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#121
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My apologies. ![]() |
#122
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No problem.
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#123
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... many thanks Asura for all your work
cheers Z
__________________
![]() Born to fly...forced to work!!! |
#124
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Hi, everybody! Development of the next version took more time than there was a wish, but all that was planned is made.
v2.0.0.8 (24/05/2013) + added settings for begin and end of the night + added weather settings + added wind settings in the section [WEATHER] + changed groups processing order in ops files + KhalkhinGol map data by Juri_JS + Manchuria map data by Juri_JS + Battle of Britain map (CAN_EnglishChannel) data by Boelcke + Malta map (mrz_Malta) data by kowi76 + some bugs fixed http://www.mediafire.com/download/2i...OD_2.0.0.8.zip In new parameters DGen_mod.ini are added: NightBeginW=17 - hour of the beginning of night in the winter NightEndW=7 - hour of the termination of night in the winter NightBeginS=20 - hour of the beginning of night in the summer NightEndS=4 - hour of the termination of night in the summer In the settingsXxX.dat files the optional section [MapNight] is added. For each map of campaign it is possible to determine the time of the beginning of night. [MapNight] SolomonsAug1942 Random 17 8 SolomonsOct1942 Random 16 9 The 1st parameter - the map name The 2nd - type of night missions (Random - old algorithm of definition of possibility of creation of night missions, True - always night missions, False - always day missions) The 3rd - hour of the beginning of night The 4th - hour of the termination of night In the settingsXxX.dat files the optional section [MapWeather] is added. For each map of campaign it is possible to establish probability as a percentage emergence of weather conditions. [MapWeather] Wake1943 30 40 16 5 3 3 3 [map] [cloudlessly] [clearly] [haze] [a weak fog] [fog] [rain/snow] [thunder-storm] Wake1943 100 0 0 0 0 0 0 - always a clear weather. In the settingsXxX.dat files the optional section [MapWind] is added. For each map of campaign it is possible to establish probability as a percentage emergence of a wind with a certain speed. [MapWind] Wake1943 60 30 8 2 [map] [0 - 3 ms breeze] [3 - 8 ms moderate] [8 - 11 ms fresh] [11 - 14 ms strong] I while will freeze active completion of the generator and I will be engaged in preparation of the detailed instruction on all files and settings of the generator. In version 2.0.0.9 will be it is ruled mistakes and the full instruction of version 2. |
#125
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I just saw this thread and I am glad someone is working on the Dgen since the amount of good static campaigns is limited.
I hope it's okay if I ask this, does this project have anything to do with the Lowengrin's DCG? And what are the main differences? Cheers |
#126
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The main difference is in their approach to ground war. In Dgen, ground war is "just happening" according to a pre-defined schedule, and air war has only an indirect impact on it (e.g. victory in the air delays enemy advance, or can help your side to progress faster, whichever is applicable). DCG has a wider scope in so far as it recreates the whole battlefield with individual (ground, air and naval) units, which all can be destroyed individually. Here air war has a direct impact on gound war (and vice versa!), and a tactical loss can turn out to be a strategic victory. In short, Dgen simulates typical air combat situations, while DCG simulates air combats resulting from (changing) battlefield situations. |
#127
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Okay, thanks!
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#128
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I'm getting no Radio feedback from AI pilots in German Dgen campaigns. Tried different campaigns. USAAF, USM, USN, GB, all work... No DE. Anybody else notice this? Your work is awesome just to let you know!
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#129
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Yes, I noticed the same. Communication with ground controll is also not working when flying as German pilot.
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#130
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Salute!
Is this latest version 4.12 compliant? |
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