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New campaign tool: Career Mission Generator


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#41 Mogster

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Posted 29 April 2013 - 21:33

Late war the top flights would be 16k or higher.
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#42 stevetryagain

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Posted 29 April 2013 - 22:10

The more I play with this the more I like it! It's great fun.

On the last flight against some Dolphins I noticed they were carrying bombs and they were flying fairly high up around 3000 meters. If there is a way to configure the Ai enemy to fly at the lightest fuel load without bombs that would be best to insure they are capable of putting up their best performance in air combat. Same for one's own flight. Min fuel and no bombs for these missions.

Also, if there is a way for the program to remember the fuel and ammo settings of your own aircraft that would also be appreciated in order to avoid having to reset that for each flight.

I like the quick and simple after action report that details who shot who and what their injury and aircraft status is. I land after each flight and see that the I'm reported as "escaped". If the fights are over my own territory and I land with a aircraft in good condition, perhaps "escaped" isn't necessary.
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#43 Hellshade

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Posted 30 April 2013 - 01:51

It's very fun indeed. All I really need is the ability to throw in a bunch of random elements into a dogfight.

Random number of enemy planes (that flew in the same time period as my plane - so no DR1s vs N11s. for example)
Random number of enemy flights (up to say 3)
Random mix of planes within a single flight occassionally (example DR1s and Fokker DVIIs)
Random altitude difference + or - maybe a few hundred feet or so between my flight and enemy flight
Random number of friendly AI planes
Random skill for each AI plane (enemy and friendly)
Random Weather Conditions (clouds, rain, etc) and time of day (Dawn til Dusk)
and at Random location just like its doing now.

If it could add random bomber attack or escort missions with enemy fighter cover that would be awesome.

Throw in some flak when over enemy territory and you've got a great mission filled with variety.

Basically then it would be just like a "campaign mission" but without the potentially long flying time before something interesting happens. We'd be just "fast forwarding" to the air combat part while still moving a pilot and wingmen through a campaign.
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#44 Lemml

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Posted 30 April 2013 - 08:38

On the last flight against some Dolphins I noticed they were carrying bombs and they were flying fairly high up around 3000 meters. … Min fuel and no bombs for these missions.

You are completely right. I'll check if there is an option for it. Thanks!
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#45 Lemml

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Posted 30 April 2013 - 12:41

Random number of enemy flights (up to say 3)

Where would you imagine that the other flights shall be? Would you expect to meet another flight during your dogfight or would you like to keep on flying around if the dogfight is over? Or do you want that the world feels more realistic and living?

Please explain a bit closer what you would expect in this case.
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#46 Lemml

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Posted 30 April 2013 - 12:46

… but I could export a portion of it just to give you a sample to work with while you're creating your tool.

Maybe you can begin with the more important pilots and continue with the less important pilots. Then already portions would be helpful. If the most important pilots are missing it wouldn't be good.
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#47 Panthercules

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Posted 30 April 2013 - 16:26

Well, I'm really working on updating the spreadsheet by whole squadrons rather than individual pilots, so I could export out some of the squadrons that have been completed, just so you could get an idea of the format and info that would be available. If your tool can pull from the sample, them hopefully it will still be able to pull from the updated file when the entire spreadsheet is exported.
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#48 Eiswolf

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Posted 30 April 2013 - 17:45

I can't get this working
i have no setting.cfg file
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#49 gavagai

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Posted 30 April 2013 - 18:23

Yes, the mission altitudes were quite high at the end of the war. I should consider that. I'd need some values for the mission altitudes for all plane types for this.

I don't know, but I've noticed missions starting just above 4000 meters when flying the Pfalz DXII in some of Pat Wilson's campaign missions, and would guess that missions starting anywhere above 3500 meters would be a fair representation of late war high altitude flying.

Also I was thinking that if you are able to spawn additional enemy flights to bounce a fight in progress that it would probably be more effective if they spawn at a lower altitude since all engagements eventually end up on the deck after a few turns.

FTW! :lol:

Also, mogster is right. In 1918 4000m was medium altitude. Try 5000m or more if you want realism.
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#50 Lemml

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Posted 01 May 2013 - 08:54

I can't get this working
i have no setting.cfg file

The configuration file is in the main folder when you extract the Career Manager Generator download zip and stays in the main folder where also the Career Manager Generator exe is.
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#51 Lemml

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Posted 01 May 2013 - 08:55

Well, I'm really working on updating the spreadsheet by whole squadrons rather than individual pilots, so I could export out some of the squadrons that have been completed, just so you could get an idea of the format and info that would be available. If your tool can pull from the sample, them hopefully it will still be able to pull from the updated file when the entire spreadsheet is exported.

