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Stonehouse

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JG4_Moltke1871
Posted
43 minutes ago, Stonehouse said:

 

Yes I don't think the difference between the times for German and British flak would be really noticeable. It's about 0.3 of a sec. 

 

Was it the volume of flak or the accuracy that was the issue?

 

Would I be better to again make it less accurate rather than reduce the rate of fire? 

 

Was the volume more immersive?

 

Remember that the stock rate of fire is 1 round every 2.4 secs and that currently the UK HAA is 1 round every 1.875 sec and the GE HAA is 1 per 1.5 secs. If I reduce the rate of fire much more, you won't really notice any difference from stock.

 

From a historical viewpoint it seems like I should probably try reducing accuracy again based on what I have read. In my quoted passage re 2018 flak during a busy week 10 a/c were shot down and 5 damaged out of 2039 engagements. So even if you lump the destroyed and damaged a/c together that's about 0.7% of the engagements resulted in an aircraft being shot down/damaged. 

 

<edit> I guess also if you flew the mission again with the mod off was your experience much different in terms of losses?

I think it’s the volume, you don’t make changes in accuracy, right?

Posted
30 minutes ago, JG4_Moltke1871 said:

I think it’s the volume, you don’t make changes in accuracy, right?

I do both. I reduced accuracy and increased volume. So if it is just that shells are too tightly grouped then perhaps adding another big chunk of error to the gunners will make it work.

Posted

@JG4_Moltke1871 and others who have downloaded the test versions - please try this new version and see what you think. Possibly I have made the heavy AA too weak, not sure. 

 

Changes

  • Further reduction of accuracy
  • Custom shell for UK and German WW1 heavy flak with greatly reduced damage. Direct hits will still kill you, but close misses will more likely cause minor shrapnel damage that is survivable as long as you don't continue to get hit and accumulate damage or get unlucky and have your pilot get hit. This is similar to what I did for the Flak Generator mod.

 

I flew numerous airfield attacks as these seem to be the heaviest defenses. Used 6 Spads for attacking a German field and 6 Halberstadts for attacking an Allied field. Best I could tell the aircraft attacking on average received some damage from heavy AA but none were killed (might just be lucky) and it was light AA when the attack went in that caused fatalities or enemy aircraft. I left the rate of fire as the previous version. As before this version only differs from the released version by the inclusion of WW1 heavy AA. 

 

If I have made the heavy AA too weak, please let me know. Thanks.

 

Simulated flak fields for PWCG and Career-install after AAAmod.zip

 

 

JG4_Moltke1871
Posted
On 9/18/2024 at 2:48 PM, Stonehouse said:

@JG4_Moltke1871 and others who have downloaded the test versions - please try this new version and see what you think. Possibly I have made the heavy AA too weak, not sure. 

 

Changes

  • Further reduction of accuracy
  • Custom shell for UK and German WW1 heavy flak with greatly reduced damage. Direct hits will still kill you, but close misses will more likely cause minor shrapnel damage that is survivable as long as you don't continue to get hit and accumulate damage or get unlucky and have your pilot get hit. This is similar to what I did for the Flak Generator mod.

 

I flew numerous airfield attacks as these seem to be the heaviest defenses. Used 6 Spads for attacking a German field and 6 Halberstadts for attacking an Allied field. Best I could tell the aircraft attacking on average received some damage from heavy AA but none were killed (might just be lucky) and it was light AA when the attack went in that caused fatalities or enemy aircraft. I left the rate of fire as the previous version. As before this version only differs from the released version by the inclusion of WW1 heavy AA. 

 

If I have made the heavy AA too weak, please let me know. Thanks.

 

Simulated flak fields for PWCG and Career-install after AAAmod.zip 22.96 kB · 4 downloads

 

 

Hmmm sorry, but I think you are turning one screw too many there.... The effect of the ammo should not be changed.

I am somewhat critical of any interference with the efectiveness of weapons, this should not touched  😬

 

Posted (edited)
8 hours ago, JG4_Moltke1871 said:

Hmmm sorry, but I think you are turning one screw too many there.... The effect of the ammo should not be changed.

