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Updated Dynamic Campaign by theOden: DynMis EXE


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Posted

Just a quick question about this. 

Is it possible to add (if not already there). 

 

Weather conditions 

Time of day

Enemy Group/Squadron

Type of mission (Ground Attack/Shipping/Locomotive/Intercept) 

 

Great work all around, just asking?

Cheers, Mysticpuma. 

  • Upvote 1
Posted

Not sure I follow you MP, do you mean as options or mission briefing?

Posted

 

Why not both? Both are good! :ph34r:

 

7 hours ago, theOden said:

Not sure I follow you MP, do you mean as options or mission briefing?

 

  • Upvote 1
343KKT_Kintaro
Posted
On 6/29/2022 at 9:47 PM, Mysticpuma said:

Just a quick question about this. 

Is it possible to add (if not already there). 

 

Weather conditions 

 

 

In connection with the weather, I think TheOden should leave his app as it is until TrueSky and the weather update are implemented in the game. That's my opinion only. By the way: thanks Oden for all the good work!

  • Upvote 1
Mysticpuma
Posted (edited)
10 hours ago, theOden said:

Not sure I follow you MP, do you mean as options or mission briefing?

As an Option in the interface. 

 

 

So.the player can choose - Clear/Scattered/Overcast

 

Then type in a time of day

 

Then weather it is an intercept/Rhubarb/Escort

 

Kintaro makes a good point, maybe see what it is like after Truesky is released ?

 

Edited by Mysticpuma
  • Like 1
Posted (edited)

Sounds very BoB 1941 oriented :)

As you both suggest next update will have to wait until truesky (unless I find any serious bug).

 

Weather could be added to the GUI but there is code moving "current weather" from min to max of the sim settings in a "random" manner, alas not very noticable in Dover as there is just 3 levels for now. But still, a good idea to allow player to override this.

 

Preferred mission type for player squadron is doable too, within reason based of the "main mission" done by the strike packages and what class of plane the player flies. Had this is mind early on along with a checkbox for "player as flightleader" (only implemented in one of the other two dynmis sims) but I guess I have plenty time to add that before truesky arrives.

 

Time of day is a bit complex since it for some missions such as convoy recce is forced into pre-noon with the follow up convoy strike is same day afternoon and for 0-day templates should generate two missions a day (not sure dover installment has that but it is used in 1946 BAT for Israeli six day war style missions hammering airfields twice the same day). Still, if the template is "normal" 1 or more days per mission such an option is very doable.

 

Enemy units are selected randomly from squadrons in target area so that will probably not see any edits (more of a template issue).

Edited by theOden
  • Upvote 1
Mysticpuma
Posted
3 hours ago, theOden said:

Sounds very BoB 1941 oriented :)

As you both suggest next update will have to wait until truesky (unless I find any serious bug).

 

Weather could be added to the GUI but there is code moving "current weather" from min to max of the sim settings in a "random" manner, alas not very noticable in Dover as there is just 3 levels for now. But still, a good idea to allow player to override this.

 

Preferred mission type for player squadron is doable too, within reason based of the "main mission" done by the strike packages and what class of plane the player flies. Had this is mind early on along with a checkbox for "player as flightleader" (only implemented in one of the other two dynmis sims) but I guess I have plenty time to add that before truesky arrives.

 

Time of day is a bit complex since it for some missions such as convoy recce is forced into pre-noon with the follow up convoy strike is same day afternoon and for 0-day templates should generate two missions a day (not sure dover installment has that but it is used in 1946 BAT for Israeli six day war style missions hammering airfields twice the same day). Still, if the template is "normal" 1 or more days per mission such an option is very doable.

 

Enemy units are selected randomly from squadrons in target area so that will probably not see any edits (more of a template issue).

Thank you for your comprehensive and detailed reply. 

This gives me hope for a future update, effectively giving us the QMB of the original IL2 (albeit an external software package). 

 

Glad you have returned to this project and the other members of the community are involved in improving this game for the better ?

