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Posted

I have been using AI not to go through and decomp the whole code base but for helping me find and isolate memory values for in mission events. The goal being to create a memory listener to snag unit events so that when a mission ends I have a 1:1 output of what happened between all entities, I plan to use that data for building a larger Operational management application that sits on top of the main SF2 application in a not to dissimilar method used by Wings over Flanders fields does for CFS3

Posted

Or what PWCG does for IL2 GB? Basically that mod saves also what happens in a mission so that it can be transferred to the next one to increase the immersion of the dynamic campaign.

Posted
23 minutes ago, MAF1247 said:

Or what PWCG does for IL2 GB? Basically that mod saves also what happens in a mission so that it can be transferred to the next one to increase the immersion of the dynamic campaign.

The idea is to take something like Command Modern operations, but scale back the complexity a good deal. I was reading Philip Sabin's Simulating war and he gave me some ideas about how we can Abstract the Operation layer into its own game, Where by we act as the operations commander, and we can choose to sortie as a stable of pilots. Or at least that is the hope. The bigger issue is I play on Fedora linux and so have a good deal of hassle using the tooling built around the mod scene. So I sort of need AI to help speed up looking through Cat files and the like. I had to build a python script just to open a Cat file and look at the data so I could get the structure needed to build my data model. 

The Goal is that you play the Operations abstraction, and from the state it is in when you Sortie it populates a mission of the landscape at that time, and then when you end the mission we take all the event data and parse it into the calculations used to resolve events at the operations layer. Or at least that is my hope anyway. Still building a data model to work off of. I can say though that I am able to build missions just fine based on samples from my campaign. Which was a solved problem to begin with. 

  • Like 2
Posted

I've really no idea what you're talking about 😄, but it all sounds very interesting so I say go for it and keep us informed of what you can achieve.

  • Like 4
Posted (edited)

I did a mod yesterday for single mission generation in Naval Operations mode. It allows for changing a dll file to remove the 100% bias for "strike mission: target the enemy carrier" and "SEAD mssion: target the enemy carrier fleet". Instead it allows to patch in a fixed chance of these missions to be generated, like 0 to 100%. With 20 to 30% there is much more variety in mission targets .
I am looking into what else I can do for single mission generation. 

This is for the april 2012  (edit, no sorry may 2012) version of the game. Since I never updated the game beyond that, because of the terrible update feature: "changed player missiles to do more damage than computer launched ones". I won't play any later version until that 'feature' is patched out. 

Edited by gerwin
Posted
5 hours ago, gerwin said:

 I won't play any later version until that 'feature' is patched out. 

might as well patch it out yourself

i think we know by now how likely we are to get anymore TW released patches....

(anyone bringing up his "windows 10" social experiment a couple of years ago, just choke yourself)

  • Haha 1
Posted
1 hour ago, daddyairplanes said:

might as well patch it out yourself

I know, I do not expect an official patch.   

Anyways I found it already: Table below is for missiles.  Seemingly setting WeaponEffectiveness to hard restores the old evenly matched behaviour for missiles. But it may affect some other things. At normal the damage is multiplied 1,5x for player launched missiles.

Missile-damage.png

  • Like 1
Posted (edited)

It is worse; Player fired bullets were also affected by the June 2012 update.

Setting WeaponEffectiveness to 'hard' in July 2013 would restore the damage to May 2012 'normal' levels, but also 'hard' would make lock acquisition stricter and add malfunction-style rolls. 

SF2_Player-Projectiles-Damage1.png.4239db52ba7296cd6a3872c042051f0c.png

Edited by gerwin
  • Like 1
Posted

Back in the day when 3W had a working Forum, TK did that specificely because a bunch of whiney cunts kept getting blown up and couldn't hit anything flyin in NA. And these weren't people that had been playing the as long as some of us had.

Because of a few, everything got fucked over.

  • Like 3
Posted

Well, I play with all the settings on hard; otherwise, the game feels too "arcade-like" for me.
I like not knowing whether a missile might fail—things like that—because it adds realism.

  • Like 2

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