That sounds good. Please send me material whenever anything is available and I'm allowed to use it.
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#52 robin100

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Posted 01 May 2013 - 11:31

Thank you for your work! This looks very promising and I hope your project will be further developed :S!:
I prefer to fly full missions, but often I just don't have enough time so having an option to choose between a "quick fight" mission and full mission with take off and landing would be great, as it was already mention in one of the previous posts.

Just a quick note: when I run the program it says "Please set mission_text_log=1 in data/settings.cfg", however such file doesn't exist, the entry is located in data/startup.cfg
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#53 Lemml

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Posted 01 May 2013 - 12:05

Just a quick note: when I run the program it says "Please set mission_text_log=1 in data/settings.cfg", however such file doesn't exist, the entry is located in data/startup.cfg

You are right, thanks!
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#54 Eiswolf

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Posted 01 May 2013 - 14:27

Just a quick note: when I run the program it says "Please set mission_text_log=1 in data/settings.cfg", however such file doesn't exist, the entry is located in data/startup.cfg

that was the problem I was having I couldn't find that file
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#55 Panthercules

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Posted 01 May 2013 - 14:35

Well, I'm really working on updating the spreadsheet by whole squadrons rather than individual pilots, so I could export out some of the squadrons that have been completed, just so you could get an idea of the format and info that would be available. If your tool can pull from the sample, them hopefully it will still be able to pull from the updated file when the entire spreadsheet is exported.

That sounds good. Please send me material whenever anything is available and I'm allowed to use it.

Check your PM for a sample export.
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#56 Avimimus

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Posted 01 May 2013 - 18:23

Well, my one wish for a campaign generator: Recreating the Red Baron I campaign (not Red Baron II or Red Baron 3d).


The original Red Baron campaign had a number of features I really liked:

- The missions had an air-start / air-finish option (excellent if you have very limited free time).

- Missions followed predictable templates. But varied with different sectors of the front and random encounters (different numbers/types/skill levels of enemies at each waypoint were different).

- There were several different types of mission (about seven different templates) and they varied depending on what part of the front you were on (e.g. Fighting RNAS in the North, Bombers over England)…

- You could request a personal airplane that was different from your sqaudron (assuming it was from the same time period). This allowed a player within one campaign (e.g. same part of the front/time) to experience the disadvantages and advantages of very different mounts.



The missions were simple and sweet. Short and varied. Predictable and full of novel sitautions. It may not have been perfectly historical, but it had enough feel of history and a real thrill to the varied difficulty levels at each mission/waypoint.

I think the thing would be to say - what can we vary for each type of mission?

Balloon busting:

- Number / Skill / Type of enemy fighters above the balloon

- Number / Skill / Type of enemy fighters at the same level as the balloon

- Number / Skill / Type of enemy fighters on the approach to the balloon

- Number / Skill / Type of enemy aircraft elsewhere

- Number / Skill / Type of allied aircraft

- Number / Skill / Type of Flak near the balloon

- Period during the war / Location along the front (affecting aircraft types and Flak that can go into the above occasion)

- Weather / Time of day


Then the next stage is to produce intelligent algorithms that can maximise the variety of situations (so you don't end up with simply an average number of each type of aircraft). Some type of dichotomous branching or a series of template variants would work well for ensuring that atypical missions would be relatively common products of the templates.
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#57 Avimimus

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Posted 01 May 2013 - 18:37

Mission types:
Dogfight
Scramble
Patrol along the front
Balloon busting
Balloon protection
Reconnaissance escort
Bomber escort
Bomber interception
Zeppelin/Gotha hunt
Lone Wolf
Duel

However, each type varied depending on whether you crossed the front, the types of ground target, the number or absence of enemies etc. The missions also progressed reasonably quickly (relatively few sorties meant aircraft upgrades every 10-20 sorties).
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#58 Oldsimmer

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Posted 01 May 2013 - 19:48

Just a quick note: when I run the program it says "Please set mission_text_log=1 in data/settings.cfg", however such file doesn't exist, the entry is located in data/startup.cfg

You are right, thanks!

