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Some notes for usage / modifications of EMG by Vander (update 02.07.2024 / not completed)


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Posted (edited)

update 14.03.2023: EMG folder structure 2.0 - 2.4, 2.2.1 map.png

update 15.03.2023: EMG 2.1.1 planes.json

Update 11.10.2023:  1.3 Text editing the mission before flying (optional, not required):

Update 31.10.2023 2.1.3 objectives.json (not completed)

Update 14.03.2024 3 Generic Template, 3.1 Activation of Ambient Planes

Update 02.07.2024 2.5 HOW TO CREATE A NEW AIRFIELD (in second Post):

https://forum.il2sturmovik.com/topic/83308-some-notes-for-usage-modifications-of-emg-by-vander-update-14032024-not-completed/?do=findComment&comment=1287770

 

 

Vander, thanks very much for EMG!

For all who are interested in EMG please visit Vander's site with the EMG download links and importent background informations.

https://forum.il2sturmovik.com/topic/43276-il2-great-battles-easy-mission-generator/

https://sites.google.com/view/il2-great-battles-emg/home

 

1.0 My General notes for usage of EMG by Vander (not completed):

 

1.1 Mission Design:

 

-Ambient AI activity: -passive, -neutral, -aggressive

I use neutral or aggressive, passive not tested

-aggressive: some dangerous enmy fighters (called e.g. AI_lonewolf_allied_1 in the mission, have currently by default a very high ailevel = 4; interesting feature for mission design;

 

 

-AAA Skill: I use normally harmless: in the current IL2 GB  AAA is very accurate and on the other hand the flight plan and the AI comrades do not consider the dangers of the AAA.

But if you want fly special aaa suppression missions "competent" or "dangerous" could be interesting too.

 

1.2 Avoiding / solving problems:

-Do not use option for random plane type for the player's flight

in EMG: Scenario/ Plane type: any,  (of player's flight) Use the "any" option only if you own all IL2 GB plane types listed for the mission.

 

-If you encounter the issue that after clicking on "Create Mission" the message "Generating..." does not change to "Re-Save":

In general this means that EMG can't find the specified target in the specified target distance. I have created for testing many missions to check all target types for each frontline but there is always the possibility EMG does not find a target.

What to do: If "Generating..." does not change to "Re-Save" end EMG, Restart EMG and try:

-Try for the next mission a common target type e.g: artillery, vehicles, airfield, parked planes.

-If the number of "Targets per side" (in Scenario) was 2 or more than try 1

 

-Some planes e.g.:Ju52 crash during take off when wind is too strong, for missions with these planes wind = calm

 

-AAA Skill: I use harmless: in the current IL2 GB  AAA is very accurate and on the other hand the flight plan and the AI comrades do not consider the dangers of the AAA.

 

Update 11.10.2023 (tested with EMG V75)

1.3 Text editing the mission before flying (optional, not required):

Always backup your mission before you edit it!

For some individual reasons / requirements you maybe want to do some changes to the already created mission by using a text editor:

Example: I myself want to activate for all planes as fast as possible "DeleteAfterDeath = 1;"

The reason for me is that the wrecks of already crashed planes create fake warnings when I use my "Audio Wingmen Messages Mod".

I open the mission file with e.g. the standard Windows text editor and change with Replace... / Replace All all "DeleteAfterDeath = 0;" to "DeleteAfterDeath = 1;" and save it.

After text editing I have to open and resave the mission in the Mission Editor.

 

 

2.0 My General notes for modification of EMG by Vander (not completed):

 

2.1 EMG main folder

image.png.68cf9ca4af2140ccc0dd8528d86e4c41.png

 

data:

Folder data contain definitions of:

-planes

-custom plane set

-objectives (targets)

-maps

-dictionary

+subfolder \configs with saved settings + clean default settings

 

 

media:

Folder media contain:

-map.png graphic files

-background.png

-further icons / menu graphics

 

 

template:

Folder template contain files with definitions of:

-Front Lines (Lines_A...)

-Static Objects (Cities, Bridges,...)

-Helpers (missions objectives, mission targets)

-Airfields

 

2.1 data:

 

2.1.1 planes.json (EMGv72)

The planes.json contains importent definitions concerning the planes used in EMG.

