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Updated Dynamic Campaign by theOden: DynMis EXE


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Alexey_Chastokol
Posted

Hello Oden,

First of all, I want to thank you for a wonderful Dynamic Campaign Generator. It works great and easy to install. I espicialy like the moving frontline with ground war. I haven't had a single bug during my time using it. However, once it generated a strange mission. 3 Spitfires and 12 Beaufighters were alerted to intercept the lone Dornier-17, wich is overkill for sure. I was a Beaufighter pilot in Battle of Britan campaign (if it helps).

I also managed to find out that in 2018 you were doing AirWarfare - a kind of CTI mode from Arma 2. Unfortunately, the download link from SimHQ doesn't work. Do you still have this AirWarfare files?

Here some links for context:

https://simhq.com/forum/ubbthreads.php/topics/4398383/airwarfare-mission-set#Post4398383

Sorry for my bad English grammar and disturbance.

Best wishes

Alexey

Posted

No those files are long gone.

(funny you'd ask since I'm into rebuilding a load of ArmA2 CTI missions the last few weeks after finally giving up on that trainwreck they call ArmA Reforger)

Alexey_Chastokol
Posted

Well, that bad, but not critcal, I can live (and play this wonderful simulator) without AirWarfare. Anyway, good luck with your Arma missions.

  • 2 weeks later...
liaxelotliaxelot
Posted

hi all

2 questions please

what is the difference between standart and greybeard52 in ai skillset

and it is a sort of campaign for the a camp or for a pilot  ? i means i play for a player if dead the campaign continue with other pilot (in fact no dead ...)or finish, need new start

thanks and congrat for the job ! i like it !

Posted

Skillset options gives different attempts to make ai behave, all personal choice so try "another" if you get annoyed at AI piloting.

Campaigns will continue if your pilot dies, letting each player decide to fly dead-is-dead or more freely.

liaxelotliaxelot
Posted (edited)

ok thanks for answer and how changed the day per turn ?

where or witch fichier i have to modify if i want 1 day per turn  for exemple

actually,  i have 7 days between mission Bob, normal ?

Edited by liaxelotliaxelot
Posted
On 3/9/2023 at 11:40 AM, liaxelotliaxelot said:

ok thanks for answer and how changed the day per turn ?

where or witch fichier i have to modify if i want 1 day per turn  for exemple

actually,  i have 7 days between mission Bob, normal ?

 

On the previous page:

 

On 12/10/2022 at 4:11 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

 

 

liaxelotliaxelot
Posted (edited)

ok thanks

i don t understand all .... but no problem

i can play for instance, nice ! and i have to take time to search and find the soluce

an other question please :

the other planes don't seem able to land, at the end of mission ally and enemy turn around airport ! 

and when i land some time my co-pilote follow me and crash stupidly , i do something wrong 

they need order to land ? is it normal ? a bug ?

i never see enemy plane land at the end of mission ? perhaps, i quit too early ?

Edited by liaxelotliaxelot
Posted

What is that AirWarFare thing, please?

  • 2 months later...
Posted

Would be nice to have a BoB campaign that skips right to the thick of it.

Posted
On 5/26/2023 at 2:26 AM, Pinguim said:

Would be nice to have a BoB campaign that skips right to the thick of it.

Playtesting one as we "speak".

Next release will see added a BoB starting 13 sep 1940 "Adler Angriff" along with two new early stage Desert War settings "Operazione E" and "Battle of the Camps" predating Operation Compass.

 

Btw, the settings for ai skill has also been reworked allowing each user to set all details as they see fit (new window with all values for singleseat fighter, heavy fighter, divebomber and bomber).

  • Like 4
  • 4 weeks later...
Posted

How do I set the missions so that I am flight leader?

Posted

Not possible in the current version.

But that feature is a checkbox in another installment of dynmis so I can have a look at moving that into il2dover too.

 

Posted
3 hours ago, theOden said:

Not possible in the current version.

But that feature is a checkbox in another installment of dynmis so I can have a look at moving that into il2dover too.

