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GregSM
02-15-2005, 09:04 AM
Hi Everyone,


I've finished reworking my previous campaign templates, to which I've added campaigns for the Finland map. The zip is available here:

http://www3.sympatico.ca/greg.smart/Enhanced_Eastern_DGen_Campaigns.zip


*The files are designed to function only with the English language version of the PF merged installation.

**There should not be conflict with BOE and or TLD addons.

Please let me know here if you experience any trouble.

Following is mostly just the stuff I posted at SimHQ a few weeks back -


I've reworked all Eastern Front DGen campaigns with the intention of providing both a generally enhanced set of campaigns and a consistent set of templates that people can use to further enhance their own campaigns. I've worked towards two goals: rationalize the various campaign files to achieve greater consistency throughout; and better exploit the mass of objects while upholding a modicum of regard for history. Changes are generally subtle.


Main Features:


All airfields are enhanced to feature a variety of objects such as fuel and radar trucks, ambulances, etc. The density of objects for each airfield depends on the number of hardstands, and is consistent throughout all maps and campaigns. Also, in terms of relative density, type, and nationality (though DGen doesn't currently support this), static aircraft stationed at airfields co-ordinate with each campaign, largely in reference to the Dec 2 version of the table located at: http://www.yogysoft.de/VEFII/pdt.htm. For instance, there is no static P-39N at Lvov in 1941. Where it would historically appear, it does so proportionally with other types. (History or aesthetics aside, this is expedient as DGen computes aircraft attrition both in the air and on the ground.)

*While the new airfields are consistent, they are neither historic in composition nor especially imaginative. Either aspect could be improved, but particularly missing the facility to manipulate object groups in the Full Mission Builder compounds the already exhausting process of detailing the hundreds of airfields involved throughout the campaigns. Again, together with modest improvement, the idea was to provide a template for further refinement.

Each campaign features new ground targets including truck parks, gun emplacements, fuel dumps, etc. Where possible, they are located with respect to the motion of the front lines, so that at each stage of a given campaign, neither side should be deprived of at least some variety of targets. (Like the airfields, the targets are consistent but not historic or notably creative.)

Trains, vehicle convoys, armour columns, and shipping are all enhanced as well. Namely, like aircraft, armour appears with some regard for history. Ferdinands, for instance, won't be encountered prior to Kursk. Also, all available types of vehicle columns and trains will appear consistently throughout all of the campaigns, where possible - and will avoid such stretches of track or road that cause them to travel offline. Shipping especially is expanded in terms of variety and location.

AA batteries appear sporadically at bridges throughout the campaigns to flavour bridge-bombing missions.

Campaigns are enhanced to feature all historically appropriate types of planes, flyable and AI. As with static aircraft, the table referenced above defines aircraft types and relative densities for each campaign.

The campaigns themselves are expanded to provide discreet "South" and "Central" fronts for both Russian and German pilots, and for both fighter and ground attack roles. (Bomber campaigns are unaltered.)

Mission files are rationalized to provide greater consistency, and are expanded to provide greater variety of mission types. Each standard type features six different missions. Also, albeit very subtly, the mission files reflect historic numerical disparity. For instance, occasion for German pilots to be outnumbered is slightly less in 1943 than it is in 1944. Generally, but particularly regarding the ground attack role, missions are also slightly more challenging than the stock DGen equivalents, while they are slightly less taxing in terms of aircraft density (a concession to increased object density).


In Future:


I've not yet amended the files to ensure that air regiments appear at historic locations using historic equipment. It's not entirely impossible or technically laborious to do this, and I'd like to because I know that some people appreciate this class of fidelity, but I want help from the better informed because the references I've at hand are distinctly juvenile, and I'm frankly disinclined to research this properly.

Eventually as well, and if only superficially, I'd like to make use of the utility introduced some time back with the western expansion that allows objects to move fluently with the front lines, and that I understand functions potentially with the eastern campaigns. Again, though, the labour implied may be prohibitive.

Finally, I intend to include any new eastern material, if and when it's available.