It is possible to modify the planes.json with a text editor, the IL2 Mission Editor is not required.

I recommend, especially if you are new in modding the planes.json, to test each change and to backup each step of the modifications.

Example BF109-E7 default EMGv72 //blue = comments, only in this manual, no comments in the plane.json

"bf109e7": {                                                    

//unique IL2 GB planes definition, each plane only 1 times in planes.json                               

        "name": "Bf 109 E-7",                           

//EMG name of plane, shown in EMG and in mission briefing, example modificaton "name": "Bf 109 E-3",
        "category": ["fighter", "attacker"],

//EMG role of plane, can be modded, available roles: [ "fighter", "attacker", "bomber", "recon","transport"]
        "faction": ["axis"],

//EMG faction of plane, can be modded, available factions: ["axis"], or ["allied"],
        "loadout": {

//EMG loadouts of planes, can be modded, see further informations at end of planes.json section
            "guns only": [0,1],   //standard EMG loadout for fighter "interceprt" or "escort"
            "camera": [0,1],     //standard EMG loadout for recon missions, very often the default gun loadout
            "rockets": [1,11],    //standard EMG loadout for ???, sometimes attacks on vehicle / tank columns
            "anti-armor": [2,101],    //standard EMG loadout for attacks on Target "armor"
            "bombs": [2,101],    //standard EMG loadout for bomber missions and some attack missions, try out!
            "cargo": [0,1]},     //standard EMG loadout for "tarnsport" missions
        "mods": {          //?? special feature used by Vander, I do not use this
            "15.10.1940": "/3..4"},
        "payload": {           //?? special feature used by Vander, I do not use this
            "15.10.1940": "/0..3"},
        "skins": {             //for skin definition, if not defined the IL2 GB default skin is used
            },

     //example for skin modification: (this is the official blank skin for early west front, custom skins possible too)

     "skins": {
    "Germany": "bf109e7_blank_03.dds"       
            },

        "fuel": 1.0,   //=100% fuel load, can be modified
        "speed": 400,    //EMG cruise speed, for many situations / planes good, but can be changed
        "wingspan": 15,      //as far as I know for definition of distances on runway / on ramp for taxying
        "service": ["1.8.1940", "1.9.1940", "1.2.1942", "1.12.1942"],    

        //start service fighter, start service attacker, end service fighter, end service attacker (sometimes older fighters were used longer for ground support, can be modded
        "theatre": ["WW2_EAST", "WW2_WEST"] },    //importent, this plane is available if same theatre is defined in map.json

//available theatres: ["WW1_WEST","WW1_EAST","WW2_EAST", "WW2_WEST"]

//how to get modified EMG loadout codes:

-create in IL2 GB a Quick mission with 1 plane and select all modifications you want to use for one loadout,

-start the mission, and after mission begin quit mission

-copy the missions text file _gen.Mission  in folder ...\steamapps\common\IL-2 Sturmovik Battle of Stalingrad\data\Missions

-open this file with text editor

-search the plane, some line below the plane there is the loadout definition:

...example Yak1s69 with bombs and radio direction equipment:

in mission file:

PayloadId = 10;
WMMask =
110001;

in EMG planes.json when used for bomb loag:

"bombs": [10,110001],

 

2.1.3 objectives.json (v79)

(objective topic not completed)

In this file different target objective types are defined

 

example:

{
    "aircraft": {                                           
(Example of an objective: no position helper required: [], in all fronts: "map_excluded": {},
        "position_helper": [],
        "date": ["01.01.1914", "01.06.1945"],
        "side": ["allied", "axis"],
        "map_excluded": {},
        "description": [
            "We received a signal informing us that a formation of enemy aircraft are approaching.",
            "Our forward observers have spotted a flight of incoming enemy aircraft."]
    },
    "airfield": {                                                           

         "position_helper": ["objective_airfield"],        (Example of an helper: objective_airfield: this helper defines only the target area and AAA)
        "date": ["01.01.1910", "01.06.1945"],
        "side": ["allied", "axis"],
        "map_excluded": {"Moscow": ["A","B", "C"], "Velikieluki": ["A","B"], "Stalingrad": ["A","B","C"], "Kuban": ["A","B","C","D"]},
        "description": [
            "In order to reduce the continious enemy bomber attacks we have to destroy the enemy airfield infrastructure.",
            "The recent enemy bomber raids have slowed down our offensive. We have to destroy their airfields."]
    },
    "ammo dump": {
        "position_helper": ["objective_250m"],