 


Yeah that would be good, I find it too much hassle trying to keep up with the AI when they climb, even if I set the cruise speed % down.

 

I was playing around and found that if I create the mission then go onto the ‘custom’ option in-game, where all the planes taking part in the mission are, I can select to fly another aircraft, then re-select the original aircraft I can be flight-leader

 

e.g. Spitfire mission: go to custom, select to fly in a Bf-110 flight instead, then reselect the Spitfire flight. 
 

Whilst this works in terms of becoming flight leader, I have encountered a problem where my my flight won’t engage enemies and will just fly alongside me the entire time, even as I shoot enemy aircraft.

Posted

In "Custom" view you can simply click the "pilot" to grab the flight lead slot.

Hopefully this TrueSky thing will release soon as I've noticed quite a few defects in this currently official dynmis release you guys are flying but AI engaging or not is a little bit outside what I can do besides setting waypoint actions.

 

Just had my 3-ship spitfires calling out target on a Do-17 recce and then just overfly it in a pretty relaxed style but turning into attack a few moments later.

They seem to do their thing and not always what we want them to do.

 

While here I can show that current version I'm using:

 

image.png.6ef29c2d5e3179d9bf9533c706fb2b1a.png

 

As seen the "Flight lead" is already implemented (still some issues there) and next to "Strike Packages" one will be able to select flights to be split in smaller groups (9-ship He-111's will go 3 "independent" 3-ship flights (Kette) as an attempt to counter the wiggling into eachothers issue that occurs albeit rarely - but options are good right?)

 

  • Like 1
Posted
2 hours ago, theOden said:

In "Custom" view you can simply click the "pilot" to grab the flight lead slot.

Hopefully this TrueSky thing will release soon as I've noticed quite a few defects in this currently official dynmis release you guys are flying but AI engaging or not is a little bit outside what I can do besides setting waypoint actions.

 

Just had my 3-ship spitfires calling out target on a Do-17 recce and then just overfly it in a pretty relaxed style but turning into attack a few moments later.

They seem to do their thing and not always what we want them to do.

 

While here I can show that current version I'm using:

 

image.png.6ef29c2d5e3179d9bf9533c706fb2b1a.png

 

As seen the "Flight lead" is already implemented (still some issues there) and next to "Strike Packages" one will be able to select flights to be split in smaller groups (9-ship He-111's will go 3 "independent" 3-ship flights (Kette) as an attempt to counter the wiggling into eachothers issue that occurs albeit rarely - but options are good right?)

 

Is that screenshotted version of the generator available anywhere? The version I downloaded off your link doesn't seem to have as many options such as weather/time/flight leader.

Posted

Nope, that one is my internal version getting updated while waiting for TrueSky to be released and implemented in dynmis.

 

 

 

Posted
18 minutes ago, theOden said:

Nope, that one is my internal version getting updated while waiting for TrueSky to be released and implemented in dynmis.

 

 

 

Okay cool! No worries, looking forward to it

Posted

Good day all,

 

I dislike bothering people for assistance when so much info is available online, but this one issue has me stumped.  I've read the read-me included within the zip file and tried to follow the instructions,so far so good. No GUI errors ect, runs fantastic and I enjoy it so far. 

 

The issue for me is, for example in BOB40, when I go and edit DaysPerTurn in the Briefing, it is completely ignored when I start the next mission (its the 17th).  I cant for the life of me figure this out.  Perhaps I'm thick as a brick (Jethro Tull reference)  I've included my paths of install in the attachments and any suggestions would be very appreciated.

 

Many thanks!

 

 

1.JPG

2.JPG

3.JPG

4.JPG

5.JPG

Posted

Almost there.

Your last picture shows DynMisTemplateBoB40.briefing and the "auto import folder" only shows the Steppe templates (DynMisTemplateExample).

I'd assume you have changed the correct file but it is still in the "builtin" folder that only shares what's "hardcoded" into the application.

 

Copy that one pair (mis and briefing) and maybe rename it a little in case you might create more offsprings in the future.

I'd also recommend to alter the lines as shown in my attached ones below.

