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View Full Version : On DGen - @ Starshoy



SlowDancer
11-18-2004, 04:13 PM
Starshoy, if You are nearby:

1) At least my last four versions of DGen (in 2.0, 2.01, 3.0 and 3.11b) do not read or write the 'bridge' and 'house' lines about destruction level of buildings and bridges from the master.mis files anymore.
If I'm not the only one with this problem (am I?), is it a feature in order to save frame rate (Stalingrad mission files are half the size) or is it a known bug? It's easy to check: Start a new Stalingrad campaign and look for the mentioned sections in the first *.mis ...

2) DGen does not recognize neutral static 'objects' (like AAA implacements, self made villages, camps, ports or fortified beaches).
This is true only for the Pacific theatre of operations (no problem at FB/AEP maps). Please, please, Starshoy - the Pacific urgently needs customized sites (how to say it friendly - 1C didn't put too much effort into the new maps).

3) Please check default loadout for F6F.

4) Routes:
AI flights are cruising too fast (400 km/h travel speed is clearly too high for most naval planes - 350 km/h seems realistic). Even in the Corsair it is hard to follow the escorted strike pack and gain some altitude if there is no rendezvous circle.

Random AI flights collide frequently, because they spawn at exactly the same point in space and time (today I noticed 3 flights, 2 planes each, all spawning at one point - can send You the mission script if needed).

It would make things easier, if the spawn points of 'nBr' flights would be mid distance (maybe 40-50km) instead of just behind those of the 'nBx' flights. As it is now, for intercept missions I can only choose between carrier based attackers (a hundred miles away) or scramble situations (20 km behind my carrier) - no big difference in distance between 'nBr' and 'nBx'.

Trying to create a kind of (missed) recon escort missions I noticed that there is no chance to protect hydro planes, because their waypoint 0 is located too close to the target (a rendezvous point for 'Hr' would be helpful). Maybe it has to do with the extreme speed calculation too. Can something be done about all this?

The problem with the random delays of attacked carrier groups will hopefully be solved with the new ship editing options (it looks very strange when clouds of enemy bombers strike the fleet and not a single one of eight or ten warships is able to open fire before it's all over).

5) Maybe You check locations where DGen places static ships (not determined by templates or the *topo.mis). For example at the Tarawa map sometimes a russian destroyer appears very near the beach (looking strange there) ...

6) Please check default JAA operation Palau (doesn't start anymore, but that may be my fault). It did work with DGen 3.0 ...

7) Now please excuse me bothering You (I know You hate idiots who do uninformed things with DGen which it is not intended for and then ask for help): Starshoy, could You prepare two or three 'campaign slots' (for example 'UN6', 'UN7', 'UN8') and two or three generic campaigns for every map ('tarawa2') and all forces, which are present in the message.dat (at least *JA and *US)?
What I mean is just the syntax for new (self made) campaign***.dat, squadrons***.dat, planes***.dat and *.db files, KNOWN BY DGEN (no *.mis or ops*.dat needed, so no testing necessary!), and the link to the according message.dat (I just need the generic briefings and debriefings there).
With FB I can create and use my own campaigns without substituting the default ones (so I made a new campaignsRuW.dat working with a new *.db and new *.mis). Are there variables (like 'W') usable in PF (without nation or debriefing errors)?

8) Are carrier ops on certain maps coded? It was no problem to bring Japanese carrier groups to Tarawa, Palau and Chichi (by editing ops) for use with IN1, but until now I had no luck with US carriers at Wake - the Task Force works as opponent (if I remember correctly), but when I start a new UN1 campaign, my (Navy) plane is based at the island airfield ...

9) The ops*.dat files work with macros now, but it seems as if DGen does not choose one of them but always the first one of a kind. To get more variants I wrote new ops in the classic stile (mission by mission without macros). If I'm wrong, please ignore this.
And talking about ops - could You tell me how the 'links' section in *.db files works (first I thought '0' is failure and '1' is success, but this doesn't seem to be the case)?

10) One final question (I know Your guns already point at me): Is it very hard to provide some more front markers for the Pacific maps (especially for Midway, Tarawa, Chichi and so on - just spray them, tell Dgen about it and list the names in a *.txt file)? I would be very, very happy ...

By the way - if You need help with German briefings (pf_messagede.dat), feel free to ask ...
Thank You for listening!

