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#3220141 - 02/27/11 06:02 PM Re: ROF Campaign Released ***** [Re: Force10]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
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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#3220172 - 02/27/11 07:06 PM Re: ROF Campaign Released [Re: PatrickAWilson]
Force10 Offline
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Registered: 07/10/05
Posts: 903
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Thanks!
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#3220198 - 02/27/11 08:33 PM Re: ROF Campaign Released [Re: PatrickAWilson]
Force10 Offline
Member

Registered: 07/10/05
Posts: 903
Loc: CA
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!


Edited by LS_Force10 (02/27/11 10:05 PM)
Edit Reason: resolved
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#3226789 - 03/06/11 11:16 PM Re: ROF Campaign Released [Re: PatrickAWilson]
charlo Offline
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Registered: 09/07/10
Posts: 27
Loc: Los Angeles, CA, USA
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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#3227202 - 03/07/11 09:50 AM Re: ROF Campaign Released [Re: PatrickAWilson]
Bandy Offline
Member

Registered: 07/26/10
Posts: 1206
Loc: Wishing I was in the La Cloche
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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#3227206 - 03/07/11 09:53 AM Re: ROF Campaign Released [Re: PatrickAWilson]
Freycinet Offline
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Registered: 04/15/02
Posts: 13361
I really hope they will employ Patrick as a beta tester for their campaign engine...

S!
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#3227279 - 03/07/11 10:42 AM Re: ROF Campaign Released [Re: PatrickAWilson]
777 Studios - Jason Online   content
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Registered: 02/03/08
Posts: 2469
Loc: Redlands, CA
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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#3227629 - 03/07/11 04:56 PM Re: ROF Campaign Released [Re: PatrickAWilson]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
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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#3228247 - 03/08/11 09:45 AM Re: ROF Campaign Released [Re: PatrickAWilson]
Bandy Offline
Member

Registered: 07/26/10
Posts: 1206
Loc: Wishing I was in the La Cloche
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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#3228667 - 03/08/11 05:57 PM Re: ROF Campaign Released [Re: Bandy]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
I can do extra AAA and make it optional for thos who do not want it.

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