I am somewhat critical of any interference with the efectiveness of weapons, this should not touched  😬

 

Sorry Moltke I must admit I'm confused now.

 

You wanted to use this mod, so I assumed you wanted a greater volume of flak in the mission to create a more immersive and realistic experience without loss of frame rates. 

 

Flak accuracy in IL2 GB is about a possible maximum error and maximum possible dispersion and min and max error in fuse settings and the initial aim error for the first bracketing shots. As the gun continues to fire at the target it will have less error possible - basically the fire will eventually converge on you. I can't change how this works I just alter the error values, so the flak is less likely to hit you first shot and is slower to converge and so is perceived by users as less "accurate". 

 

The stock flak has much smaller range of possible error in all areas and much less error for the initial shots. It is much more likely to one shot you and will converge on a target more quickly. It is slower to react than my modded flak though as I increased the responsiveness to threats in first my AAA mod and included this in later mods to address community complaints about stock flak being too slow to respond.

 

Increasing rate of fire is directly equivalent to adding more flak units to the location being defended. However, because it is not adding actual units there is little or no frame rate impact. Adding more actual flak units to a mission will impact your frame rate.

 

You posted that the attack on the British target using Gotha's was well balanced but then following tests using Breguet's against a German target said that you had taken too many casualties you felt and that if you had been flying something like an Fe2B the results of the use of the mod would have been unacceptable. I am hoping you know that if you did not use the mod but instead edited the mission and doubled the amount of flak (the rate of fire increase effectively doubles the German flak) at the target you would get more losses than with the mod because stock flak has less possible error.

 

Apparently, I misunderstood but I thought by the Breguet post you wanted the flak provided by the mod to be less effective but still wanted the increased volume. I can only do so much with the error ranges hence the reduction in shell damage to make the AAA fire less damaging. If you don't want the increased volume and just want less "accurate" WW1 flak then you should use the main AAA mod.

 

Anyway, last attempt for adding simulated WW1 flak. Hope this works better for you. This has stock shells but another very large reduction in "accuracy"

 

Simulated flak fields for PWCG and Career-install after AAAmod.zip

Edited by Stonehouse
typo
JG4_Moltke1871
Posted
5 hours ago, Stonehouse said:

Sorry Moltke I must admit I'm confused now.

 

You wanted to use this mod, so I assumed you wanted a greater volume of flak in the mission to create a more immersive and realistic experience without loss of frame rates. 

 

Flak accuracy in IL2 GB is about a possible maximum error and maximum possible dispersion and min and max error in fuse settings and the initial aim error for the first bracketing shots. As the gun continues to fire at the target it will have less error possible - basically the fire will eventually converge on you. I can't change how this works I just alter the error values, so the flak is less likely to hit you first shot and is slower to converge and so is perceived by users as less "accurate". 

 

The stock flak has much smaller range of possible error in all areas and much less error for the initial shots. It is much more likely to one shot you and will converge on a target more quickly. It is slower to react than my modded flak though as I increased the responsiveness to threats in first my AAA mod and included this in later mods to address community complaints about stock flak being too slow to respond.

 

Increasing rate of fire is directly equivalent to adding more flak units to the location being defended. However, because it is not adding actual units there is little or no frame rate impact. Adding more actual flak units to a mission will impact your frame rate.

 

You posted that the attack on the British target using Gotha's was well balanced but then following tests using Breguet's against a German target said that you had taken too many casualties you felt and that if you had been flying something like an Fe2B the results of the use of the mod would have been unacceptable. I am hoping you know that if you did not use the mod but instead edited the mission and doubled the amount of flak (the rate of fire increase effectively doubles the German flak) at the target you would get more losses than with the mod because stock flak has less possible error.

 

Apparently, I misunderstood but I thought by the Breguet post you wanted the flak provided by the mod to be less effective but still wanted the increased volume. I can only do so much with the error ranges hence the reduction in shell damage to make the AAA fire less damaging. If you don't want the increased volume and just want less "accurate" WW1 flak then you should use the main AAA mod.

