 28 minutes ago by greybeard_52

 

Concerning changing the speeds of a TheOden mission by editing the .mis file I found out by testing:

Thanks to the dynamic waypoint created during the mission a missions works (I mean having enemy contact) even, when the cruise speed is reduced significantly. For the automaticly created waypoints my reduced speed has been considered by the TheOden's scripts.

Thanks very much TheOden!

Edited by kraut1
mispelling corrected
  • Thanks 1
Posted

There is supposedly a single fellow working on a dynamic campaign system for them (and agree, greatly needed!(for a VERY large market segment indeed), but haven't heard anything for a long long while.

  • Like 1
greybeard_52
Posted
16 hours ago, kraut1 said:

Concerning changing the speeds of a TheOden mission by editing the .mis file I found out by testing:

Thanks to the dynamic waypoint created during the mission a missions works (I mean having enemy contact) even, when the cruise speed is reduced significantly. For the automaticly created waypoints my reduced speed has been considered by the TheOden's scripts.

Thanks very much TheOden!

Thank you for sharing this information and experiences; I am correcting the cruising speeds of my aircraft type in the mission file according to the chart I linked to you earlier, and it works great! Before, missions often ended without encountering the enemy, now the rendezvous are perfect!
The cruising speeds I find in the mission file seem insane to me, but I think TheOden got confused with the TAS, as the game thinks about the IAS.

 

And, yes, thanks very much to TheOden: he made this game playable and enjoyable for me!

  • Upvote 2
Thundercracker
Posted
5 hours ago, greybeard_52 said:

Thank you for sharing this information and experiences; I am correcting the cruising speeds of my aircraft type in the mission file according to the chart I linked to you earlier, and it works great! Before, missions often ended without encountering the enemy, now the rendezvous are perfect!
The cruising speeds I find in the mission file seem insane to me, but I think TheOden got confused with the TAS, as the game thinks about the IAS.

 

And, yes, thanks very much to TheOden: he made this game playable and enjoyable for me!

I'm guessing you have to do this for every mission? 

Posted (edited)
3 hours ago, Thundercracker said:

I'm guessing you have to do this for every mission? 

yes you have to do that, but it takes only one or two minutes. During my tests I changed only the players unit. You just have to care not to press start in the TheOdens menu after editing, because otherwise the mission will be  overwritten.

Edited by kraut1
  • Thanks 1
greybeard_52
Posted
20 hours ago, Thundercracker said:

I'm guessing you have to do this for every mission?

What kraut1 said. In the occasion, I may add that I'm noticing as well a reduced tendency by AI to leave early the mission, returning to base. Perhaps reduced cruising speeds stress less the engine... A further bonus with editing is about Circus missions on the British side: before they were unpracticable cause the too low cruising speeds preset both for Spitfire and Hurricane (130 mph) which made player's flight arriving too late over French coast, well after the party had finished?!

  • Upvote 1
  • 3 months later...
Posted (edited)

I've got a few issues with this so far. The main one is that I'm having to change the file path manually each time as it's saving the files into the Missions folder rather than the DynMis subfolder. Having played around for a while I worked this out, but the second issue is I'm having to delete Tobruk from the .Mis file each time. 

Wouldn't be a problem in and of itself as it only takes 30 seconds but I'm really stuck on what to do after I've landed at the end of a mission. Do I click rebuild mission in the executional and then manually edit everything again? But if I do that, how is the game communicating with DynMis? At the moment I'm stuck with the same first missions regardless.

(Would it be simpler to bite the bullet and buy Tobruk? If it makes the campaign work I'll do it but I don't have much interest in it otherwise.)

Edited by JellyEel
  • 2 weeks later...
Posted (edited)

Yes. Just buy Tobruk, support the team. You are happy, they are happy, you will have more planes to fly, namely the Martlet, the Kittyhawk and the Tomahawk!!! Oh yeah there are a couple on new Spittys and Hurricanes and some big ass bomber that is a work of art not to mention the Tobruk map. Not interested in the Desert air war??? Hmmm I am sorry, which planet did you come from??? No matter, welcome to earth!