SlowDancer
11-18-2004, 04:13 PM
Starshoy, if You are nearby:

1) At least my last four versions of DGen (in 2.0, 2.01, 3.0 and 3.11b) do not read or write the 'bridge' and 'house' lines about destruction level of buildings and bridges from the master.mis files anymore.
If I'm not the only one with this problem (am I?), is it a feature in order to save frame rate (Stalingrad mission files are half the size) or is it a known bug? It's easy to check: Start a new Stalingrad campaign and look for the mentioned sections in the first *.mis ...

2) DGen does not recognize neutral static 'objects' (like AAA implacements, self made villages, camps, ports or fortified beaches).
This is true only for the Pacific theatre of operations (no problem at FB/AEP maps). Please, please, Starshoy - the Pacific urgently needs customized sites (how to say it friendly - 1C didn't put too much effort into the new maps).

3) Please check default loadout for F6F.

4) Routes:
AI flights are cruising too fast (400 km/h travel speed is clearly too high for most naval planes - 350 km/h seems realistic). Even in the Corsair it is hard to follow the escorted strike pack and gain some altitude if there is no rendezvous circle.

Random AI flights collide frequently, because they spawn at exactly the same point in space and time (today I noticed 3 flights, 2 planes each, all spawning at one point - can send You the mission script if needed).

It would make things easier, if the spawn points of 'nBr' flights would be mid distance (maybe 40-50km) instead of just behind those of the 'nBx' flights. As it is now, for intercept missions I can only choose between carrier based attackers (a hundred miles away) or scramble situations (20 km behind my carrier) - no big difference in distance between 'nBr' and 'nBx'.

Trying to create a kind of (missed) recon escort missions I noticed that there is no chance to protect hydro planes, because their waypoint 0 is located too close to the target (a rendezvous point for 'Hr' would be helpful). Maybe it has to do with the extreme speed calculation too. Can something be done about all this?

The problem with the random delays of attacked carrier groups will hopefully be solved with the new ship editing options (it looks very strange when clouds of enemy bombers strike the fleet and not a single one of eight or ten warships is able to open fire before it's all over).

5) Maybe You check locations where DGen places static ships (not determined by templates or the *topo.mis). For example at the Tarawa map sometimes a russian destroyer appears very near the beach (looking strange there) ...

6) Please check default JAA operation Palau (doesn't start anymore, but that may be my fault). It did work with DGen 3.0 ...

7) Now please excuse me bothering You (I know You hate idiots who do uninformed things with DGen which it is not intended for and then ask for help): Starshoy, could You prepare two or three 'campaign slots' (for example 'UN6', 'UN7', 'UN8') and two or three generic campaigns for every map ('tarawa2') and all forces, which are present in the message.dat (at least *JA and *US)?
What I mean is just the syntax for new (self made) campaign***.dat, squadrons***.dat, planes***.dat and *.db files, KNOWN BY DGEN (no *.mis or ops*.dat needed, so no testing necessary!), and the link to the according message.dat (I just need the generic briefings and debriefings there).
With FB I can create and use my own campaigns without substituting the default ones (so I made a new campaignsRuW.dat working with a new *.db and new *.mis). Are there variables (like 'W') usable in PF (without nation or debriefing errors)?

8) Are carrier ops on certain maps coded? It was no problem to bring Japanese carrier groups to Tarawa, Palau and Chichi (by editing ops) for use with IN1, but until now I had no luck with US carriers at Wake - the Task Force works as opponent (if I remember correctly), but when I start a new UN1 campaign, my (Navy) plane is based at the island airfield ...

9) The ops*.dat files work with macros now, but it seems as if DGen does not choose one of them but always the first one of a kind. To get more variants I wrote new ops in the classic stile (mission by mission without macros). If I'm wrong, please ignore this.
And talking about ops - could You tell me how the 'links' section in *.db files works (first I thought '0' is failure and '1' is success, but this doesn't seem to be the case)?

10) One final question (I know Your guns already point at me): Is it very hard to provide some more front markers for the Pacific maps (especially for Midway, Tarawa, Chichi and so on - just spray them, tell Dgen about it and list the names in a *.txt file)? I would be very, very happy ...

By the way - if You need help with German briefings (pf_messagede.dat), feel free to ask ...
Thank You for listening!

A.K.Davis
11-18-2004, 11:13 PM
Suggest you post over at simhq.com PF forum or e-mail to dgen@rogers.com