Same problem here cant find the data/settings.cfg file, I found the cmgsettings put the entry mission_text_log=1
But stil no luck.
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#59 Lemml

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Posted 01 May 2013 - 21:15

Sorry, as robin100 already said: The file is not data/settings.cfg, but data/startup.cfg in the Rise of Flight folder. The message at the start screen is incorrect. I will the message in the next version.
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#60 stevetryagain

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Posted 01 May 2013 - 21:22

Another addition that would increase the sense of variety would be to be a random selection of enemy skins from the official skinpack for each engagement. And then if able, to include an ace skin with an ace level of Ai opponent.
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#61 Oldsimmer

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Posted 02 May 2013 - 08:17

Just a quick note: when I run the program it says "Please set mission_text_log=1 in data/settings.cfg", however such file doesn't exist, the entry is located in data/startup.cfg

You are right, thanks!

Same problem here cant find the data/settings.cfg file, I found the cmgsettings put the entry mission_text_log=1
But stil no luck.


Working perfect now thanks.

I do like it very much a great addition to ROF Thanks again.
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#62 Dutch2

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Posted 09 May 2013 - 10:34

@Lemml what software did you use to create this tool???
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#63 Lemml

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Posted 10 May 2013 - 10:16

@Lemml what software did you use to create this tool???

It is programmed in C++ with OpenGL.
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#64 Doconicus

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Posted 17 May 2013 - 17:43

Speaking of 'random pilot' info. I had a idea….

Wouldn't it be terrific to have a pilot face photo generator that will give you a Black and White photo of a pilot that goes into the squadron info. I think that the difference criteria would be a 3d model bust of a pilot with a random change in the the following:
-Face Angle 180° from portrait facing left to portrait right
-Face tilt between 0° to 5º
-Face angle between 0° to 5°
-Mustache w/ a dozen variations
-Goatee w/ a dozen variations
-Imperial w/ a dozen variations
-Cheek widths
-Chin shapes
-Eyebrow shapes
-Hat Variations (including no hat)
-Collars and Coat Variations

and so on.

So, what would the process be to create a random face generation and be able to apply to the interface inside the game. It would be great to have this for the Player pilot as well.

Either that of perhaps a huge data base of WWI pilot portraits.

Just spitballing an idea. Please to flame.
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#65 Hellshade

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Posted 23 May 2013 - 00:46

Is any more work being done on this? It really is a fine idea with a lot of potential.
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#66 Dutch2

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Posted 25 May 2013 - 11:43

guess he did recieve a lott of info for futher improvements, maybe he is still trying to figure these things out. 8-)
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#67 Lemml

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Posted 26 May 2013 - 20:06

Sorry, no news yet. I'm still looking for a good source for historical data about pilots and squadrons.
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#68 Panthercules

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Posted 26 May 2013 - 21:06

Sorry, no news yet. I'm still looking for a good source for historical data about pilots and squadrons.


Did the sample extract I sent you work out OK? if so, a lot more of my database has been brought up to date now (still working on it a little every day) and I could give you a pretty good, extensive data file of pilots, squadrons and skins, if you'd like. Just let me know.
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#69 BroadSide

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Posted 26 May 2013 - 22:42

This is a terrific addition to RoF. I also prefer faster action for a campaign and appreciate your work on this!

It was mentioned earlier, but bears repeating:
A Gui icon (like the one for the PWCG) that resides within RoF, to enable easy access to your excellent campaign.
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#70 Lemml

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Posted 01 June 2013 - 07:00

Did the sample extract I sent you work out OK? if so, a lot more of my database has been brought up to date now (still working on it a little every day) and I could give you a pretty good, extensive data file of pilots, squadrons and skins, if you'd like. Just let me know.

It's the best data source I know so far. The data format I can definitely integrate. Do you already have a complete database for the most important squadrons? It would be good if none of the best pilots are missing while some unknown pilots are included. I can't use it if pilots with ~3 shotdowns are in it while other ones with 40 shotdowns are missing.
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#71 Dutch2

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Posted 01 June 2013 - 09:34

Hi Lemml any possibility to implementate the campaign missions into this software???
http://riseofflight....pic.php?t=33452" onclick="window.open(this.href);return false;">viewtopic.php?t=33452
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Biggles! instant action missions
Историческая кампания "Victoria Cross" No.56 Sqn RFC
http://www.checksix-...dea03b&t=161631" onclick="window.open(this.href);return false;">http://www.checksix-...ms.com/showthre … b&t=161631
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#72 Lemml