 

Anyway, last attempt for adding simulated WW1 flak. Hope this works better for you. This has stock shells but another very large reduction in "accuracy"

 

Simulated flak fields for PWCG and Career-install after AAAmod.zip 15.76 kB · 0 downloads

Hi @Stonehouse, sorry mate, I don’t want confuse you , and first I have to say thank you for all your efforts 🙏🏻🙏🏻🙏🏻

 

I will test your latest version asap!!

 

My knowing about how the things in the game working is limited so it’s impossible for me to see what possibilities the game offers you to achieve the desired result.

 I only know that a change on one end can have an unwanted impact on a spot somewhere in the game you didn’t see that moment, especially when it comes to the effects of weapons. I think that makes it really difficult to create a mod that works everywhere. Just as an example the Maxim Flak is getting too accurate by the AAA mod ( I  think the accuracy of mid range AA was increased) what means it’s very deadly if you have it against you but also having them on your side will put you out of a job because they shoot down all your enemies before you reach the combat zone in Balloon defence missions. I still suspect the AI gunnery mod makes nightfighters too good because they shoot you out of the sky with out warning (It's just a guess on my part) or as described, an a

AAA barrage can be exciting for a late aircraft but impossible for an early aircraft to survive.

This is NO COMPLAINT to your work, maybe it’s like the time traveler who wants to change something in the past to improve but he will get a bad result because his change have unpredictable side effects😅😅

I hope you understand me right 😉

Another example, I can’t do without your ai-gunnery mod because the AI rear gunners in the original game are still too bad. In the vanilla game my plane have gunners the highest level but the AI plane gunners are still dumb what makes a defence formation useless, only my gunner would open fire 🤷

 

I report you as soon I finished the next test 😉

Posted
1 hour ago, JG4_Moltke1871 said:

Hi @Stonehouse, sorry mate, I don’t want confuse you , and first I have to say thank you for all your efforts 🙏🏻🙏🏻🙏🏻

 

I will test your latest version asap!!

 

My knowing about how the things in the game working is limited so it’s impossible for me to see what possibilities the game offers you to achieve the desired result.

 I only know that a change on one end can have an unwanted impact on a spot somewhere in the game you didn’t see that moment, especially when it comes to the effects of weapons. I think that makes it really difficult to create a mod that works everywhere. Just as an example the Maxim Flak is getting too accurate by the AAA mod ( I  think the accuracy of mid range AA was increased) what means it’s very deadly if you have it against you but also having them on your side will put you out of a job because they shoot down all your enemies before you reach the combat zone in Balloon defence missions. I still suspect the AI gunnery mod makes nightfighters too good because they shoot you out of the sky with out warning (It's just a guess on my part) or as described, an a

AAA barrage can be exciting for a late aircraft but impossible for an early aircraft to survive.

This is NO COMPLAINT to your work, maybe it’s like the time traveler who wants to change something in the past to improve but he will get a bad result because his change have unpredictable side effects😅😅

I hope you understand me right 😉

Another example, I can’t do without your ai-gunnery mod because the AI rear gunners in the original game are still too bad. In the vanilla game my plane have gunners the highest level but the AI plane gunners are still dumb what makes a defence formation useless, only my gunner would open fire 🤷

 

I report you as soon I finished the next test 😉

 

All good. It just seemed like you were saying I want more flak but I don't want it too deadly. So, after increasing errors for the AI gunners to reduce accuracy and you still seeming to say it is too deadly, I thought all I can do is reduce the damage of the shells fired from the stock values. 

 

Anyway - on main AAA mod, I have to revisit it as I know the rate of fire for the qf13 6cwt is much too high due to working on this mod so I will revisit the Maxim gun too. I did split it out to have its own gunner definition in one of the recent updates so it can be tweaked in isolation to everything else. 

 

Not sure about the nighttime side of things for AI gunnery - I don't personally do much nighttime flying in IL2 - but I can check some more when I next have to review it for a patch.