  • Like 1
  • 3 weeks later...
TheOligopolist
Posted

I'm experience curious behavior that I do not understand.

 

Using the dynmisDover.exe to start the game, I'm running a BoB campaign (RAF 1 Sqn), the initial mission always consists of 1 single BF 110 and 3 allied planes. The mission details state the date is continuing off from the same date that I left off on, but it's always this very under populated mission on first boot of the game.

Once I've taken off and exited the mission and click fly again it seems to generate a fully populated mission as expected.

 

Thank you for your hard work on this add on.

Posted

True, initial BOB40 campaign stage is "convoy battles" and the missions run in pair with recon followed by convoy strike (unless you kill that bugger before he finds the convoy).

While it presents an "easy start" I do find it a tad bit boring chasing that single recon-bomber every other mission until the next stage "coastal battles".

I plan to make that mission type a once-only occurrance in the next update with pure convoy pounding thereafter for that stage (not sure how to handle it if player has chosen to fly a luftwaffe aufklarung staffel but I assume that's a very rare thing).

  • Thanks 4
TheOligopolist
Posted

Ah, nice. Thanks for clarifying.

Posted
On 6/20/2022 at 3:25 AM, theOden said:

First post updated for fix and stuff.

 

I look very forward to giving this a try once VR comes out of beta.  It has been a very, very long wait for me since first purchasing vanilla CloD all those years ago...thank you @theOden, @Buzzsaw and TF! :salute:

  • Team Fusion
Posted
On 7/26/2022 at 9:24 AM, Varibraun said:

 

I look very forward to giving this a try once VR comes out of beta.  It has been a very, very long wait for me since first purchasing vanilla CloD all those years ago...thank you @theOden, @Buzzsaw and TF! :salute:

Hello Varibraun

 

I hope you have tried your free updated copy of CLIFFS OF DOVER - BLITZ.... there are many many improvements to the original game as well as new flyables, etc.  ?

  • Upvote 1
Posted
17 hours ago, Buzzsaw said:

Hello Varibraun

 

I hope you have tried your free updated copy of CLIFFS OF DOVER - BLITZ.... there are many many improvements to the original game as well as new flyables, etc.  ?

 

Thanks Buzzsaw - Although I am have been a "VR only pilot" since it was introduced for BoS, I purchased Desert Wings when it was released as support for TF and with a glimmer of hope you guys might offer VR down the line.  So, while I haven't flown Blitz yet, both Blitz and DW are active in my Steam just awaiting the VR release!

  • Like 1
  • Upvote 1
  • Team Fusion
Posted
13 hours ago, Varibraun said:

 

Thanks Buzzsaw - Although I am have been a "VR only pilot" since it was introduced for BoS, I purchased Desert Wings when it was released as support for TF and with a glimmer of hope you guys might offer VR down the line.  So, while I haven't flown Blitz yet, both Blitz and DW are active in my Steam just awaiting the VR release!

You can also try the Beta if you PM me.

  • Like 1
  • Thanks 1
  • 1 month later...
Posted (edited)

How do I get my wingmen to follow me? Whenever I take charge of the flight my friendlies just fly away from me no matter what orders I give

Edited by Wolf_Hound
Posted
17 hours ago, Wolf_Hound said:

How do I get my wingmen to follow me? Whenever I take charge of the flight my friendlies just fly away from me no matter what orders I give

Radio Commands have been broken since the game was released. This is something that TFS have said they will fix for the next update, although not much has been mentioned since the last news on it (at an approx. guess) around a year-ago. We can only hope this is still in the teams view as having working radio commands will be a huge step forward for the Single Player/Offline community.

  • Upvote 2
Posted
18 hours ago, Wolf_Hound said:

How do I get my wingmen to follow me? Whenever I take charge of the flight my friendlies just fly away from me no matter what orders I give


Have you tried the trick of switching on AI control for your aircraft and than after disabling it, issuing the orders? 
AFAIK it won‘t make them obey your orders but at least they will see you as the leader and not fly away from you as if you weren‘t there.