Cheers,


Greg

GregSM
02-15-2005, 09:04 AM
Hi Everyone,


I've finished reworking my previous campaign templates, to which I've added campaigns for the Finland map. The zip is available here:

http://www3.sympatico.ca/greg.smart/Enhanced_Eastern_DGen_Campaigns.zip


*The files are designed to function only with the English language version of the PF merged installation.

**There should not be conflict with BOE and or TLD addons.

Please let me know here if you experience any trouble.

Following is mostly just the stuff I posted at SimHQ a few weeks back -


I've reworked all Eastern Front DGen campaigns with the intention of providing both a generally enhanced set of campaigns and a consistent set of templates that people can use to further enhance their own campaigns. I've worked towards two goals: rationalize the various campaign files to achieve greater consistency throughout; and better exploit the mass of objects while upholding a modicum of regard for history. Changes are generally subtle.


Main Features:


All airfields are enhanced to feature a variety of objects such as fuel and radar trucks, ambulances, etc. The density of objects for each airfield depends on the number of hardstands, and is consistent throughout all maps and campaigns. Also, in terms of relative density, type, and nationality (though DGen doesn't currently support this), static aircraft stationed at airfields co-ordinate with each campaign, largely in reference to the Dec 2 version of the table located at: http://www.yogysoft.de/VEFII/pdt.htm. For instance, there is no static P-39N at Lvov in 1941. Where it would historically appear, it does so proportionally with other types. (History or aesthetics aside, this is expedient as DGen computes aircraft attrition both in the air and on the ground.)

*While the new airfields are consistent, they are neither historic in composition nor especially imaginative. Either aspect could be improved, but particularly missing the facility to manipulate object groups in the Full Mission Builder compounds the already exhausting process of detailing the hundreds of airfields involved throughout the campaigns. Again, together with modest improvement, the idea was to provide a template for further refinement.

Each campaign features new ground targets including truck parks, gun emplacements, fuel dumps, etc. Where possible, they are located with respect to the motion of the front lines, so that at each stage of a given campaign, neither side should be deprived of at least some variety of targets. (Like the airfields, the targets are consistent but not historic or notably creative.)

Trains, vehicle convoys, armour columns, and shipping are all enhanced as well. Namely, like aircraft, armour appears with some regard for history. Ferdinands, for instance, won't be encountered prior to Kursk. Also, all available types of vehicle columns and trains will appear consistently throughout all of the campaigns, where possible - and will avoid such stretches of track or road that cause them to travel offline. Shipping especially is expanded in terms of variety and location.

AA batteries appear sporadically at bridges throughout the campaigns to flavour bridge-bombing missions.

Campaigns are enhanced to feature all historically appropriate types of planes, flyable and AI. As with static aircraft, the table referenced above defines aircraft types and relative densities for each campaign.

The campaigns themselves are expanded to provide discreet "South" and "Central" fronts for both Russian and German pilots, and for both fighter and ground attack roles. (Bomber campaigns are unaltered.)

Mission files are rationalized to provide greater consistency, and are expanded to provide greater variety of mission types. Each standard type features six different missions. Also, albeit very subtly, the mission files reflect historic numerical disparity. For instance, occasion for German pilots to be outnumbered is slightly less in 1943 than it is in 1944. Generally, but particularly regarding the ground attack role, missions are also slightly more challenging than the stock DGen equivalents, while they are slightly less taxing in terms of aircraft density (a concession to increased object density).


In Future:


I've not yet amended the files to ensure that air regiments appear at historic locations using historic equipment. It's not entirely impossible or technically laborious to do this, and I'd like to because I know that some people appreciate this class of fidelity, but I want help from the better informed because the references I've at hand are distinctly juvenile, and I'm frankly disinclined to research this properly.

Eventually as well, and if only superficially, I'd like to make use of the utility introduced some time back with the western expansion that allows objects to move fluently with the front lines, and that I understand functions potentially with the eastern campaigns. Again, though, the labour implied may be prohibitive.

Finally, I intend to include any new eastern material, if and when it's available.


Cheers,


Greg

Saunders1953
02-15-2005, 10:40 AM
Greg, this sounds great. Having built a lot of my own missions, I can appreciate what an effort
this must be. Am I correct in assuming that it will replace the game's DGEN?