 

Line under first <Name> is what you'll see in the GUI list, always good to not have duplicates there.

Also under that illusive "DaysPerTurn" line :) I'd suggest you alter the filename a little to not overwrite any in-progress missions of yours (see the 5-pack marked files)

 

Best of luck.

tutFolder.png

tutBriefing.png

tutGUI.png

tutFiles.png

  • Like 2
  • Thanks 2
Posted (edited)

Oden,

 

Thanks very much for showing me where I went wrong. 

 

It will be nice to be able to adjust the length of campaigns now.

 

I do owe you for sure. ? 

 

Many thanks!

Edited by MrSnafu
  • 2 weeks later...
  • Team Fusion
Posted

Thanks to TheOden for his continued great work on his Dynamic Campaign Generator.  ?

  • Like 5
  • Upvote 7
  • 2 months later...
greybeard_52
Posted

Thanks to TheOden, whose mission generator update I recently discovered, which brought me back to this simulator.
I would like to suggest a trick to prevent the planes of the player's flight from flying close to the ground during the return to base (an inconvenience still present). Personally, then, I still consider the "red.speed" templates I modified in the past to be valid.

 

2023-10-0510_07_27-Greenshot.thumb.png.1aecc8b2476b8e3ba59ff2985eeeace7.png2023-10-0510_07_54-Greenshot.thumb.png.70a3d73dec20f1c9ddd4dee028b9b8ac.png

  • Like 1
Posted

I'll try that greybeard and check for results.

 

While rebuilding dynmis for TrueSky I've also been tracking ai pilot waypoints and noticed they can go RTB for unknown reason and when that happens they have the flightplan replaced by a landing wp with 20m height and with that this jumping behaviour occurs as a result (I have a more detailed post about this on TFS beta-forum).

 

But alas, this 500m landing wp is a small/easy implementation so it shall be done (but the issue may still occur for above reason since the given flightplan is replaced some times).

greybeard_52
Posted
2 hours ago, theOden said:

noticed they can go RTB for unknown reason

True! It hasn't happened to me yet since I've been applying this trick, so I can't tell if the 500 meter thing still works or not in this instance.

Posted
On 6/25/2023 at 1:51 PM, theOden said:

Nope, that one is my internal version getting updated while waiting for TrueSky to be released and implemented in dynmis.

 

 

 

TheOden, I would love to see this added as part of the Clod interface rather than an external program. 

Has there been consideration from yourself or the team to incorporate this into the game rather than as a standalone piece of software? 

  • Like 1
Posted

Not to any length Puma no, but I agree it would be a smoother solution for the end-users.

  • Like 2
Posted (edited)
1 hour ago, theOden said:

Not to any length Puma no, but I agree it would be a smoother solution for the end-users.

I can only agree. 

The easier it is to make Clod accessible from the interface itself, rather than having to run this from outside the software, @Buzzsaw any possibility of this?

I mean this is a DCG which Clod would really benefit from, especially if players didn't have to search for it? I would guess there are many players who don't know about this fantastic addition, so to have it launch from inside Clod would be a great step forward. 

 

@theOden can this just create or if doesn't, be modified to play just a single mission?

 

Not sure if you have @SYN_Vander Easy Mission Builder:

but something like that as well as your DCG, when you consider the B17 coming into the game, would be an addition to Clod that would really open up a huge range of content for off and online players. 

Edited by Mysticpuma
  • Like 2
Posted

While a single mission generator should be fairly straight forward to create it would need to be a standalone project and as such not something I plan to get into. As it is il2dover is actually a side project to the dynmis 1946/BAT where I put my main efforts so another generator is very unlikely currently.

 

I actually think the current Dover quick missions fits pretty good for what Vander creates with his application in GB (not as impressive as his creation but still does a pretty good job in my opinion).

Posted

Wonder whatever happened with this TFS effort at three years on:

 

"Creation of a Dynamic Campaign Generator.

 

We are currently working on this... not clear when it might be available."

