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Originally Posted By: LS_Force10
Thanks for the response Pat! Excellent job BTW!! Totally digging the Generator! When I edit the startup config I was expecting to see what you had typed
and that I would just have to change a "0" to a "1". To I have to manually put the whole line in because I dont see it in the config. The closest thing I see is at the
bottom in te (Key= system) section that reads "mission_text_log = 0". And if I have to put the line in manually does it go in this section?

Thanks for all your help and Great Job!!


My bad. mission_text_log = 1

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Thanks!


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Hmmm... I tried it and it still gives me the "mission results directory does not exist". I cant see the full path because the window is small. Not sure
what I'm doing wrong. Any other Ideas?


Nevermind...I figured it out!

Last edited by LS_Force10; 02/28/11 06:05 AM. Reason: resolved

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Hi Patrick,

Whenever I land at the Bertangles field I find it empty of hangers and other buildings. I'm using your 8.0 version and my current campaign is 70 Squadron flying Camels in fall of 1917- but frankly I've never seen a building at Bertangles, even with earlier versions of your Campaign Generator.

(No buildings also means my AI wingmen also have successful landings there because there are no buildings to crash into. It appears that the AI are unaware of buildings, since most I watch land end up crashing into a hanger.)

But just in case you intend the Bertangles field to have hangers, etc., I am pointing out to you this very minor issue of those missing hangers.

Thanks so much for creating and continuously refining your Campaign Generator.

Charlo


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Hi Patrick,

8.0 works like a charm for me! Many thanks. I edited the distance for buildings to appear and that resolved the issue of buildings not appearing on nearby villages and airfields behind the home airfield.

The airfield AAMG and windsocks are really appreciated. Can you introduce AAA around balloons in a similar fashion???

I also have seen my wingmates crash into hangars on landing, HOWEVER, I've watched other AI flights (scouts and 2-seaters) land and come to a safe stop on several occasions. It could be airfield specific. It seems like their "target" landing point is centered under the buildings, rather than the turf out front.

Your campaign is really coming into its own. It is now very moddable to suit one's taste, and I honestly forecast its continued use for years to come.

cheers

PS: still am serious, think about a Paypal link...


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I really hope they will employ Patrick as a beta tester for their campaign engine...

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Patrick will have all kinds of new stuff in the ME to play with in the not so distant future. We added a bunch of new triggers and commands, not to mention the new Arty spotting and Recon missions. He should be able to do all the same stuff we do if he chooses to keep developing his generator.

Like I have always said, no matter what we do, some will still prefer his work over ours. Just happens and that's fine. I don't see any problem with having two good Career generators for ROF. One in-house and one 3rd Party.

Jason

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I appreciate the continues support Jason. Looking forward to doing some more.

Bandy: there are currently 4 MGs around each balloon. Maybe add arty too? I am always afraid of going overboard with too many objects.

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Originally Posted By: PatrickAWilson
Bandy: there are currently 4 MGs around each balloon. Maybe add arty too? I am always afraid of going overboard with too many objects.

Thanks for reply Pat,

I doubled the number/count of both entente and central ground objects to 40 each in my ini and have had no performance impact. The mission might take a little longer to load (I really can't tell), but no FPS detriment. Maybe that object total hasn't been filled/placed by the generator yet? That could be it too...

Yes, thank you, I noticed the AA machine guns (AAMG) around balloons some months ago, but the balloons themselves are too high for the AAMG to be effective. Balloon busting is basically a cake-walk currently. A random number of artillery pieces, maybe 1 to 3 plus the AAMG would do it AA artillery (AAA), archie, artie, flak,... around balloons would make it VERY interesting. So, YES! PLEASE!! Add AAA thumbsup

If concerned about object count, perhaps get rid of 1 or 2 AAMG.

While on topic, are there limitations to adding 1 or 2 AAA pieces at airfields? That way there will be at least some active flak around rather than just the ambient bursts, this because there is an airfield or two at most spots you put your thumb down on the map.

AAA at airfields would IMHO add a really nice realistic touch to crossing the lines. For those who do not want it, have it 0 or 1 selectable. Just a thought.


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I can do extra AAA and make it optional for thos who do not want it.

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On the question of Pat's awesome generator versus the seemingly not less awesome official one to be, I wonder if the new career will also only work in online mode? That has always been the nice thing about Pat's tool that it does not require an active connection to generate the next mission.

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Thank you kindly Pat! It is indeed awesome that you listen, post, and for the most part are very amenable to our suggested input, even when we go overboard. rolleyes

EDIT: I hope that came across in the best way possible, the way it was intended.



@ Colonel: yes, I believe the 'official campaign' is supposed to have internet connection for you to advance in missions, just like current "career mode".
We are indeed a very lucky community to have the choice of two career systems.

Last edited by Bandy; 03/11/11 07:16 PM.

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Jason confirmed this (online requirement) in his most recent posting in the career thread. So yes, looks like I'll be very happily keep using Pat's system.

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The aces skins don't work. I pasted the skin's name in the Aces file, still they keep flying the default squad skin. What did I do wrong? Thanks!

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Originally Posted By: Reflected
The aces skins don't work. I pasted the skin's name in the Aces file, still they keep flying the default squad skin. What did I do wrong? Thanks!


Give us a sample of the file and we can give you an opinion.

Thanks.


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I figured it out. I had to set it in the Campaigns folder -> xy campaign.aces, instead of the main aces file, plus I had to use the skin name without the .dds extension.

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After some more testing:

The biggest issue with the new version is that there are a lot of enemy flights circling just above ground level, way out of my flight path only eating up CPU power, and the ones I'm supposed to meet turn back and land before I get there on autopilot. (Opposition odds are 100%, max opposing flights =4, base flights=1, random =1 )

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@ Reflected. Perhaps you've just had an unlucky string of missions. I never have trouble finding trouble with a Pat Wilson generated mission. Sometimes you have to wait, but that just adds to the tension, and then you make a mistake and forget to check 6, and then... My favourite pilot was brought down exactly that way.

I do admit that on rare occasions I hit Ctrl-2 to see what the NME is up to, and at times they are pretty far away, but as Pat says, at some point of their flight path those far-off AI are within the set range of your flight path. So try adjusting that variable down a bit.

@ Pat: I did notice that several AI flights (both central & entente) were well over the off-map area to the north (striped terrain), so hopefully there is a way to correct them going over there. I was flying out of the Arras area at the time, so that was pretty far away.


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Just a quick note: 9.0 is in progress. It is a major rewrite of the mission algorithm so it is taking a bit of time. I actually abandoned two attempts entirely before finally getting it right this time. The major points are in place but there is still lots to do, so it will be some time.

The major restructuring is intended to allow for more interesting missions. Until version 6 there were only individual flights. With the addition of new mission types I realized that some missions didn't make sense without a related flight - i.e. a balloon bust mission has to have a balloon defense. Those were added for version 6.

Now I am taking the concept one step further - I call it flight packages. For any given mission there may be any number of related entities. For instance, artillery spot missions used to carve circles over a point in space. Now I intend them to have a ground target, an escort, and a friendly artillery unit that will fire on the enemy. Bombing missions are intended to have a richer target set. All two seater missions may or may not have an escort.

The restructuring is done and I am creating viable missions. Lot of details remain. Lots of testing and debugging to do. The richer target set is not yet in place. All of the pieces of the arty spot are there but I want to put in a trigger tomake the friendly artillery fire when the spotting ,ission arrived on station.

In addition I will try to add suggestions and fix issues.

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Wow Pat! 9.0 sounds wonderful!! Thanks for your continued efforts with this game. thumbsup cheers


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