Amagi
02-15-2005, 10:54 AM
There are some references for the squadrons that were given lend-lease equipment here:http://lend-lease.airforce.ru/english/articles

The link provided to the table you used seems not to work, is there another?

I had two big problems editing DGen. The first is that attack missions seem to target the end of a route, so all trains and vehicles on the map have to stop after half-an-hour or so to ensure that the planes reach the right area.
The second is that there seem to be rules for editing the ops file that no-one has posted guidelines for, other than to use trial and error. For instance, I couldn't add escorts to the attackers for scramble missions.

You mentioned modifying the missions, and I wondered if you'd be able to help with some advice. DGen should far be more flexible than it is- if even a small proportion of the third party effort that has been put into linear campaigns had gone into DGen it would be unrecognisable.

Capt._Tenneal
02-15-2005, 11:17 AM
Am I correct in assuming that it will replace the game's DGEN? quote by Saunders1953

I'm interested in this too. Especially if it means it can replace the DGEN.exe. That would be a big development, if it does.

Also, GregSM : do you plan to work on all the country folders eventually (FB+AEP+PF) ?

GregSM
02-15-2005, 11:30 AM
Hi Amagi,


"The link provided to the table you used seems not to work, is there another?"

The link refers to an MS Excel file, which is obtained by right-clicking the hypertext and selecting "save target as". It works for me.


"I had two big problems editing DGen. The first is that attack missions seem to target the end of a route, so all trains and vehicles on the map have to stop after half-an-hour or so to ensure that the planes reach the right area."

To my understanding, this is correct. I don't know of a way to force moving vehicles to remain in motion for longer than DGen proscribes.


"The second is that there seem to be rules for editing the ops file that no-one has posted guidelines for, other than to use trial and error. For instance, I couldn't add escorts to the attackers for scramble missions."

The "x" character defines an escorted strike:

oDeScramble 10622:50509 VVS 4B LW 4Y
oDeScramble 10622:50509 VVS 3Bx LW 6Y
oDeScramble 10622:50509 VVS 3Bx LW 6Y
oDeScramble 10622:50509 VVS 4Bx LW 3Y

Here, DGen should assign an escort to all but the first of the four missions. The composition of the escort is defined randomly by DGen as a flight of either two or four aircraft. This cannot be adjusted. (Again, this is to my understanding, which may be flawed.)


"You mentioned modifying the missions, and I wondered if you'd be able to help with some advice. DGen should far be more flexible than it is- if even a small proportion of the third party effort that has been put into linear campaigns had gone into DGen it would be unrecognisable."

Please feel free to ask specific questions - I'm happy to help where able.


Cheers - and thanks for the lend-lease link!


Greg

GregSM
02-15-2005, 11:38 AM
"Am I correct in assuming that it will replace the game's DGEN?"


My files don't "replace" DGen, as such, but work in conjunction with it.

To achieve the effects I describe in the first post above, I have altered the various basic or template type files from which DGen generates campaign missions.


Cheers,


Greg

Amagi
02-15-2005, 04:56 PM
Thanks for the help, Greg. More questions...!

I can't get Internet Explorer to open the site- would it be possible to include a notepad version with the download? Where is the information sourced from?

I have read that Bx referred to a formation of either dive or level bombers, so the 'escort' is provided by raising the campaign difficulty level. The fighters don't seem to accompany the bombers, and I can't seem to add this line ..... LW 9dB 4F, to a Russian scramble. Could .... LW 9Bx 4F work? Is it possible to add flights to any mission? Also, is it possible to have more versions of a mission- six types of scramble rather than four? And does the ops file have to be named ops-41H?

Vehicles can be (notionally) sent all over the map and brought back to keep them in motion! This didn't occur to me before, I'll have to do some editing. Trains will still be a problem, since they only have two waypoints. Is there actually a specific target train? My target areas always seem to have stopped trains in them. Easy kills, but not very good simulation.