JG4_Moltke1871
Posted
1 hour ago, Stonehouse said:

Not sure about the nighttime side of things for AI gunnery - I don't personally do much nighttime flying in IL2 - but I can check some more when I next have to review it for a patch.

About that: The gunners are blinded in the night and they will report an enemy earliest when he is already shooting. In combination with your gunnery mod the chance is very high the first burst will be deadly already. But I also experienced a very deadly first burst in the vanilla version ( in that case I flown a Mosquito what has no gunner ). 
But I also don’t fly these missions too often, maybe the night missions are not perfect at all 🤷

 

Posted
2 hours ago, JG4_Moltke1871 said:

About that: The gunners are blinded in the night and they will report an enemy earliest when he is already shooting. In combination with your gunnery mod the chance is very high the first burst will be deadly already. But I also experienced a very deadly first burst in the vanilla version ( in that case I flown a Mosquito what has no gunner ). 
But I also don’t fly these missions too often, maybe the night missions are not perfect at all 🤷

 

 

Just a question out of curiosity - do you order your gunners to fire at will/ fire at long range? or just let them figure it out themselves?

JG4_Moltke1871
Posted
6 minutes ago, Stonehouse said:

 

Just a question out of curiosity - do you order your gunners to fire at will/ fire at long range? or just let them figure it out themselves?

I always set em long range/fire at will to have the most early warning, only in combat I switch the ranges to save ammo... everything else as required.

career-44-thibaut morel-1916.2024-09-21_13-40-41_00.zip

 

Here you have an attack with your latest version, please note there was a massive concentration with AAA, by two close arfields and other protectet targets like arty etc... + the heavy defendet target itself... 

 

Please ignore my miscalculated  drop 😅😅😅

Posted (edited)
17 hours ago, JG4_Moltke1871 said:

Here you have an attack with your latest version

 

@JG4_Moltke1871

Sorry you missed giving me the file career-44-thibaut morel-1916.2024-09-21_13-40-41_00.trk in the zip so I can't load the track.

 

So I cannot see your example mission.................

Edited by Stonehouse
Posted (edited)
On 9/21/2024 at 11:11 PM, JG4_Moltke1871 said:

I always set em long range/fire at will to have the most early warning, only in combat I switch the ranges to save ammo... everything else as required.

career-44-thibaut morel-1916.2024-09-21_13-40-41_00.zip 3.64 MB · 2 downloads

 

Here you have an attack with your latest version, please note there was a massive concentration with AAA, by two close arfields and other protectet targets like arty etc... + the heavy defendet target itself... 

 

Please ignore my miscalculated  drop 😅😅😅

 

 

In the end I got around the lack of a trk file by editing your mission from the zip and converting it to a single player mission. Had to also alter my aircraft to a Spad as I don't own FC2 or 3. After takeoff I let the auto pilot fly the mission so I could observe. It also meant I did no more evading flak than an AI would.

 

Crossing the lines I saw some British AAA chase some Albatrosses. Flak bursts all around them but I didn't notice them get damaged. Once across the lines we had to fly past a defended area enroute to the target and encountered our first bit of flak. I would say it was medium density and we were quite close to it. I saw one Breguet get damaged, but it was able to continue on with the formation. Then we arrived at the target which was heavily defended. A Breguet was unlucky just before the formation dropped their bombs and took a very near hit and went out of control into the ground. I believe it was a pilot kill due to shrapnel. The aircraft looked pretty undamaged and I think I could still see the engine running and the prop turning. It hit the ground quite fast and the explosion and debris was thrown up quite a way into the air. We dropped our bombs and exited the target area. 1 aircraft lost and 1 damaged. I ended the mission before recrossing the lines as there was quite a large dogfight in our path and this test was about AAA not testing getting attacked by enemy aircraft.

 

My conclusion is this version is ok. Possibly the AAA is a little ineffective as the defenses were heavy and our losses light and if the defenses had been weaker, I think we could have bombed without much risk at all. 

