kraut1 Posted November 8, 2023 Posted November 8, 2023 (edited) Topic closed 11.01.24, first of the fronts integrated in Easy Mission Generator v81 further will follow in Channel map. Front line drafts / Settings Status V07 20.12.2023 completed for release EasyMissionGenerator_v80_Normandy_new_fronts_v07_settings_completed.zip (Additionally if there are issues a download to my current full EMG version:) https://www.dropbox.com/scl/fi/xlkgq9wffot2kftp999ua/EasyMissionGenerator_v80_Normandy_new_fronts_v07_full_version_for_info_completed.zip?rlkey=qu9msyc8xvrjzsr0cdd3fguxt&dl=0 Changelog v07: -only Ship target objectives in Normandy Template changed: close to invasion beaches but without ships running aground. Notes to v06: 26.12.2023 Ship target objectives near coast to be optimized to avoid that ships run aground. Done in v07 26.12.2023 between 10.06. and 21.06. (D-Day Map) advanced airfields A1 and B11 to be used only with calm wind, take off problems with Spitfires, Spitfire XIV not suitable. 21.06. and later no problem with summer map. P51 and P47 seem to work with all wind conditions Changelog v06: v05 settings integrated in Easy Mission Generator v80: -Normandy template v05 (EMG v79) used -maps.json: normandy settings edited -objectives.json: normandy settings edited Changelog v05: -generic objectives placed at landing beaches for ammo dumps -objective.json for early fronts some target exclusions defined OLD NOTES: Notes: -Please change in EMG spring / summer switch date to 20./21. June (Map Change) -Additional / temporary objects e.g: Mulberry Harbours are currently still in the Radar_[front] groups. When you have implemented the Battlefield_[front] you can rename these groups. -Some hints for mission design: -Choose for this new release "Targets per side 1" -06. June early morning: suggestion: allied: attack / target coastal guns (already deactivated 06th. June Noon) allied: airborne attack / target drop zone (should be neat St.Mere Eglise) after 06. June early morning do not choose airborne attack because drop zone is deactivated axis: attack / ships Fronts 06.June noon and evening to 9. June: Some landing ships / destroyers 10. June and later: axis: attack / target port, beginning with 10th June the Mulberry harbours appear Airfield attacks: 06. - 20. June choose target Airfield for early airfields 21. June and later target parked planes for new allied advanced airfields OLD Notes during work / old added later: OLD NOTES COMMENTED (05.12.23) South England: South England Airfields: defined (copied from Channel template and renamed RAF-...) South England Cities: copied from Channel map from southern coast to "souther border of Southampten) Target objectives: AAA to be added (still to do) added later: done RAF-Baulieu to be renamed to USAAF-Beaulieu because it is an American AF (automaticly US skins selected by EMG)(changed 09.11.) Advanced allied airfields in Normandy, constructed after D-Day: Problem: when using always the summer map for the whole Normandy campaign, there would be very many clearly visible allied advanced airfields in the still german hold area. This would be very unrealistic and an immersion killer. Because of that I suggest (similar to the Pilot Career): -D-Day early summer map to be used until 20. June with all early airfields and 2 early advanced airfields direct at the coast (these were already used from ca.10. june, these 2 early advanced airfields with grass runway and only the minimum EMG spawned airfield objects. -Summer map with all early and advanced AF to be used there after (21.june...) Why?: most advanced airfields are in an area conquered by the allied already at ca.16. June, but so early there were only few advanced airfield constructed SYN_Airfields: split in early (permanently used) and late (from 21.june ...) -required new static airfield structure (done 09.11.) added later: not so importent, the late advanced airfield static objects are not so much disturbing, when spring map is active To be tested / decided: added later: done -Selection of templates with different maps by batch file in EMG? added later: currently not required -automaticly by EMG, at date when spring maps are switched to summer? added later: yes, as discussed to be implemented in next EMG Revision. Required EMG code change: change date spring/summer from 31. May/01.June to date 21. June added later: yes, as discussed to be implemented in next EMG Revision. -suggestion: static planes / vehicles in the airfield groups are currently without Linked Entity: if with Linked Entity they could be ground targets added later: no other solution, parked plane objectives place -Mulberry Harbours: How to be placed after construction date (ca.10. ... 20. June)? maybe by using Radar_[frontline] Groups? done 10.11. moved for test into Radar_F, Radar_G, Radar_H, Radar_I, Radar_J (10.June...end of campaign) added later: yes, as discussed replaced in a later EMG Revision by Battlefield_[front] Groups. But Radar_[front] Groups are already working and defined. LATER IF REQUIRED -Special Custom Battles / Action: LATER IF REQUIRED added later: already realized partially with Radar_[front] Groups (to be replaced later by Battlefield_[front] Groups), but without real AI Ground to Ground action Special Custom Battles can be defined Preliminary by using Radar or Port or Coastal Gun target object definitions and objects in Radar_[front] groups. Intergrated later in Easy Mission Generator: as new target objectives similar "Jubilee" or "Channel Dash" -D-Day Invasion early morning combat shore batteries vs ships, freighters, landing crafts added later: some added Problem: in reality huge frontline, hundreds of ships, to be reduced to avoid FPS / game performence issues -Battle of Cherbourg: because far away from AFs, to be defined as a extra target. Update 02.12.2023 not completed / in Progress TO BE TESTED added later: done Target objectives / Helpers: -AAA: only added in South England / done -Airfield objective: only for early, existing airfields / done -parked planes: only for late allied advanced airfields / done -Trains: 2 in South England added -Bridges: 3 bridges in South England added -Rail Yards: 2 in South England added -Ships: only near Overlord area, Some "shorter" objective ships added near landing beaches (distance refer.point to wp = ca 4700m) -Submarines: only near Overlord area, but maybe not to be activated. -Vehicles: not changed Ports: only near Overlord, 1 english added Generic: for Paradrop all existing objective_400m deleted, some place near St. Mere Eglise with AAA more far away added later: done -Artillery: added, (smaller battery size for small Normandy fields would be good) Suggested EMG code changes (as few as possible I always try to use each possibility offered by current EMG) -Map Change Date spring/summer from 31. May/01.June to date 20./21. June. -Suggestion radius Area Attack to increased from 500m to ca.1000m by default for all attack missions. Edited January 11, 2024 by kraut1 Topic closed 11.01.24, first of the fronts integrated in Easy Mission Generator v81 further will follow in Channel map. 2
kraut1 Posted December 2, 2023 Author Posted December 2, 2023 (edited) @SYN_Vander Here my drafts for the Battlefield_[Front] Group and if possible a objective_battlefield. If the target objective_battlefield takes too much time to be implemented it would be sufficient only to implement the Battlefield_[front] Group into Easy Mission Generator in Normandy template: In the generic Template (copy of radar) It is just an example. I want to minimize the usage of such things to make the whole Normandy campaign not to be too complex Edited December 3, 2023 by kraut1
SYN_Vander Posted December 2, 2023 Posted December 2, 2023 (edited) 32 minutes ago, kraut1 said: @SYN_Vander Here my drafts for the Battlefield_[Front] Group and if possible a objective_battlefield. If the target objective_battlefield takes too much time to be implemented it would be sufficient only to implement the Battlefield_[front] Group into Easy Mission Generator in Normandy template: In the generic Template (copy of radar) It is just an example. I want to minimize the usage of such things to make the whole Normandy campaign not to be too complex EasyMissionGenerator_v79_draft_Battlefield_Group_and_Objective.zip 1.04 MB · 0 downloads I get it. Shouldn't be too difficult. Will need to go through the "business rules" of the "Battlefield_objective". Should it always be close to front line or not? Or doesn't it matter? I have these rules for instance to make sure I don't spawn artillery too far from the front lines. Or an HQ shouldn't be too close to the front etc. Also, the name of the objective is not correct. Or is it okay it says" target: Battelfield" in the User Interface? perhaps "special target" or "battle target" ? Edited December 2, 2023 by SYN_Vander
kraut1 Posted December 2, 2023 Author Posted December 2, 2023 (edited) 16 minutes ago, SYN_Vander said: I get it. Shouldn't be too difficult. Will need to go through the "business rules" of the "Battlefield_objective". Should it always be close to front line or not? Or doesn't it matter? I have these rules for instance to make sure I don't spawn artillery too far from the front lines. Or an HQ shouldn't be too close to the front etc. Also, the name of the objective is not correct. Or is it okay it says" target: Battelfield" in the User Interface? perhaps "special target" or "battle target" ? not always near to front line. Sometimes yes, but sometimes maybe a harbour far away from the front. I suppose most difficult is to choose only the Battlefield_objectives for a mission, that are relevant for the current active front. (and some static objects in the Battlefield group will be only non target blocks like the Mulberry harbour elements) If it does not work no problem, I don't want to create to much work for you. Most importent is the universal Battlefield_[Front] Group function. Edited December 2, 2023 by kraut1
kraut1 Posted December 2, 2023 Author Posted December 2, 2023 (edited) small example by using the current Radar_ Groups. correct target objectives are working only because only 2 are defined. And the (by FW190) sunken destroyer example mission + template Edited December 3, 2023 by kraut1
kraut1 Posted December 4, 2023 Author Posted December 4, 2023 @SYN_Vander Changelog v05: -generic objectives placed at landing beaches for ammo dumps -objective.json for early fronts some target exclusions defined Settings completed for Easy Mission Generator implementation 2
kraut1 Posted December 5, 2023 Author Posted December 5, 2023 (edited) On 12/2/2023 at 3:08 PM, SYN_Vander said: Also, the name of the objective is not correct. Or is it okay it says" target: Battelfield" in the User Interface? perhaps "special target" or "battle target" ? Hi Vander, only a short note: I have overseen your remark, that the name of the object is not correct. But for the next release this is not importent, because I have only used the Groups for spawining, no for target definition (not enough time available). Currently most importent would be the Group Battlefield_[front], that allows to spawn all Groups objects for the active front, currently Radar_[front] Groups are defined. Special Target objectives: as you want, not so urgent required. Edited December 6, 2023 by kraut1
kraut1 Posted December 20, 2023 Author Posted December 20, 2023 (edited) @SYN_Vander Changelog v06: v05 settings integrated in Easy Mission Generator v80: -Normandy template v05 (EMG v79) used -maps.json: normandy settings edited -objectives.json: normandy settings edited Edited December 20, 2023 by kraut1
kraut1 Posted December 30, 2023 Author Posted December 30, 2023 @SYN_Vander Changelog v07: -only Ship target objectives in Normandy Template changed: close to invasion beaches but without ships running aground.
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