  • 3 weeks later...
Posted
On 9/19/2022 at 3:01 PM, Mysticpuma said:

Radio Commands have been broken since the game was released. This is something that TFS have said they will fix for the next update, although not much has been mentioned since the last news on it (at an approx. guess) around a year-ago. We can only hope this is still in the teams view as having working radio commands will be a huge step forward for the Single Player/Offline community.


Does this include the dodgy formation flying? Most of the time the larger bombers swing left and right and end up hitting one another.

Posted
3 hours ago, DaddyCat said:


Does this include the dodgy formation flying? Most of the time the larger bombers swing left and right and end up hitting one another.

I have seen it, you have seen it, others have seen it but apparently this is the Mission Builders fault and not the Ai.....however Mission Builders have followed all the instructions given and it still happens, so no idea....as you and I see it, it's broken.

 

  • Upvote 1
  • 1 month later...
Posted

Hi theOden,

after flying IL2 GB with Vanders-EMG and new Normandy map during the last 2 months I am back at CLOD.

I am using Operation Sonnenblume for campaign mission flying and vr beta testing.

I did some small modifications: squadrons moved closer to frontline for shorter mission when flying without time accelaration.

 

Something that could be helpful to improve graphic performance:

-Option to deactivate extra fires and smoke in the mission file.

-some custom bomb loads to be changed to less but heavier bombs to avoid to many smoke effects:

e.g.: Ju88-A5 Trop has a bomb load of 18+10=28 50kg bombs that create much smoke / effects.

maybe 6x250kg oder 4x500kg would be better.

-if there are extra fires / smoke spawned during ground battles by your scripts (I don't know if): new option for deactivation of them.

 

But in general your dynamic mission exe with the new features of half squadron size, less ground objects and optimized cruise speed is working very good!

DynMisTemplateSonnenblumeModv02.zip

  • Upvote 1
Posted

I'll see to that battle smoke is skipped if "Less Ground Units" are selected.

For next update.

  • Thanks 1
Posted

Thanks for this theOden! This is awesome and I'm looking forward to playing more. I've already had a great time, even though It still has to get up to steam, I broke a Dorniers wing in half twice in a row, but that's fine by me. It's immersive :) It's also practice in getting more acquainted with the map and navigation by eyeball. And doing all that Gyro jazz. Just to make sure, if I stay in the same squadron, the missions will change up eventually? Does the repeat mission mean I was successful? :P ... "(unless you kill that bugger before he finds the convoy)." 

Also, apparently, nose-landing your plane and breaking it into smaller pieces still counts as landing on a friendly airfield. That
's kind. Although I did 'survive' the landings. 

Anyway, thanks for doing this. Super!

 

  • Upvote 1
Posted

Good to hear Bloyamind.

Convoy stuff early RAF in BoB can be a bit tedious yes but things heat up as the historic changes of LW focus kicks in.

Convoy Battles from july to aug 8, then coastal attacks shortly before chain home attack on 12th followed by assault on RAF airfields 13th aug until 7th sept when daylight blitz starts and if no Sea Lion triggers (17th sept) you should see fighterbombers until you grow tired and switch to the 1941 version (these are somewhat randomized though, but for the general picture what to expect).

 

Lawn dart or not, anything you can walk away from you know.. :)

 

  • Like 2
Posted

First off, I just wanted to say I absolutely love this tool. It's added so much replayability to the game, and I wish there was something similar integrated into the game itself. It's always seemed crazy that CloD has such an amazing variety of planes and scenarios, and yet you never see them. This is the game that launched with a pic of a Beaufighter attacking a convoy in the menu, and yet didn't have a mission where you could actually do that... I'd love a dynamic campaign that took your pilot through all the seasons of the Channel map... And random intercepts on some of the more unusual planes (108s? Condors?)

 

I just wanted to ask a quick q though, as I had a bit of a strange experience on the El Alamein Pursuit campaign. I was flying in a Hurricane IIC with 274 squadron, as I wanted to do some tankbusting. The generator made me a ground attack mission, and I was all ready to go - but then I hit two snags.