 

@JG4_Moltke1871 Is this pretty much what you experienced? If not, please provide the trk file mentioned in my previous post as missing from your zip file so I can see what you saw and did. Please also comment as to whether you feel the accuracy is too low and whether this will mean less defended targets will be too easy. Thanks.

 

As it stands, I believe I will formally release this new version at the end of the week barring you reporting some major issue.

Edited by Stonehouse
JG4_Moltke1871
Posted
1 hour ago, Stonehouse said:

 

 

In the end I got around the lack of a trk file by editing your mission from the zip and converting it to a single player mission. Had to also alter my aircraft to a Spad as I don't own FC2 or 3. After takeoff I let the auto pilot fly the mission so I could observe. It also meant I did no more evading flak than an AI would.

 

Crossing the lines I saw some British AAA chase some Albatrosses. Flak bursts all around them but I didn't notice them get damaged. Once across the lines we had to fly past a defended area enroute to the target and encountered our first bit of flak. I would say it was medium density and we were quite close to it. I saw one Breguet get damaged, but it was able to continue on with the formation. Then we arrived at the target which was heavily defended. A Breguet was unlucky just before the formation dropped their bombs and took a very near hit and went out of control into the ground. I believe it was a pilot kill due to shrapnel. The aircraft looked pretty undamaged and I think I could still see the engine running and the prop turning. It hit the ground quite fast and the explosion and debris was thrown up quite a way into the air. We dropped our bombs and exited the target area. 1 aircraft lost and 1 damaged. I ended the mission before recrossing the lines as there was quite a large dogfight in our path and this test was about AAA not testing getting attacked by enemy aircraft.

 

My conclusion is this version is ok. Possibly the AAA is a little ineffective as the defenses were heavy and our losses light and if the defenses had been weaker, I think we could have bombed without much risk at all. 

 

@JG4_Moltke1871 Is this pretty much what you experienced? If not, please provide the trk file mentioned in my previous post as missing from your zip file so I can see what you saw and did. Please also comment as to whether you feel the accuracy is too low and whether this will mean less defended targets will be too easy. Thanks.

 

As it stands, I believe I will formally release this new version at the end of the week barring you reporting some major issue.

Sorry my late comment, unfortunately I am sick with a painful Lumbago 💥

 

As soon I am able to sit down in front of my computer again I will try again to send you the correct file.

I experienced the mission different, a squad member and me was shot down by direct hits.

 

Maybe one shell hits my back 😅😅

 

please have a bit patience, I will send you the data asap🙏🏻

Posted
3 hours ago, JG4_Moltke1871 said:

Sorry my late comment, unfortunately I am sick with a painful Lumbago 💥

 

As soon I am able to sit down in front of my computer again I will try again to send you the correct file.

I experienced the mission different, a squad member and me was shot down by direct hits.

 

Maybe one shell hits my back 😅😅

 

please have a bit patience, I will send you the data asap🙏🏻

 

Sorry to hear that. I've friends and family with back problems like herniated discs and know it can be very debilitating. When you feel well enough is all fine. 

I will just say it's all random within the range of min max error. So, you can do the same mission many times and get different results from the AAA (and AI gunnery) and when I test these mods I am looking for averages and trends rather than absolutes.

Posted (edited)

Released the updated Simulated flak fields for PWCG and career mod. Again, increased the aiming error of WW1 guns by a large chunk. If feedback for this new version still indicates it is overpowered, then as a last resort I will add custom shells for WW1 heavy flak.

 

Note that my research while doing this appears to imply that the qf13 6cwt (British heavy AAA) that we have in game was probably meant to be the 15 pounder 20cwt gun aka QF3 inch cwt 20 as this was first introduced in 1914 and was the most common gun for home defense of the UK by June 1916 and was deployed in France from November that year and was used in conjunction with the QF13 9 cwt.  The QF13 9cwt was also shorter ranged and limited to 5800m but was very common and used for mobile AA on the Thornycraft type J lorry. The QF3 cwt 20 was mounted on a transportable platform. It made up about 15% of the heavy AAA in France with the other 85% being mainly QF13 9cwt (mostly mobile on lorries) and a few odds and sods.

