After having read war memoirs or an interview of a famous pilot, or after having watched a documentary, an occasional flight simmer probably felt the desire to recreate the experience on one’ s desktop computer, but found that the dynamic campaign modeling a particular battle hasn't’ t been built yet and finds oneself reduced to single missions one can build on one’ s own. After having gathered the data about the relevant period, placing the squadrons at the appropriate airfields and placing the ground troops at the locations they were at during the relevant period, the simmer ends up with a predictable mission, regretting the inability to transform the results of the research done into a dynamic campaign. Self Inflicted Dynamic Campaign for the
IL- 2 Sturmovik Cliffs of Dover desktop simulator is the solution to this problem. It will transform a mission built in the Full Mission Builder, let us call this mission a proto- mission, into a dynamic campaign in which the simmer can participate flying an aero plane of one’s own choice for the side one chooses. This dynamic campaign generator is also built with the intent of providing the simmer with the capability of flying dynamic campaigns which include the content that may be added to the simulator after the campaign engine is released, meaning maps and planes which may be released as parts of add-ons or mods. Self Inflicted Dynamic Campaign also provides scalability achieved by varying the number of units placed on the map during mission creation. While this will help the user adjust the campaign to the strength of the hardware available, the historical distribution of forces will be forfeited. It is, however, possible to preserve the historical ratio of forces.
Apart from subtracting the number of units destroyed during a mission from their total number defined by placing units on the map during the process of creating the proto- mission, the Self Inflicted Dynamic Campaign will, if the user bothered to define factories, also provide reinforcements to units that need reinforcing. In order to make the destruction of vehicle convoys, trains and ships influence the flow of events during a campaign, it is also possible to define subcontracting factories from which, using the aforementioned means of transport, subassemblies will be shipped to the main factories. While defining factories and subcontractors isn’ t necessary, it will provide the possibility to generate somewhat more diverse missions during a campaign, and it will also make a campaign last longer thanking to the existence of reinforcements. There’ s also a rudimentary pilot’ s log book which holds only the basic information: flight hours, rank and whether the pilot is alive or not. This campaign engine is of the ‘dead is dead’ kind and, if one gets killed during a mission, both the pilot’ s log and the campaign will be reset. It is also impossible to jump into a prepared plane with a warm engine and take off. Instead, the simmer will need to learn to start one’ s engine up, warm it up properly and to taxi.
Install process:
To install the Self Inflicted Dynamic Campaign one needs to create a folder named “SIDC” in the appropriate subfolder of ones user folder:
“C:\Users\current_user\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\“
, and then copy the following files into the “SIDC” folder:
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"Campaign Creation Tool.exe", the tool used to transform a .mis file created in the Full Mission Builder into a dynamic campaign, or to roll back a backup of a previously flown campaign;
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"SIDC.exe", the executable which will be invoked by the "SIDCMission.cs" script after every mission.This program will, based on the events which occurred during the previous mission, calculate the new unit rosters and positions of front markers and, based on the balance of power and pilot' s health, end and reset the campaign and the pilot’ s log book, or generate the subsequent mission, campaign progress report and briefings. This program only runs between missions which leaves the computer resources available for the actual process of simulating flight;
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"SIDCMission.cs" is the script which will be executing while the mission is in progress, during the actual simulation. It records the events significant for the flow of events during a campaign: destruction of aircraft, static objects, vehicles and ships. It only contains the necessary minimum of code and, for this reason, will only cause a negligible loss of performance. It is, however, possible to add to the script in order to provide new functionality.
The files mentioned are contained by the archive freely downloadable
here.
Once the three files have been copied to the “SIDC” folder, all one needs to do is to create a .mis file in the Full Mission Builder, copy it to the “SIDC” folder, run the "Campaign Creation Tool.exe" and follow the on screen prompts.
Usage:
There are rules one needs to follow while creating the proto- mission:
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A squadron should contain only a single air group. Only a single squadron should be placed on a single airfield. Attempting other approaches could cause irregular functioning of the mission generator. All the user sets for a particular air group , including pilot skill and weapon load outs, will apply to that air group throughout the campaign. After an air group is placed onto an airfield, one needs to set the first waypoint of that air group to “Take off” (Image 1). Nothing else pertaining to the path of the air group needs to be set.