 

First, the Hurricanes dropped their bombs as though they were level bombing. And then, rather than having a go at strafing the (many) remaining targets, they all just flew home. Is this just a CloD AI issue, or is this perhaps a parameter wrong somewhere?

 

Weirder still, when I went to play the next mission, it turned out the campaign was over. After one mission, apparently the war had been won by the allies. Maybe the Hurricanes were more accurate than I thought?

 

I've had a few weird issues in the Battle of Steppe campaign too, with squadrons of 109s flying around aimlessly, and mostly not reacting when you attempt to pick off one of their compatriots. I kind of expected I'd end up with the whole lot swarming after me, but instead they seem to just fly straight and level and pretend I'm not there. I'm expecting that's just another CloD AI quirk (and how I wish there were fewer of them...), but I wanted to mention it just in case!

 

Thanks again for such an amazing tool that's adding so much extra single player life to the game!

Posted (edited)

Yeah, the El Alamein Pursuit "should" be short but not THAT short :)

I'll take a look at it, haven't flown that in a very long time.

 

AI ground attack is one of the big things I've been fighting with all through dev, even in the early non-exe version back in the days and the current setup is something to look into again with the new versions released since last tests were done.

 

The sleepy 109's on Steppe sounds as if they were in "landing mode" but hard to tell. I have seen similar but there is only so much I can do throwing waypoints to the ai.

 

 

Edit: The Pursuit template is a little messy - not cleaned up properly making some missions far off the actual target area, my bad.

I also got a dynmis CTD after last mission when summary mission is created, oh the horror - fixed for next update.

Also tried restoring the multiple target-waypoints for ground attack (not for level bombers) and it sure looks better with multiple strafing runs from the Hurricane flight I watched (still dropping any bombs in level way off). Not sure why I disabled this but I guess it will bite me later :)

Edited by theOden
Posted
5 hours ago, theOden said:

Yeah, the El Alamein Pursuit "should" be short but not THAT short :)

I'll take a look at it, haven't flown that in a very long time.

 

AI ground attack is one of the big things I've been fighting with all through dev, even in the early non-exe version back in the days and the current setup is something to look into again with the new versions released since last tests were done.

 

The sleepy 109's on Steppe sounds as if they were in "landing mode" but hard to tell. I have seen similar but there is only so much I can do throwing waypoints to the ai.

@Buzzsaw

Any news on the Ai?

Cheers, MP

Posted

Dang, I'm having a lot of fun with this! ?. The extra memory I snuck into my pc (32 now) does help a lot for the more crowded missions I'm doing now. In a positive way wanting to play this made me do that! Also, is there any way to land at a friendly airfield to switch planes after being damaged or empty on ammo? Also: flying in formation is definitely teaching me to feel my plane and it's throttle/rpm.

 

Posted

Next release will allow rearm/refuel when you land on a friendly airfield (same as in Leisure Flight QM's).

I'm not able to find any repair calls in the dll's.

 

No switch aircraft from dynmis but IIRC you can do that by viewing another aircraft and press a button?

Posted

Awesome! One more mission before bed ? Just one more.

  • Upvote 1
9./JG52_J-HAT
Posted

Re changing aircraft in the mission, yes it is possible.

 

Make sure your realism settings allow it. In the realism options, allow for external views. Then there is a block in the lower center area that says block aircraft switching, block side switching etc. Leave them all unticked (so you are allowed to change sides and change planes) and when in the mission, do the following:

 

-cycle through shift+F2 for friendlies or ctrl+f2 for enemies until you see the plane you would like to control

-alternatively right click your screen (like when you want to create an info window) and select aircraft and then the aicraft      you want; sometimes there are static cameras or objects so you end up cycling through dozens of flak guns before you get to the aircraft, so I prefer this method when the mission has too much going on.


-Once you are looking at the aircraft you would like to control, hit alt+f1. This should put you in the cockpit and in control immediately.