DCG was my preferred campaign for a while simply because DCG ground attack planes don't collide and can land. Can the attack and patrol heights be modified, and bombers and fighters reduced to cruising speed? DCG has done it, but I don't know how. I was modifying DCG until I realised that I was just attempting to produce an effect that DGen's frontline handles better. DCG has campaigns in western Europe, can these be created for DGen?

I'd like to have fixed patrols appearing above some areas- is this possible? Lastly, are the random flights moddable? What I'd really like would be an 'editor', more DGen parameters for config.ini- since the mission types have to be planned in FMB I can't see any reason why they shouldn't be easy to access. I prefer third party dynamic campaigns to linear ones.

ZG77_Lignite
02-15-2005, 05:49 PM
Amagi, some of the things you are asking about may not be possible, but some may be. Here is a good place to start learning how to rebuild Dgen campaigns, all credit to AntEater and Starshoy for showing us how to do this.

http://www.simhq.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=127&t=000207#000004

GregSM
02-15-2005, 08:56 PM
Hi Amagi,


"I can't get Internet Explorer to open the site- would it be possible to include a notepad version with the download? Where is the information sourced from?"

For now, my DB files reflect the table fairly closely.

I have no idea what sources were used in its compilation.


"I have read that Bx referred to a formation of either dive or level bombers, so the 'escort' is provided by raising the campaign difficulty level. The fighters don't seem to accompany the bombers, and I can't seem to add this line ..... LW 9dB 4F, to a Russian scramble."

Scramble missions, I think, are generated a little differently from standard missions. The bomber type is defined randomly within the exe so that "B" in this case does not mean "level bomber" specifically. Rather, the designation functions effectively as the "aB" or "any bomber" command.


"Could .... LW 9Bx 4F work?"

If it works it would be redundant, in a sense, as I believe the "x" command itself assigns an escort for the 9 bombers. It may be that the "4F" command is generating an independent flight of fighters, which might explain why, as you say above, the fighters aren't interested in the bombers.


"Is it possible to add flights to any mission? Also, is it possible to have more versions of a mission- six types of scramble rather than four?"

The number of missions is unlimited within types or classes of missions. It's possible, for instance, to have one hundred different bridge bombing missions. However, each op file is (or was) limited to a total of 500 missions.


"And does the ops file have to be named ops-41H?"

I don't know. To find out, you might try renaming a working ops file and editing accordingly the call line in a DB file of the same year (see the last line of any DB file). Assuming the appropriate campaigns still initialize, the DGen logs in the root directory will confirm whether or not the new ops file is actually being utilized.


"Vehicles can be (notionally) sent all over the map and brought back to keep them in motion! This didn't occur to me before, I'll have to do some editing. Trains will still be a problem, since they only have two waypoints. Is there actually a specific target train? My target areas always seem to have stopped trains in them. Easy kills, but not very good simulation."

I haven't experienced the problem of stopped trains. I think DGen uses information derived from waypoint location and the cruise speed of the player flight to resolve the time that vehicle columns remain in motion. (Resist freelancing!) Understand, too, that DGen selects specific targets, or a specific chunk of geography it denotes as target, while ignoring most of everything else on the templates. So you could set legions of trains steaming across the templates but most or all will be ignored, while any that may be recognized will be in motion for as long as DGen deems fit.


"Can the attack and patrol heights be modified, and bombers and fighters reduced to cruising speed?"

Unfortunately, no, this is all resolved within the exe itself.


"DCG has campaigns in western Europe, can these be created for DGen?"

Yes, I think so.


"I'd like to have fixed patrols appearing above some areas- is this possible?"

I think DGen ignores AI flights placed directly on campaign map templates. I suppose you could put a flight of Zeroes over Stalingrad to see if it shows, though.


"Lastly, are the random flights moddable?"

Aside from defining their density with the config file switch, no.


I hope this is helpful,


Greg

Saunders1953
02-15-2005, 10:38 PM
Hi Greg:
Stupid question--do I just unzip to the campaign folder? And are the difficulty settings locked or changeable?

Thanks.

GregSM
02-15-2005, 11:56 PM
Hi Saunders,


"Do I just unzip to the campaign folder?"