(Example of an helper: objective_250m : the ammo dump is an obj. that is placed automaticly during mission generation, )the ammo objects, tents, trucks, AAA)
        "date": ["01.01.1900", "01.06.1945"],
        "side": ["allied", "axis"],
        "map_excluded": {},
        "description": [
            "A possible ammo dump has been seen some distance behind the front lines.",
            "The enemy is no doubt preparing for an assault the way they are stockpiling ammo."]
    },

objective "Artillery":

-deactivate for front lines without ground to ground action. When activated artillery units will be placed and fire at a area target inside the friendly area.

 

2.2 media:

not completed

2.2.1 Map files:

[map name]_maps.png

Example: The Channel_map.png

the file name has to be defined equal to the map name defined in the \data\maps.json:  ..."The Channel": {...

Modding the map png file:

easy:

-you can edit the the ..._map.png with e.g. paint and add for example a lable of a town. But don't change the size of the map file.

very complex:

-to change the displayed size of the map in EMG:

I did that only 1 time when I replaced for EMG Tunisia the default EMG Kuban map:

I had to consider the pixel size and the pixel ratio (length x high) of the existing and the new .png

+ in the maps.json the coordinates and scale:

"Kuban": {...

"position": [[148500,55000],[313600,295000]],

 "gui_map": {"top_left": [323175,35278], "scale": 10000},

I was 1 times able to fit the whole Kuban map into emg (see the EMG Tunisia Mod) but I don't know if I could repeat this again.

 

2.4 template:

Example for structure of a template file (Kuban):

591879942_typicalstructureoftemplateexampleemgv72kuban.jpg.e532d47890786b28a9cd5c6f3c5d6bc6.jpg

 

-Helpers:

1110050735_Helpersintemplate.jpg.6c220b50d824d88b4a0445cb071bf97b.jpg

helpers_aaa...

helpers_smoke...

helpers_objectives

positions_factory:

Example, what I just have tested:

-reference point = aiming point for bombing attack (in my test mission, used by ai bombers)

-AAA_... :? maybe for AAA

object-fact01.jpg.145c50edf277fb517077c8ec9ea8673f.jpg

object-fact02.jpg.fe24f92790d7e66d7596d78266a1bf8b.jpg

 

2.5 HOW TO CREATE A NEW AIRFIELD (in second Post)

 

3 Generic Template

Short description:

In the Generic Template CoopTemplate_GENERIC.Mission are Air / Ground / Naval Units defined.

And target object definitions, e.g. AAA guns, Artillery, Ambient planes, Ammo Dumps,...

 

3.1. Activation Distance of Ambient Planes

Ambient planes: in EMGv81.1 Vander has included a new function to activate ambient planes only if the player is closer than a specified distance.

This has the benifit of optimizing computer performance / fps.

What I found out:

The distances for activation / deactivation are currently 10000m / 11000m.

These values are defined in Generic Template mission.

There are 2 Checkzones (1 for axis, 1 for allied) called Name = "Player Close"; with Zone = 10000 and 2 called Name = "Player Away"; with Zone = 11000;

If you want that the ambient planes appear in a bigger or shorter distance you can modify these values.

For my Normandy missions I have increased the values to be able to detect the ambient planes with my radar subtitle group or my wingmen audio warnings.

For my current Belgorod missions I have used 21000m / 51000m.

For my current Normandy Invasion Mod I use 90000m / 91000m.

 

3.2 Generic Template... (will be continued)

 

 

 

 

 

Edited by kraut1
Update 02.07.2024 How to create a new airfield
  • Like 2
  • Upvote 1
  • kraut1 changed the title to Some notes for usage / modifications of EMG by Vander (update 11.10.2023 / not completed)
Posted (edited)

HOW TO CREATE AN NEW EMG AIRFIELD:

In general if you want to create a new EMG Airfield:

Open the "CoopTemplate_RHINELAND.Mission"

set as Working the Airfields:

image.png.3cad7c3b5bf1049c1d37ead3d3619ab1.png

select 1 one of the original airfields by Vander.