 

The qf13 6cwt was phased out very early in the war as it was ineffectual ballistically and had an abysmally slow rate of fire. The QF13 9 cwt was much better ballistically but still only had a theoretical ROF of 8 rounds per min (practical 6 rounds per min). The low fire rate was because these guns were converted field pieces with the same barrel and breech with a retaining catch on the breech so the gun could be used at high angles of elevation. The rate of fire given to the stock game qf13 6cwt is approx. 3 times what it should be (at 25 rounds per min) and it was the better QF 3-inch cwt 20 that reached a theoretical 25 rounds per min. Although this was reduced to 20 rounds per min in 1917 due to difficulties with the loading system. The practical fire rate was 16-18 rounds per min in 1917.

 

The QF 3inch 20cwt is approximately the analogue of the German 77cm L27. 

 

I think the Thornycraft qf13 6cwt should have been the QF13 9cwt on a Thornycraft lorry as this was the most common version used.

 

Anyway, to me from what I've read the QF13 6 cwt was an obsolete weapon when introduced and very few remained in service by the end of the war, and these were in places like Egypt not France.

 

I'm not sure if I can mod the stock guns to be what I believe they should be, I may have an attempt at doing so if I can find additional spare time.

Edited by Stonehouse
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Posted

Believe the main AAA mod and AAA Heavy flak effects are fine post 5.504. The EMG AAA attack range mod is ok until Vander releases a new version of EMG, once that happens, I will have to review and likely update it.

 

Flak Field generator for each nation and Simulated flak fields for PWCG and Career mods are likely ok but I need to do a review to be sure. Assuming they are ok then the EMG More realistic AAA environment mod will also be ok until a new version of EMG arrives. I have left these 3 mods marked as 5.204b compatible until I have time to check things and confirm. Use at own risk for now.

 

Lots of career changes in 5.504 so right now I regard the AQMB_QMB and career AAA attack range mod as likely broken. Going to take a while to wade through all the files involved.

  • Upvote 1
Posted

Notice that EMGv86 is now available - so AAA EMG mods will need an update to be used with v86 I am guessing. Not sure how long that will take, will try find time over the weekend to get started on it. Alternatively, if you really like the AAA mods for EMG perhaps delay updating EMG until I get the mod you are interested in updated.

Posted
On 11/20/2024 at 7:32 PM, Stonehouse said:

Believe the main AAA mod and AAA Heavy flak effects are fine post 5.504. The EMG AAA attack range mod is ok until Vander releases a new version of EMG, once that happens, I will have to review and likely update it.

 

Flak Field generator for each nation and Simulated flak fields for PWCG and Career mods are likely ok but I need to do a review to be sure. Assuming they are ok then the EMG More realistic AAA environment mod will also be ok until a new version of EMG arrives. I have left these 3 mods marked as 5.204b compatible until I have time to check things and confirm. Use at own risk for now.

 

Lots of career changes in 5.504 so right now I regard the AQMB_QMB and career AAA attack range mod as likely broken. Going to take a while to wade through all the files involved.

 

Best I can tell none of the EMG templates relevant to my currently released mods were changed between v85 and 86. Flak field generator for each nation and simulated flak fields for PWCG and Career mods are likewise fine for 5.504.

 

Mod still to review and potentially update is the AQMB_QMB and career AAA attack range mod

  • Like 1
Posted

Ok Vander is going to release a new version of EMG v86 as there was an issue with the generic template. So, I will need to do an update of the EMG based AAA mods and so I revised their compatibility back to v85 to reflect this fact. Apologies to those who updated to v86 based on my advice on Friday.

Posted (edited)
6 hours ago, Stonehouse said:

Ok Vander is going to release a new version of EMG v86 as there was an issue with the generic template. So, I will need to do an update of the EMG based AAA mods and so I revised their compatibility back to v85 to reflect this fact. Apologies to those who updated to v86 based on my advice on Friday.