  • Upvote 1
343KKT_Kintaro
Posted
46 minutes ago, Dagwoodyt said:

Wonder whatever happened with this TFS effort at three years on:

 

"Creation of a Dynamic Campaign Generator.

 

We are currently working on this... not clear when it might be available."

 

 

Following these announcements we got lately, apparently TFS replaced its efforts aiming a dynamic campaign generator with efforts aiming a quick mission builder... Both are missing in the game, so, at first, I'll be happy with either one of them. The other one will come later (fingers corssed).

 

 

  • Like 1
greybeard_52
Posted
7 hours ago, theOden said:

I actually think the current Dover quick missions ... does a pretty good job in my opinion).

I agree... Thanks again.

greybeard_52
Posted
On 10/5/2023 at 1:37 PM, theOden said:

the issue may still occur for above reason since the given flightplan is replaced some times

I can confirm that also in this case the flight respects the set altitude of 500 meters on the return route to base.

  • Upvote 2
Posted

Yes, sorry - have the 500m implemented but never tested it (been clearing the skies over Seoul in my awesome F9F) but I just tried a bob40 dynmis where numerous 109's always break off within a minute of mission start and sure as pudding they actually honor the 500m altitude during RTB.

Now we only have to wait for TrueSky to be released so the new dynmis can see public use.

  • Like 2
greybeard_52
Posted
5 hours ago, theOden said:

been clearing the skies over Seoul in my awesome F9F

?

 

5 hours ago, theOden said:

Now we only have to wait for TrueSky to be released...

I hope they give me the option not to use it, I don't think my old computer can afford it...

Posted

@theOdenI believe there is a serious timing issue in your mission generator.
I see that all the flights present in the mission depart at the same time from their respective bases at the beginning of the mission itself.
This fact means that the flights whose base is closer to the area of operations arrive earlier than the others, including very often the player's. It follows that almost always when the player's flight arrives in the area of operations all activities have been exhausted, and nothing more can happen that interests him.
I'll give you as an example (unfortunately this inconvenience happens for all kind of mission, especially escort one) a mission where the player's flight (G.50 of the 94ª squadriglia) had to defend the Sidi Azeiz area from the Hurricanes of the 250th Squadron, armed with bombs: you can see from the maps the enormous difference in distance that exists between the Italian base (Martuba) and the English one (Bir el Baheira No2).
 

2023-10-1616_03_52-Greenshot.thumb.jpg.06655c9ebaf9f25ac76e922fc37dbce2.jpg

2023-10-1616_13_47-Greenshot.thumb.jpg.d7f4aa0fd5102f235ed35f24f55ec0bb.jpg

The result is that when the Italian planes arrived on the target... The English had already returned to their base!?

2023-10-1616_22_01-Greenshot.thumb.jpg.5de9f222bb8340bd6ffb9ff5c67108b4.jpg
I understand that it's not easy, but I reported this inconvenience to you because it seems to me that it seriously compromises the purpose of the game. Please consider a possible repair, which obviously works for all types of missions.

  • Like 1
Posted

I'm trying to make historical the Channel 1941 campaign. On the basis of which squadrons of both sides the game considers always (not only during BoB) available in the Channel zone and some historical research, I got following data:

2023-10-2010_07_39-Greenshot.thumb.png.3395ad572a287372d713287167bea7ce.png

2023-10-2010_07_45-Greenshot.thumb.png.bc476e6d4e260a85a1c3a8cf49f2f1a9.png

 

following which I created the attached mis file.

Unfortunately, when I try to start campaign, available aircraft are different from what I set: Bf 109E-7 of I./JG2 should be E-7Z, Bf 109F-4 of II./JG2 should be F-1 and E-7 belonging to third Gruppe were set as F-2. Same for Spitfire Mk.Vb of No.121 Squadron which should be Hurricane I, Hurricane IIc of No.402 Sqn which should be IIa and Spitfire Mk.Vb of No.71 Squadron which were set as Hurricane IIb.

2023-10-2009_40_57-Greenshot.png.450bc24d3acac843b4c63ad04b1e0af8.png

 

Please, help.

DynMisTemplateBoB4106(NEW).zip

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