I demonstrate the above steps in the beta videos TFS posted recently (Stuka shipping attack and Hurri vs DAK for the taking control and Hurri raid to France for the menu and selecting what to view) in case you need to see how it goes. It‘s pretty straight forward though.

  • Upvote 2
Posted

While waiting for TrueSky, this is a first ever win trying Battle of France.

 

We were pressed at Boulogne with only Yper left after that if we lost (Dunkerque and Calais long gone) and suddenly we won first time since the Germans attacked Arras.

 

Pictures show last mission where we had them encircled but they started off with a 3-12 lead very soon!

With absolutely no margins at all we grabbed the victory with a hair thin 13-12 win (it aint over till the fat lady sings).

 

You can also see the new player stats (that will show for all missions) below the campaign stats (also that my effort was not the reason we won this war)

bofend.jpg

bofstats.jpg

  • Like 6
Posted

Loving it so far Oden, fantastic work. Just wondering if there was a way to set how time progresses in the campaigns, I'm running Battle Of Britain and within roughly three missions went from the start in June to around July 24th. Usually, I'm used to having around 1 mission per day in these generators so I was just wondering if this is an intentional mechanic or something that can be configured. Cheers!

Posted

Yes, grab the example template and edit "DaysPerTurn" in either FMB or just in any texteditor such as notepad and drop a copy in the "missions\single\dynmis" folder to be added to the campaign list.

Good thing to also is to alter the <Name> to something "Battle of Britain Day-by-Day" or so (maybe even the "Filename" to DynMisBritainDD" maybe?).

(6 months of war is plenty of missions :) )

dpt_fmb.jpg

dpt_txt.jpg

Posted (edited)

Hi theOden,

here a suggestion for an additional feature for your DynMis.exe:

Audio Warnings by wingmen during air combat in single player missions

 

Why and What:

In both sims IL2 GB and CLOD I don't get real warnings when enemies are nearby during single player missions.

In IL2 1946 warnings during air combat are existing, not perfect but acceptable and later the Command & Control mod.

In GB I am using since ca.2017 for each career mission a self created group (manually installed with Mission Editor) with proximity triggers and subtiles / and since 2020 with self recorded audio messages:

It's primitive, not perfect but it works and I use it for some years for each GB career mission..

 

In CLOD:

Because we have in CLOD already something like Radar these functions of my group are not required for CLOD.

But Warnings by nearby other planes of your nationality are from my point of view absolutely required for a realistic offline WW2 combat simulation.

My idea:

Add these functions to your [missionname].cs script files:

-If available in CLOD script language with "proximity triggers" or similar functions.

-Warnings with the already available very many audio files / and /or with subtitles

 

-Warnings are activated if planes of your nation are nearby (range up to ca.3000m)

-Warnings are deactivated if you are alone or the other planes of your plane are to far away (range ca.3001m and more)

 

-Warnings when enemy planes are sighted:

-for defined ranges (range enemy plane to player's plane) of maybe 8km, 6km , 4km, 1,5km something like:

"Enemy planes sighted, range x km"

or if possible in CLOD with direction:

"Enemy planes sighted at x o clock, range x km"

 

-Urgent Warnings during air combat at short ranges (ca.500m):

"Attention, enemy at your six" or something similar.

 

To avoid unrealistic easy conditions to the player, all messages / warnings randomnized, eg.:

Probability that plane are sighted in 8km : 50%

Probability that plane are sighted in 6km :60%

Probability that plane are sighted in 4km : 70%

Probability that plane are sighted in 1,5km : 75%

Urgent warnings: 75%

 

Of course all suggested ranges, probabilities maybe discussed and changed.

 

(In my GB warnings there is always the disadvantage that I don't have the bearing to the enemy in the warning, only the range)

Because in your DynMis.exe there are already script functions integrated by default maybe it is possible to implement such functions.

 

Have a nice weekend and thanks very much for you DynMis.exe!