 

S!Blade<><

Edited by BladeMeister
  • Upvote 2
Posted
7 hours ago, BladeMeister said:

Yes. Just buy Tobruk, support the team. You are happy, they are happy, you will have more planes to fly, namely the Martlet, the Kittyhawk and the Tomahawk!!! Oh yeah there are a couple on new Spittys and Hurricanes and some big ass bomber that is a work of art not to mention the Tobruk map. Not interested in the Desert air war??? Hmmm I am sorry, which planet did you come from??? No matter, welcome to earth!

 

S!Blade<><

 

Its the simple fact that I've already brought most of the Great Battle modules so I'm a little apprehensive about spending more money on ClOD when when there isn't anyone on multiplayer and the single player campaigns are next to non-existent.

 

I feel like they should have shipped out an official dynamic campaign before they even thought about releasing Tobruk but that's just me. 

 

So just to clarify, if I want the dynamic campaign run for BoB/France I NEED Tobruk? 

  • Like 1
Posted

Maybe you should PM

about whether Tobruk will fix your problems with the DCG. Have you searched for SP Campaigns on the ATAG Forums? I must have 20 plus Campaigns installed in my copy of CLOD/DWT. Have you really flown all the Campaigns available? If so then Wow ?

S!Blade<>

  • 1 month later...
Posted (edited)

The tool does not seems to work for me.

Clicking start does not create the missions ( no folder under single is created).

 

I downloaded and extracted the zip in the ICSoftClub folder. UI shown up and I select a campaign and unit. Then click start but nothing seems to happen.  Am I missing something? Should I run as administrator?

Windows 10. No error messages. I have Tobruk.

Edited by Cetan
  • 2 months later...
Screamadelica
Posted

I'm having some strange problems with this program as well, hoping someone can help find a solution. Dynamic campaigns like this are essential for keeping single player interesting and challenging and this is perfect but....

Installed fine, added line to conf ini file is there. Select Battle Of Britain Campaign, 43 squadron from Tangmere and run. Everything works perfectly, finish the mission and exit and this is when I get an error message. Before you go to the single select screen there is message:
Microsoft Net Framework Unhandled Exception.
Index was out of range. Must be non negative and less than the size of the collection.
Parameter Name: Index.
System Argument Out Of Range exception.

I select the ignore option and go to the single select screen, count to 2 and a bit ( because its Clod ) and hit fly. However the new mission doesn't load,just a repeat of the first mission.

Odd thing is when I selected No. 1 squadron the error message came up at the start before launching the game.
Second odd thing was, when having exited the game, I hit the stop button and then again start and the campaign loaded the next mission perfectly.
Also saw that the build info says 32 bit?
So it sort of works, but I'd love to be able to fix this glitch as I'm hoping this brilliant little program is going to be what will keep me flying Cliffs.
Sorry about the wall of text, hopefully it's something simple,
Cheers, Scream. 

Screenshot (1).png

Screenshot (3).png

  • 1 month later...
Posted
On 7/11/2021 at 5:48 PM, greybeard_52 said:

 

On 7/11/2021 at 6:32 PM, kraut1 said:

Maybe you find helpful following thread:

https://forum.il2sturmovik.com/topic/70959-historical-cruising-speed-and-altitude-that-you-may-use-with-pwcg-if-you-like/?do=findComment&comment=1079967

Edited 28 minutes ago by greybeard_52

 

Concerning changing the speeds of a TheOden mission by editing the .mis file I found out by testing:

Thanks to the dynamic waypoint created during the mission a missions works (I mean having enemy contact) even, when the cruise speed is reduced significantly. For the automaticly created waypoints my reduced speed has been considered by the TheOden's scripts.