And check if the location of the red / blue flights in respect of the runway fits to the new airfield:

Maybe Deelen for Achmer (don't have time to test)

image.png.6533f025c74ce0d735e1190806faa216.png

Mark both the helpers and the fakefiled always simultaneously and copy them

image.png.483743f0e185f3d75da3e2801e3c958b.png

Place them roughly at Achmer and rename them:

image.png.a530ac347f976c4ca5995e0f7e20c99a.png

image.png.f0e06ad888301aa08b9d57a120105c34.png

Now rotate move them a bit together

image.png.429c4c50a4c615365fd1ef931d624bb9.png

And check if there is space for red / blue flights:

image.png.e4011bb61c061d6a142cd2d1cdef5dc8.png

now only for fakefield check the taxiway:

image.png.1788eff18155df162dd2b520d6721d08.png

looks good, only after landing to be changed:

image.png.04255f130c7715fc0e7c2b1eefe3b699.png

image.png.e7a227af57d90c654783b8b7e7bed41e.png

 

image.png.c7df7b5063364efb957205669e799025.png

For the helpers now move the AAAs, the supplies and the tower, but don' touch the WP0 TAke Off, and blue red flights

image.png.701af25c0cbfe7893d3edb40a457fc45.png

 

image.png.66970ef64542213d3c5e769e15e40657.png

 

At the end move all new objects to ground:

image.png.4da00fc2725c57c1fc448bdb474cf060.png

 

Add Achmer to the maps.json

 

Start EMG and test it:

image.png.ba60f3ff11397699624a62d59273d0ed.png

 

image.png.60d9d1a3ca675fd26c631263aada1cd4.png

image.png.0f61841f4124e0c155823ab7f8b0ad81.png

seems to work!

Edited by kraut1
Posted (edited)

Need to add helpers_mg to your list of helpers for the mission map template. Under this group you have MG_50m helpers one which will spawn the unit compositions defined by MG_axis_1 and MG_allied_1 in the generic template.

 

Also, with current logic it is possible to define additional flak unit compositions above and beyond flak_nationality_1, flak_nationality_2 and flak_nationality_3 in the generic template and have them be used in mission generation based on the mission map template.

 

For example, define unit compositions flak_axis_4 and flak_allied_4 under group AAA in the generic template and then place one or more helpers AAA_4 in the actual mission map template. (eg CoopTemplate_NORMANDY.Mission). When the mission is generated each instance of AAA_4 will be replaced with the unit composition defined in flak_axis_4 if the helper was located within axis territory or flak_allied_4 if allied territory. 

 

Generally, the unit compositions defined in the generic template will replace the helpers placed in the mission map template. The current known exception to this is that instances of the helpers AAA_50m (these are grouped under helpers_aaa in the mission map template and represent ambient AAA) in the mission map template will always be replaced with flak_axis_1 or flak_allied_1, depending on who owns the location of the helper. Vander is considering changing this to follow the naming convention defined in helpers. ie instead of AAA_50m use AAA_1 and presumably AAA_2 etc. If it works as I believe Vander intends then this would give a more uniform standard and allow ambient flak to be varied in composition.

 

EG below of ambient AAA

image.png.c23bd4092597ac1a717cec2137707446.png

 

AAA that is non ambient is defined by specifically placing helpers AAA_n at the objective/location. Eg below of AAA at an airfield objective

 

image.thumb.png.89ebafd6f147edcb189754117fbc0845.png

 

Additionally, as part of the mission generation, objects placed in the unit compositions in the generic template are translated or mapped to the final object spawned in the mission. eg: For flak_allied_1 two 52k guns are placed as a composition in the generic template. If the AAA_1 helper in the mission map template is located in Russian territory then the two 52ks will spawn, if the AAA_1 is located in US/UK territory then a QF3.7 will spawn instead. Likewise, if the AAA_1 helper is used in a WW1 period mission then the 52k will translate to a WW1 era object.

 

Vander did this to allow one generic template to be used across multiple theatres and periods. This is the reason that my EMG AAA attack range mod only changes the generic template but then this one set of changes affects all generated missions.

 

Currently known mapping attached.