No, the files need to go into the DGen folder. Please back up the folder first.


"Are the difficulty settings locked or changeable?"

Difficulty settings aren't effected. Bear in mind, though, that the "CampaignMissions" variable must be set to "Hard" in the configuration file for the new mission files to function.

The zip should contain a ReadMe in plain text form with further instructions.


Cheers,


Greg

verde13
02-16-2005, 07:08 AM
Hey Greg,
Excellent work,any chance we see the pacific campaigns as well?

GregSM
02-16-2005, 07:24 AM
Hi Verde,


"Any chance we see the pacific campaigns as well?"


I don't plan to do this. However, I believe there are others currently working towards improving the Pacific campaigns. There has been a lot of discussion recently at SimHQ.


Cheers,


Greg

Amagi
02-16-2005, 11:22 AM
Thanks for the link to the Sim HQ thread ZG77_Lignite.

Greg, were you able to use more than one bomber squadron during a mission for your campaigns, e.g. LW 9B 9B or 9Y 9B?

I may have found a solution for my non-moving trains, by allowing them to run to the end of the line and then adding a last waypoint from thirty-five minutes into the route at the end.
I'm surprised that anyone has seen anything moving after half-an-hour in the original campaigns- everything seems to stop.

GregSM
02-16-2005, 11:38 AM
Hi Amagi,


"Greg, were you able to use more than one bomber squadron during a mission for your campaigns, e.g. LW 9B 9B or 9Y 9B?"

I haven't tried combining two bomber flights. You'll need to test to see if your proposal doesn't still exceed the largest permissible bomber flight, which for Eastern missions is nine aircraft.


Cheers,


Greg

GregSM
02-17-2005, 06:05 PM
Hi,


Here's a new version that shouldn't conflict with either BOE or TLD. It contains a few fixes too:

http://www3.sympatico.ca/greg.smart/Enhanced_Eastern_DGen_Campaigns.zip


Cheers,


Greg

Pusy_Galore
02-18-2005, 09:58 AM
Hi Greg, and thanks for your effort. Im really looking forward trying the improved Dgen.

Maybe it´s me, but I´m having a problem installing the file. Here is what I did:
1) downloaded the file
2) Unzipped it and saved it in a temp folder
3) Copied the full contents of the folder
4) tried to paste it in the original FB "DGen" folder

When trying the last step, I get an error msg saying that the source file and target file are the same. I tried to rename your DGen file to DGen1, but no effect. Again thanks and please bear with us computer dummies.

Thanks,
***** Galore

jamesdietz
02-18-2005, 11:17 AM
Is there a readme to say how to install or do I just extract to my dgen folder?

GregSM
02-18-2005, 11:49 AM
Hi P! Galor,


I've just re-downloaded the zip and checked it to be sure it hasn't become corrupt. It's good on my end, so it's difficult to see what the problem could be. It sounds as though you may have started to replace the resident DGen directory with the temporary folder from the zip archive. Don't do this! Be certain to copy just the contents of the temporary folder (open the folder and "select all") into the game's DGen directory. Alternatively, you can right-click the zip archive, select "extract to€¦", and browse to and extract into the game's DGen directory.

And please remember to first backup your original DGen folder.


James - yes, there's a readme with installation instructions in the zip, and see above.


Cheers,


Greg

Capt._Tenneal
02-18-2005, 12:24 PM
Hi Greg,

I downloaded the recent update you posted. I remember you saying that your enhancements will only appear if you choose the HARD difficulty setting. Has that changed ? I am currently running on NORMAL settings playing a Russian (Center) fighter campaign and I immediately noticed changes already. I can select the I-185 for the Rzhev campaign (which I did http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif) and for my first mission ( a defend your airfield mission ) some of the attackers were Hungarian Cr.42's, sweet ! http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

GregSM
02-18-2005, 02:25 PM
Hi Capt. Tenneal,


The "CampaignMissions" variable must be set to "hard" for the new mission scripts to be used, but has no other influence. The new airfields, targets, and the type of aircraft you can expect to fly or encounter throughout the campaigns will be in place regardless.


Cheers,


Greg