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Posted 02 June 2013 - 06:28

Hi Lemml any possibility to implementate the campaign missions into this software??? …

It would be technical possible to integrate single mission files so that the pilots of your squadron and pilots of enemy squadrons replace the pilots of the single mission file. Afterwards, the results of the mission are processed. So if any pilots of your squadron die during the mission, they will be lost in the career mode as well. That's what I could imagine. It's not possible to integrate full campaigns, only single missions.
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#73 Dutch2

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Posted 02 June 2013 - 08:18

I was more thinking what your software do, this generate a single mission in RoF and in RoF you select the generated single mission, play the single mission and the mission results are collected by your software.

Same would be in my idea but instead now the missions doesn't have to be generated they are already in RoF.
So it is just give the CMG the signal what mission from the campaign you are going to using, play the mission and the mission results are collected by CMG. So only the mission [creating] generating step will not be used.
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#74 Lemml

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Posted 02 June 2013 - 09:24

I have just uploaded version 0.1.1 - it's only a minor update. Your save game will be still compatible.

- Scouts like the Sopwith Dolphin don't carry any bombs anymore
- Reduced fuel for a better dogfighting agility
- Fixed service selection bug (French and British service was swapped)
- Startup message shows now 'startup.cfg' instead of 'settings.cfg'
- Removed some pilot names with special chars - Missions with pilots with special chars in their name did not start
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#75 stevetryagain

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Posted 04 June 2013 - 22:49

Hi Lemml,

I've been playing with the new version and noticed the new 33% fuel load which improves the enemy scout performance. Thank you! However, I still see bombs on Camels, Dolphins and also the Spad 13 loads with the reduced fuel, but also has bombs and needs to be edited before flight.

In general, I've really enjoyed using your mission generator because it's a very quick way of generating a varied and unpredictable combat set up. It's really nice experiencing unpredictable combat set ups at different map locations with different aircraft without having to do anything other than select "Next Mission".

I notice that the "French" are still assigned Camel's and Dolphin's and maybe other British aircraft (I only tried the French in April-May 1918). If possible, it would be better to limit their aircraft selection to Nieuports and Spads.

I'm also wondering if it's possible to include the Bristol Fighters for the British selection? They are not only fun to fly, but also shoot down when flying for the Germans. I realise that some may not like two seaters as opponents due to the unrealistic rear gunners, but it's been my experience that the rear gunners are less accurate and on the ball when wrapped up in a furball fight. Besides, losing a campaign pilot is no big deal as your program automatically generates a new pilot for the next mission. I like that aspect.

Speaking of two seaters, I've noticed flying PWCG that I have encountered two seaters acting in what appears as a scout capacity and the results are both fun and challenging. For example, I've been assigned a Balloon Bust mission on two separate occasions and have encountered RE8's and Rolland's that appear to be assigned balloon protection and fly very aggressively. Although unlikely opponents they still put up an interesting and entertaining fight. Therefore, if not assigned too often, such a wild card set up would generate a greater sense of unpredictability and variety in your mission generator that could add to the fun. It always nice to encounter something new and different.

Also, in order to generate more variety and fun, if possible, it would be nice if the enemy formations included a mixed bag of fighters from time to time. Like Albatross, Pfalz's and Dr1's for example. I've enjoyed limiting my own aircraft selection at times in the configuration settings and flying with a different type fighter in my formation. For example flying a Spad with some Camels allows me to arc around and pick off bogeys tied up in a Camel knife fight.

Thanks again for your marvelous combat generator. It's a lot of fun! :S!:
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#76 Lemml

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Posted 05 June 2013 - 14:19

Hi stevetryagain,

Thanks for your great feedback. Sorry that the Camels, Dolphins and Spad 13 still carrying bombs. I thought I had fixed that. :-/ Will look at it again.

Is there a list which planes were used by the French and which ones by the British?

I also like your other ideas. Currently the integration of historical data has priority, then I'll care for your inspirations.

Thank you!
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#77 stevetryagain

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Posted 05 June 2013 - 15:44

A quick google search shows a list of French built aircraft:

http://www.militaryf...ry-aircraft.asp" onclick="window.open(this.href);return false;">http://www.militaryf...ry.com/aircraft … rcraft.asp

However, regarding the French aircraft in ROF, one only needs to look at the aircraft skins to see which ones have French markings and which ones have British.