 

EMG AA translation mapping.txt

Edited by Stonehouse
Posted
1 hour ago, Stonehouse said:

Need to add helpers_mg to your list of helpers for the mission map template. Under this group you have MG_50m helpers one which will spawn the unit compositions  9.85 kB · 0 downloads

Hi,

Thanks very much!

-I would suggest that I add a full extra Chapter for your detailed AAA Informations and I will mention you as the author.

e.g: (I can rename as you want)

3.0 Advanced AAA Modification / Background knowledge by Stonehouse

-It would be helpful if I get a  complete text that I can add by copy / paste without editing, because I have currently not so much time available.

Posted
9 hours ago, kraut1 said:

I have currently not so much time available

lol common problem me too ;)

Will see what I can do but can't say when

Posted
5 hours ago, Stonehouse said:

lol common problem me too ;)

Will see what I can do but can't say when

No problem, when I create a chapter for the Generic Template I will find a way to include your content.

  • kraut1 changed the title to Some notes for usage / modifications of EMG by Vander (update 31.10.2023 / not completed)
  • 4 months later...
Posted

Adding this note about activation/deactivation for ambient air

 

Posted
7 hours ago, Stonehouse said:

Adding this note about activation/deactivation for ambient air

 

Thanks, I will add this hint.

  • kraut1 changed the title to Some notes for usage / modifications of EMG by Vander (update 14.03.2024 / not completed)
Posted

@Stonehouse

Added in main post:

3 Generic Template

Short description:

In the Generic Template CoopTemplate_GENERIC.Mission are Air / Ground / Naval Units defined.

And target object definitions, e.g. AAA guns, Artillery, Ambient planes, Ammo Dumps,...

 

3.1. Activation Distance of Ambient Planes

Ambient planes: in EMGv81.1 Vander has included a new function to activate ambient planes only if the player is closer than a specified distance.

This has the benifit of optimizing computer performance / fps.

What I found out:

The distances for activation / deactivation are currently 10000m / 11000m.

These values are defined in Generic Template mission.

There are 2 Checkzones (1 for axis, 1 for allied) called Name = "Player Close"; with Zone = 10000 and 2 called Name = "Player Away"; with Zone = 11000;

If you want that the ambient planes appear in a bigger or shorter distance you can modify these values.

For my Normandy missions I have increased the values to be able to detect the ambient planes with my radar subtitle group or my wingmen audio warnings.

For my current Belgorod missions I have used 21000m / 51000m.

For my current Normandy Invasion Mod I use 90000m / 91000m.

 

3.2 Generic Template... (will be continued)

  • Upvote 2
  • 2 months later...
=FI=Genosse
Posted (edited)

Hi, kraut!

Is there more wisdom on Vander's EMG you like to share with us? I'm already looking forward to it ... ;)

Cheers, mate! :salute:

 

Edited by =FI=Genosse
  • kraut1 changed the title to Some notes for usage / modifications of EMG by Vander (update 02.07.2024 / not completed)
Posted

Added:

Update 02.07.2024 2.5 HOW TO CREATE A NEW AIRFIELD (in second Post):

  • 4 months later...
Posted

Target location distance meaning (in Scenario GUI)

 

image.thumb.png.631f63d22c574f13dee0b0cc8219fdd9.png

Posted
10 hours ago, Stonehouse said:

Target location distance meaning (in Scenario GUI)

 

image.thumb.png.631f63d22c574f13dee0b0cc8219fdd9.png

Thanks!

-and another information, what "near to the target" (airstart means):

image.png.5031829f57f3c3763e66321e868942c7.png

The distance, where the Airstart is, to the target depends in general on 2 parameters:

-Scenario, e.g: Airstart for Bombing Mission is more far away than Airstart of a Attack Mission

-The distance Airfield of bombing/attack flight to target:

e.g Kuban Map: for a Bombing Flight (airfield Kerch) and target Adler due to the very long distance the Airstart is more than 100km away from the target. 

 

In some respect I use this effect to create interesting, more unpredictable missions:

For Kurland Missions we have 3 russian airfields in different distances available.

For Intercept Missions vs russian Bombing / Attack missions I use frequently Random for the russian airfield.

By doing this the attacking planes appear could appear (Airstart) in different distances to the target.

image.thumb.png.e2f9c8d1eea9da1a60315c48da154607.png

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