 

EMG AAA Attack range mod updated in first post

EMG more realistic AAA environment mod updated in first post

 

Back to looking at the AQMB_QMB and career AAA attack range mod

Edited by Stonehouse
  • Upvote 1
Posted

Main mods I believe are fine post 5.504b. Need to recheck EMG mods to see if I need to do anything for v86.1.

 

AQMB and career AAA attack range mod is about 1/3 reviewed with another few thousand files to check so it is going to be slow sorry.

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Posted (edited)

Current version of EMG AAA Attack range mod confirmed ok with EMG v86.1

 

Waiting for Vander to respond to a query to know whether the EMG More realistic AAA environment mod is ok with v86.1 or not. I think it will be but just want to be sure before I mark it as v86.1 compatible.

Edited by Stonehouse
  • Upvote 1
Posted

Vander got back to me so I can confirm that the current version EMG More realistic AAA environment mod is ok with v86.1 

Posted

Sorry for the delay - AQMB_QMB and career attack range mod updated to be in sync with 5.504b.

 

I haven't had time to do much testing and there are around 1500 files to review and potentially update as well as look for new files introduced by the patch that are relevant to the mod.............so in other words it is possible I missed something. So let me know if you have issues that you feel are related to this mod and I will see what can be done.

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  • 2 weeks later...
Posted

Believe all AAA mods are ok post 5.505 although I will try to find time to recheck the AQMB_QMB and career AAA attack range mod again if I can just to be sure. Reminder that this mod does not cover campaigns so don't expect changes re AAA in the new Gestapo Hunters campaign. Hoping Vander will hold off releasing a new EMG version but realise it may happen due to the new 109 engine mods 5.505 introduced. If this does indeed happen, I may have to revisit the EMG AAA mods.

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Stonehouse
Posted

Finally had time to check EMGv87 and EMG related mods....they are all ok as is and can be used with v87.

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Posted

I love the heavy flak mod!! It makes flying in formation over enemy territory more  pucker factor worthy!

 

 

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Stonehouse
Posted

I see Vander has released v88 of EMG and that the generic template has changed in some way. I will have to try to find time to cross check this against the EMG attack range mod and EMG more realistic AAA environment mod to see if I need to make updates. If you use either of these two mods you may want to think about not updating to EMGv88 until I have looked into it or perhaps just create a second install of EMG so you can run v87.1 with the mods and v88 as vanilla. Hopefully I will have time somewhere this week or next to sit down for 3 or 4 hours and sort it out.

Posted
9 hours ago, Stonehouse said:

I see Vander has released v88 of EMG and that the generic template has changed in some way. I will have to try to find time to cross check this against the EMG attack range mod and EMG more realistic AAA environment mod to see if I need to make updates. If you use either of these two mods you may want to think about not updating to EMGv88 until I have looked into it or perhaps just create a second install of EMG so you can run v87.1 with the mods and v88 as vanilla. Hopefully I will have time somewhere this week or next to sit down for 3 or 4 hours and sort it out.

In respect of compatibility v88 seems to work at least with v85 settings files / generic template.

I have absolutely not checked the new generic template itself, but since September I have updated my EMG Kurland step by step for usage of the v86, v87, v88.1 exe.

I have only implemented the now working attack / bombing flights into the v85 generic template (only take off times shortened).

V88.1  works with older settings, if you add the line with the tactical codes to the config file and you will get the automaticly defined tactical codes if you add the new tactical codes definitions in the planes.json

 

  • Thanks 1
Stonehouse
Posted
42 minutes ago, kraut1 said:

In respect of compatibility v88 seems to work at least with v85 settings files / generic template.

I have absolutely not checked the new generic template itself, but since September I have updated my EMG Kurland step by step for usage of the v86, v87, v88.1 exe.

I have only implemented the now working attack / bombing flights into the v85 generic template (only take off times shortened).