 

 

 

 

 

 

 

 

 

 

Edited by kraut1
content added
  • Like 1
Posted (edited)

Still enjoying BoB massively, although the blue line is steadily creeping upwards (oops). ? A thing I've noticed is Messerschmitt's being called over the radio, but not what kind. This greatly matters for the wingspan I want to set up for immersion and aiming's sake. But I'm guessing that's just the only audio option in the game? Also, I'm wondering, does damaging a whole lot of aircraft (but not destroying them) and then emergency-landing contribute in any way? (because you end the mission/exit before your buddies can possibly finish them off). In the last mission I damaged 4 HE 111's to smoking point but had to land in a field as my engine died after being shot. 

 

edit: and what happens when you have to rebuild a mission because of an error '... already exists'. (just happened, not the first instance). Do you automatically lose the last battle?

Sorry for all the questions, the answers are probably obvious, but i'm not familiar with how a dynamic campaign actually works. 

Edited by Bloyamind
Posted
16 hours ago, Bloyamind said:

Still enjoying BoB massively, although the blue line is steadily creeping upwards (oops). ? A thing I've noticed is Messerschmitt's being called over the radio, but not what kind. This greatly matters for the wingspan I want to set up for immersion and aiming's sake. But I'm guessing that's just the only audio option in the game? Also, I'm wondering, does damaging a whole lot of aircraft (but not destroying them) and then emergency-landing contribute in any way? (because you end the mission/exit before your buddies can possibly finish them off). In the last mission I damaged 4 HE 111's to smoking point but had to land in a field as my engine died after being shot. 

 

edit: and what happens when you have to rebuild a mission because of an error '... already exists'. (just happened, not the first instance). Do you automatically lose the last battle?

Sorry for all the questions, the answers are probably obvious, but i'm not familiar with how a dynamic campaign actually works. 

Not so easy for me to answer your questions because I am flying / playing DynMis.exe missions a bit in another way.

I write all my results in an Excel Log Book because I combine careers of different flight sims.

 

Radio commands:

Of the original radio commands of CLOD only few that really work, e.g.:

-Ground Control Request Targets: you get bearing / range to:

-next waypoint

-enemy fighters

-enemy bombers

-Ground Control Vector to Home Base:

you get the bearing to your home base (airfield)

Additionally TheOden has implemented some new commands, see his info for the DynMis.exe

 

Concerning the emergency landing after having damaged enemy planes and to be credited with the kills.

I would suggest after your emergency landing not to quit the battle directly.

Wait in the plane, watch the battle with the external views of the still flying AI planes.

Sometimes it is really interesting.

Watch the damaged bombers. If they make an emergency landing maybe you will be get the kill.

 

 

 

 

 

 

  • Upvote 1
Posted (edited)
4 hours ago, kraut1 said:

-Ground Control Vector to Home Base:

you get the bearing to your home base (airfield)

 

Remembering that this bearing are in 30º "slices". ? ?

 

If Home Base is in 60 - 90º "slice" - relative to your actual position, you get "Vector 60". You never get e.g. "Vector 63, Vector 68...", only 30 - 60 - 90- 120 ... 360/0.

 

image.thumb.png.ab9bd703436d2cf27f5f7aa398fffbfd.png

Edited by Sokol1
  • Upvote 1
Posted

Yeah, I remember :). Thanks! I have no trouble getting home. The question I asked was related to the flight leader spotting enemy groups of aircraft.. the 'tally ho messages don't specify the kind of Messerschmitt's. So it could be 110, or 109, which is a very different wingspan.. But it's turning out not to be too much of a problem because they are easy to recognize. And I'm getting quicker at adjusting my gunsight. 

  • 1 month later...
Posted
On 12/10/2022 at 3:11 AM, theOden said:

Yes, grab the example template and edit "DaysPerTurn" in either FMB or just in any texteditor such as notepad and drop a copy in the "missions\single\dynmis" folder to be added to the campaign list.

Good thing to also is to alter the <Name> to something "Battle of Britain Day-by-Day" or so (maybe even the "Filename" to DynMisBritainDD" maybe?).

(6 months of war is plenty of missions :) )

dpt_fmb.jpg

dpt_txt.jpg

Thank you!

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