Originally Posted By: David_OC
Originally Posted By: David_OC
Maybe a little bit of both scripted/dynamic to make it easier for mission builders would be good.

Originally Posted By: - Ice
ED is already doing this (dammit, are you even reading my posts? or just trying to find what bits you can nitpick?), but if this was the correct or better way, why is there an overwhelming cry for a DC? Because scripted misisons are repetitive and missions done by the mission generator fail to "generate" the same immersion as a DC engine could.


I will post this here again Ice as you are not following

Kevin Klemmick – F4 Lead Software Engineer

Many recent simulators are released without even trying to code a Dynamic Campaign engine. Why do you think today’s sim developers are so scared of what you guys were able to create more than a decade ago?

Well, it’s just really hard to do. Looking back on it, I think the only reason we took on what we did is because we were too inexperienced to know better. Knowing what I do now, even given my experience on Falcon, the cost to develop such an engine would be substantial. Since flight sims don’t bring in that kind of revenue companies look at it from a cost to benefit standpoint and Dynamic Campaigns score pretty low in that regard. There is also the argument that scripted missions are more interesting which has some merit. I think if I were to do it over I would do a mix of scripted/generated missions, so that the player still feels like they’re involved in the world, but there is also some variety thrown in to keep things interesting.


That is true. A whole bunch of products come and are being bought without a proper Dynamic Campaign Generator... Or even static campaigns, missions, skins, or any other products but the aircraft themselves and/or one map... which is quite apalling.

Do you know how old is this?

http://forum.jg1.org/forum/8-lowengrins-dynamic-campaign-generators-dcg-for-il-2-cfs2/

Do you know it was and still is completely free? 3rd party? Do you know that 1c/Maddox games included functional DCG in their product so many years ago? Complicated? Expensive? I don't think so.

Il-2 Sturmovik 1946 DCG supposedly took into account plane loses during missions which were combined with resupply rates in such a fashion that you had less certain types in subsequent missions, depending on their losses... And it was absolutely free. Do you really think it takes a lot of time or money to script that?

Last edited by Rabb; 12/15/16 08:33 PM.