Thanks very much TheOden!

 

On 7/12/2021 at 4:49 PM, Thundercracker said:

I'm guessing you have to do this for every mission? 

Hi,

just had a look in TheOdens readme.txt:

in the template.mis he typed at first for each flight speed = 999

when mission opened with mission editor and saved the speed is corrected by the clod automaticly to plane max. speed

e.g. tobruk:Aircraft.Bf-109E-7N_Trop speed = 569.1

after this the dynmission exe calculates 569.1 x 0.75 = 426.75

this speed (to fast for cruising) is by default used for the tobruk:Aircraft.Bf-109E-7N_Trop waypoints.

We have just to make a custom template by copying / renaming the template mission and briefing.

In this new template mission we can define lower max. speeds and this should work.

I will test today.

Best regards

  • Like 2
  • 3 weeks later...
greybeard_52
Posted
On 3/11/2022 at 8:54 AM, kraut1 said:

We have just to make a custom template by copying / renaming the template mission and briefing.

In this new template mission we can define lower max. speeds and this should work.

Hi kraut1, and thank you for this work you are doing, which I am very interested in. Currently I am forced to edit each mission to get more reasonable speeds and it would be nice if the program did it automatically. I would be happy to be able to modify the files you mention with the historical cruising speeds transformed into IAS (as per the table of which you report the link), but I cannot understand what TheOden writes in the readme, nor what you are doing ( my lack). I could still do it on the MIS files contained in the "builtin" folder, if someone teaches me to make them operational.

Guest deleted@7076
Posted (edited)

-Deleted-

Edited by Varrattu
greybeard_52
Posted (edited)

Please find attached my first attempt to get better cruising speeds. Unfortunately, as I already mentioned, I'm unable to understand how to make it working in game; more precisely:

  1. Where to put the modified file and in which game folder.
  2. What to rename and how.

Thanks for any help.

 

Edited by greybeard_52
Removed wrong attachment
Guest deleted@7076
Posted (edited)

-Deleted-

 

 

 

 

 

 

Edited by Varrattu
greybeard_52
Posted (edited)

Varrattu,

I referred to what kraut1 wrote:

On 3/11/2022 at 8:54 AM, kraut1 said:

e.g. tobruk:Aircraft.Bf-109E-7N_Trop speed = 569.1

after this the dynmission exe calculates 569.1 x 0.75 = 426.75

In those templates aircraft speed seems to be the highest one (plane max. speed), so I set it as IAS historical cruising speed (as per table repeatedly mentioned) / 0.75, to get sort of fictitious top speed (but I would better say "functional") which gives as output... the historical cruising speed into the MIS file!

The highest value you mention in my file (590.63) is related to Spitfire Mk.II and is actually wrong, since it should be 474.66, as it is for all Spitfires of this mark but two refuses.

Please find attached the correct file.

 

Edited by greybeard_52
Removed wrong attachment
Guest deleted@7076
Posted (edited)

-Deleted-

Edited by Varrattu
greybeard_52
Posted

Varrattu, I think you don't understand what I mean. It is very simple: it is needed a template with realistic cruising speeds for mission generation. I think I did (only for BoB, as an example), I just don't know how to use it (and maybe neither do you, since you put it in the game as a MIS file; I believe your system can't handle it: that's a database from which the program only has to take some data - depending on the mission it is generating - and not all together!).
Thanks for finding another error with the speeds of the Bf 109Es in my file. Now I believe I have corrected it.

DynMisTemplateBoB40.zip

Guest deleted@7076
Posted (edited)

-Deleted-

 

 

Edited by Varrattu
  • 2 weeks later...
Posted
On 3/30/2022 at 5:53 PM, greybeard_52 said:

Varrattu, I think you don't understand what I mean. It is very simple: it is needed a template with realistic cruising speeds for mission generation. I think I did (only for BoB, as an example), I just don't know how to use it (and maybe neither do you, since you put it in the game as a MIS file; I believe your system can't handle it: that's a database from which the program only has to take some data - depending on the mission it is generating - and not all together!).
Thanks for finding another error with the speeds of the Bf 109Es in my file. Now I believe I have corrected it.