V88.1  works with older settings, if you add the line with the tactical codes to the config file and you will get the automaticly defined tactical codes if you add the new tactical codes definitions in the planes.json

 

Thanks. Possibly we need to talk through that Normandy one I did for you too. I'm guessing largely it was a resave of the generic template although I did see some new link ids when I did a winmerge on the files so there were some changes ie where there were two link ids for an object now there are three type situations.

 

I'll have to look at both old and new in the editor. It may just be a case of redoing the AAA portion in the new generic template plus any other tweaks, I guess. 

  • Like 1
Posted
4 hours ago, Stonehouse said:

Thanks. Possibly we need to talk through that Normandy one I did for you too. I'm guessing largely it was a resave of the generic template although I did see some new link ids when I did a winmerge on the files so there were some changes ie where there were two link ids for an object now there are three type situations.

 

I'll have to look at both old and new in the editor. It may just be a case of redoing the AAA portion in the new generic template plus any other tweaks, I guess. 

From my point of view most importent is your AAA environment for the standard EMG.

All my my current EMG mods are a mixture of EMGv82...v85...and maybe soon...v88 (v88 with tactical codes).

Your aaa environment mod is very complex  and I don't want that you spend too much of your valuable time to adapt it to my "chaotic free style modifications".

But we could discuss from time to time how to find a simple solution by only modifying very few files.

 

  • Thanks 1
Stonehouse
Posted (edited)
12 hours ago, Stonehouse said:

I'll have to look at both old and new in the editor

 

@kraut1 or anyone else interested FYI the difference seems to be in the objectives group at first inspection

Edited by Stonehouse
  • Like 1
Stonehouse
Posted (edited)

EMG attack range mod updated in first post. Resync to EMG v88.

 

@kraut1 - not sure what changed exactly. I resolved things for this mod by simply removing the stock AAA group and then reimporting my version of the AAA group into the new template. Quickest way for me to sort it out and be able to go onto the next thing to check and update.

Edited by Stonehouse
  • Like 1
Stonehouse
Posted

EMG More realistic AAA environment mod is updated in first post.

 

After checking things in the editor, I couldn't see what had changed in the objectives section, just too many mission artefacts to check against the prior mod version generic template. So rather than try to retrofit changes from EMG v88 to the mod I have attempted to bring forward the mod features into the EMGv88 template using group exports and imports.

 

Hopefully I haven't missed anything. Quick tests appear to say everything is working ok but it's hard to be sure with such a short amount of test runs. Let me know if something appears off.

  • 3 weeks later...
Stonehouse
Posted (edited)

Gleaves main turret changed in 5.506 so I will need to resync the main AAAmod. What is there now will still work fine but just the 127mm main guns on the Gleaves will have much less ammo (it was very much increased in the patch). Should be a pretty quick turnaround on an update.

 

EMG attack range mod should be fine post 5.506 unless Vander does an update of EMG. It this occurs I would have to revisit the mod.

EMG more realistic AAA environment mod should be fine post 5.506 unless Vander does an update of EMG. It this occurs I would have to revisit the mod.

AAA Heavy flak effects is I believe fine post 5.506

AQMB_QMB and career AAA attack range mod is most likely fine but needs a review as this area was touched in the patch to add the new mission types. 

 

<EDIT> Sorry my goof. I'd forgotten/missed that Vander had released v88.1 so while likely the EMG related AAA mods will work ok I do have to revisit them after all.

Edited by Stonehouse
Stonehouse
Posted

AAAmod updated in first post.

 

Others will take some time to review and update.

 

 

  • Like 1
Stonehouse
Posted

EMG Attack range mod updated in first post.

 

 

 

Stonehouse
Posted

EMG More realistic AAA environment mod updated in first post.

Stonehouse
Posted

Best I can tell via the magic of winmerge nothing relevant to the AQMB_QMB and career AAA attack range mod changed in the 5.506 patch so I believe you are fine to use it as is. 

  • Like 2
  • 1 month later...
BrianPeppers2
Posted

Hello, sorry for the basic question but how would I add this mod to a pwcg(fc) coop campaign running on a dserver? Do the clients need the mod as well? Thanks

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