In playing your mission generator I've experienced a lot of Nieuport 28 combat both in the English Service and against them in the German Service. It's my understanding that the Nieuport 28 was only flown by the Americans and not the French. Perhaps you could expand your career list to include the Americans which flew Camels, Nieuports and Spads.

One of the reasons I suggested putting together a mixed bag of fighters in each mission, is that once a new aircraft is introduced historically into your generator, there appears to be an inordinate number of missions against the new aircraft. Game play can then appear repetitive because the same enemy types keep appearing with little variation. I see this in Winter and Spring 1918 where there seem to be far too many missions against the DR1. As far as gameplay is concerned, the DR1 is one of the poorest performers in terms of Ai capability. The Ai driven Dr1's often rip off their top wings after the first pass and then auger around as sitting ducks. If there were some Albatros aircraft mixed in the fight it would keep the action more level and interesting. What is important for gaming purposes, in my opinion, is to vary the action. Mix it up with different types of opponents to make it interesting.

I also notice that the SE5 hardly shows up in 1918 and the only way to get to fly one is to deselect the Spads, Camels, Nieuport 28, and Dolphins. If you were able to give the combat generator the ability to assign a type of aircraft to the career choice that would be best. But it would still be important to change aircraft when they were historically changed in a given squadron. But, as I stated earlier, it is also fun to fly a different airplane than the rest of your squadron mates.

Your plan to make the mission generator a historically accurate one with various squadrons and personnel is quite ambitious. Pat Wilson has already done this with his campaign generator which also includes maps with cities, towns and movement to airfields etc. His work is extensive and already provides what appears you are trying to do historically. However, in my opinion, the chief attraction to your game is random instant combat under random conditions and locations. Naturally your combat generator would be further enhanced with historically accurate aircraft (with skins) and personnel, but it would still lack the "career" feeling of being with a particular squadron flying to and from a particular airfield as it is currently designed. But then, if that aspect was included, it would defeat the chief attraction of having random instant combat on every mission.
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#78 Lemml

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Posted 05 June 2013 - 20:44

The historical data I plan to integrate in the next step shall only replace most of the random pilots by pilots with real names with a realistic ai ability, assign them to squadrons with squadron names. And then the real skins shall be applied.

Everything else will still be random in the next version. I don't plan to remove any dynamics.
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#79 Lemml

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Posted 12 June 2013 - 11:07

I have just uploaded version 0.2.0 of the Career Mission Generator:



Version 0.2.0 uses Panthercules' historical skin database to simulate aces. There is already early support for squadron skins.

It's possible that aces join your squadron and that you meet hostile aces in the skies.

The Career Mission Generator simulates every non-player mission in the game based on probabilities. The number of shotdowns of aces are not historical correct yet. The input data uses information like the ai potential of pilots. That means, it's possible that some aces get shotdown early while others survive. Everytime you start a new career you will see different results.

Your mission results have a small dynamical influence on the simulation: If you defeat high level pilots of hostile squadrons they have to be replaced by new pilots. When non-player missions are simulated, the dogfight of two hostile flights (with all simulated pilots) gets calculated. Flights with high level pilots have a higher chance to win a combat, so even the low level pilots have a higher chance to survive and increase their skills through the experience.

If you start a new career at a later start date, please be patient because all non-player simulations until the start date will be simulated. I have not implemented a spinning wheel yet.

The new version's savegame is not compatible with version 0.1.x, but it will use a different file for it and won't overwrite your version 0.1.x savegame. If you want to finish your 0.1.x career, simply keep the version 0.1.x in a separate folder.

I hope you like the new version!
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#80 stevetryagain

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Posted 12 June 2013 - 14:59

Hi Lemml,

I just tried the new version and really like the new feature of adding skins to the aircraft! It does offer more variety to the game.

I notice that the British scouts capable of carrying bombs and the Spad 13 still are flying combat with bombs. Isn't it possible to program these scouts to show up without bombs? If not, then perhaps we need to make a plea to 777 to fix this. It makes no sense that a fighter would keep bombs on his aircraft when engaged in air combat fighting for his life.

Again, the French are still flying British aircraft. Flying in a French squadron that is suddenly assigned British aircraft with British markings is odd to say the least, and not in keeping with your aim to use historical skins and data.

Thank you and keep up good work :S!:
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