DynMisTemplateBoB40.zip 33.32 kB · 0 downloads

 

On 3/30/2022 at 6:18 PM, Varrattu said:

Okay, understood. Unfortunately I cannot help with such a DynMis mission template.

Hope you will find a solution.

:salute: ~V~

 

 

Hi, I have created a modified template:

https://forum.il2sturmovik.com/topic/78129-modified-templates-for-theoden-dynmis-exe/

-I flew one test mission, resulting cruise speeds in test mission file ca. 340 (Blenheim) - 380 (BF109-F)

Best Regards

Guest deleted@7076
Posted (edited)

-Deleted-

Edited by Varrattu
Posted
2 hours ago, Varrattu said:

Hello kraut1,

thanks for your Update. May I ask you for a few more details to resulting cruise speed?

Where did you get the 340 (Blenheim) / 380 (BF109-F) speed:

Altitude AMSL?

Speed read from 'Air Speed Indicator'? Or calculated by script?

What 'Realism' - 'Difficulty Settings'?

 

:salute: ~V~

Hi Varrattu,

in this case I had only a look in the mission file created by theOden dynmis exe: these speeds were listed.

But concerning the real speeds in the game I have flown some 1941 Circus missions and BOB missions with BF109-E3/4/7.

I fly with realistic settings.

I read the speed from the Indicator and suppose it is indicated air speed, because as far as I can remember the speed shown in the indicator is the same of the mission file and seems not to change with altidude. (just have flown a mission with autopilot, in 2000m alt. ca. 380km/h)

Best Regards

 

Guest deleted@7076
Posted (edited)

-Deleted-

Edited by Varrattu
Posted
3 hours ago, Varrattu said:

 Hello kraut1,

thanks for responding. If you like, download the enclosed mission and test the Bf109F-1 (or others) at 2000 meter and 380km/h speed...

:salute: ~V~

 

AirSpeedTestMission.zip 2.15 kB · 1 download

I will test it when I am back at home.

Posted (edited)
21 hours ago, Varrattu said:

 Hello kraut1,

thanks for responding. If you like, download the enclosed mission and test the Bf109F-1 (or others) at 2000 meter and 380km/h speed...

:salute: ~V~

 

AirSpeedTestMission.zip 2.15 kB · 2 downloads

Hi Varrattu,

first to avoid misunderstandigs: I am not a real pilot (apart from 3 weeks glider training in 1986).

And I am not an aviation expert concerning the usage / meaning of Air Speeds like IAS, TAS,..

For me is IAS the indicated air speed, measured with pitot tubes and shown in the speed indicator of our CLOD planes.

The TAS is for me "true speed" above the ground.

 

Today I tryed your test mission and made a small test flight between Cherbourg(Querqueville) straight northwards to Bournemouth.

(see zip file)

Your Test mission: I switched to autopilot and viewed the speeds (screenshot 00 2000m 380ias 419tas.jpg?

in mission file: 380km/h

speed indicator in cockpit: 380

V(a) is similar V(q) =380 (for me simplified the IAS)

V(e) =420km/h at 2000m higher than 380km/h, this is for me TAS, but I did not checked the calculation

 

I made small test flight between Cherbourg(Querqueville) straight northwards to Bournemouth (coast to coast) according google maps ca.116km, according mission coordinates ca. 112km.

 

1 Flight with BF109-F4 at 100m at speed 420km/h (see 01 at100m 420ias 420tas.jpg)

-to to the low altidude all speeds V(a),(q),(e) and cockpit indicator speed more or less the same =420km/h.

measured flight time: 15minutes and 50 seconds

calculated flight time  112km / 420km/h = ca. 16minutes

From my point of view very good for a simulation, very near to reality

 

1 Flight with BF109-F4 at 6000m at speed 420km/h (see 02 at6000m cruise speed 420ias 570tas.jpg)

-at mission begin plane had to accelerate from ca.300km/h to 420 (took ca. 1 minute)

- V(a),(q) and cockpit indicator speed more or less the same =420km/h.

-V(e) much more higher: 570km/h (for me the true air speed)

measured flight time: 11minutes and 45 seconds

calculated flight time  112km / 570km/h = ca. 11minutes 47seconds

-measured and calculated flight times more or less the same.

-relation TAS to IAS in simulation:

rough comparison (I don't have more time for further test)

-in CLOD for 6000m: 570km/h / 420km/h = 1,36

example in Wikipedia for 6000m: 803km/h / 574km/h = 1,4 (very similar to CLOD)

 

So at the end I would say that CLOD is a good flight simulation in the respect of the real world and game distances and speeds.

And the speeds in the mission files are Indicated Air Speeds. This is importent  to be considered for high altitude missions.

Best Regards

 

 

 

 

 

 

 

 

Airspeed Test 100m 6000m 420ias.zip

Edited by kraut1
error corrected
Posted

Honestly, it's a shame that we still have to use this...

The game needs a dynamic campaign engine in place.

  • Like 1
Posted
13 hours ago, Redwo1f said:

Honestly, it's a shame that we still have to use this...

The game needs a dynamic campaign engine in place.

Yes of course a dynamic campaign should available in the itself.

But theOdens dyn mission is quite good and has many dynamic features:

15 minutes ago I flew a 1941 Channel mission with a BF109F2. We were attacked by Spitfires over our airfield and I had to bail out.

After I landed with the parachute I switched to external view and saw a new BF109 squadron taking off for support. This squadron was created during the mission by theOden's scrips.

 

Posted

First post updated with new version.

  • Like 4
  • Thanks 1
  • Upvote 3
Posted

Thanks so much for the update! Nice surprise for sure.

 

Does this include the alterations done by Kraut and Greybeard worked in, or do I need to apply those separately (or are they necessary at all now)?

Posted

We talked about including them but we never got to it.

Depending on how well their speed settings fit in the new arrangement they should still be functional.

I guess they are working on updating them.

Posted (edited)
On 6/17/2022 at 11:25 PM, Redwo1f said:

Thanks so much for the update! Nice surprise for sure.

 

Does this include the alterations done by Kraut and Greybeard worked in, or do I need to apply those separately (or are they necessary at all now)?

Hi,

With the new updated dynmis.exe it is generally possible to keep up formation with realistic settings and without autopilot.

I flew some test missions before the official update with 90%, 85% cruise speed and I was only for a very short time ca. 2km behind formation but after having reached the cruise altitude it was absolutely no problem fly in formation with less then maximum continous power.

The combination of my old modified templates with reduced speeds in combination with the new formulas for speed calculations in the new dynmis.exe will result in to slow speeds.

UPDATE: I have adapted my late (June) Circus Offensive template to the new theOden dynmis.exe

https://forum.il2sturmovik.com/topic/79156-modified-templates-for-the-new-theoden-dynmis-exe-2022-june-17th/

 

Best Regards

 

 

 

 

Edited by kraut1
content updated
  • Like 2
Posted

First post updated for fix and stuff.

  • Thanks 5
Posted
12 hours ago, theOden said:

First post updated for fix and stuff.

Flew one mission with the updated Circus Offensive and was able to stay in formation with 85% Cruise Speed (max. distance to leader for short time 1km) with realistic engine settings without autopilot.

Thanks very much!

  • Team Fusion
Posted
14 hours ago, theOden said:

First post updated for fix and stuff.

Thanks for your continued work on your great Dynamic Campaign system.  ?

  • Like 1
  • Thanks 1
  • Upvote 4

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