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IL2 Great Battles Easy Mission Generator


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Stonehouse
Posted
On 3/5/2026 at 9:36 PM, SYN_Vander said:

I think it's the lookup of a URL to check the latest version. It might time-out or something. I'll remove it next version and then please check performance.

Much better loading speed thanks!

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

Stonehouse
Posted (edited)

@SYN_Vander

Hi Vander,

I am still slowly working on a Tunisia template for Off_Winters mod of the Kuban autumn map and with both generic and mission templates complete I am finding my test mission generations are getting stuck on "generating". I've been through the jsons and fixed a few issues, so I am getting further than my first attempts but now I am totally baffled after rechecking everything multiple times and finding no recognizable issue.

I'm hoping you might be able to offer some clues or advice about places I should look. 

Example log - sometimes I get a second ambient vehicles line often it just looks like this one. This was setup as both sides doing a patrol in the target area, ambient setting few, 0 and passive. Only a single flight of 4 on both sides. Take off skipped and the start near the target for both sides. I thought this was the simplest test case.

Thank you for any thoughts that might help.

 

Spoiler

INFO:...init maps complete
INFO:Retrieved latest version: 95.0
INFO:...save to config successful
INFO:...save to plane set successful
INFO:

INFO:Creating new mission: SYN_Generated
INFO:Season by date: winter
INFO:Map: Tunisia, Template: CoopTemplate_KUBAN
INFO:Theatre: WW2_WEST
INFO:Period: US-Army Al Meknassy Jan01 1943
INFO:Game type: single
INFO:Player side: allied
INFO:Parsing map template: 0.34375 s
INFO:Start airfield allied: Al-Meknassi, start airfield axis: Saida-O-Moussa
INFO:Country allied: 102 (Great Britain)
INFO:Country axis: 201 (Germany)
INFO:Cropped static objects outside battlefield: 0.015625 s
INFO:Objects and vehicle types have been replaced with correct types based on theatre and faction.
INFO:Date: 1.1.1943
INFO:Time: 11:29:20
INFO:Weather: Clear skies
INFO:Haze: 0.2
INFO:Imported static groups: 1.0625 s
INFO:Looking for objects near front lines to destroy...
INFO:Destroyed static objects near front lines: 0.046875 s
INFO:All possible target and airfield locations have been determined
INFO:Determining objective types...
INFO:Scenario allied : patrol
INFO:Number of objectives: 1
INFO:Scenario axis : patrol
INFO:Number of objectives: 1
INFO:Preferred target location = 228394,295430
INFO:Objective allied: planes, o_planes_allied_1
INFO:Objective axis: planes, o_planes_axis_1
INFO:Amount of ambient vehicles: 3
INFO:Secondary allied: ambient_vehicles_allied_1
 

 

Edited by Stonehouse

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

SYN_Vander
Posted
9 hours ago, Stonehouse said:

@SYN_Vander

Hi Vander,

I am still slowly working on a Tunisia template for Off_Winters mod of the Kuban autumn map and with both generic and mission templates complete I am finding my test mission generations are getting stuck on "generating". I've been through the jsons and fixed a few issues, so I am getting further than my first attempts but now I am totally baffled after rechecking everything multiple times and finding no recognizable issue.

I'm hoping you might be able to offer some clues or advice about places I should look. 

Example log - sometimes I get a second ambient vehicles line often it just looks like this one. This was setup as both sides doing a patrol in the target area, ambient setting few, 0 and passive. Only a single flight of 4 on both sides. Take off skipped and the start near the target for both sides. I thought this was the simplest test case.

Thank you for any thoughts that might help.

 

  Hide contents

INFO:...init maps complete
INFO:Retrieved latest version: 95.0
INFO:...save to config successful
INFO:...save to plane set successful
INFO:

INFO:Creating new mission: SYN_Generated
INFO:Season by date: winter
INFO:Map: Tunisia, Template: CoopTemplate_KUBAN
INFO:Theatre: WW2_WEST
INFO:Period: US-Army Al Meknassy Jan01 1943
INFO:Game type: single
INFO:Player side: allied
INFO:Parsing map template: 0.34375 s
INFO:Start airfield allied: Al-Meknassi, start airfield axis: Saida-O-Moussa
INFO:Country allied: 102 (Great Britain)
INFO:Country axis: 201 (Germany)
INFO:Cropped static objects outside battlefield: 0.015625 s
INFO:Objects and vehicle types have been replaced with correct types based on theatre and faction.
INFO:Date: 1.1.1943
INFO:Time: 11:29:20
INFO:Weather: Clear skies
INFO:Haze: 0.2
INFO:Imported static groups: 1.0625 s
INFO:Looking for objects near front lines to destroy...
INFO:Destroyed static objects near front lines: 0.046875 s
INFO:All possible target and airfield locations have been determined
INFO:Determining objective types...
INFO:Scenario allied : patrol
INFO:Number of objectives: 1
INFO:Scenario axis : patrol
INFO:Number of objectives: 1
INFO:Preferred target location = 228394,295430
INFO:Objective allied: planes, o_planes_allied_1
INFO:Objective axis: planes, o_planes_axis_1
INFO:Amount of ambient vehicles: 3
INFO:Secondary allied: ambient_vehicles_allied_1
 

The next log message is about creating smoke columns, but there is nothing in between, so it seems there is a problem with creating ambient vehicles. Are there not enough templates for vehicles, trains, ships?

 

Stonehouse
Posted (edited)
12 hours ago, SYN_Vander said:

The next log message is about creating smoke columns, but there is nothing in between, so it seems there is a problem with creating ambient vehicles. Are there not enough templates for vehicles, trains, ships?

Thanks for responding. I thought there was but will now go back and check these.

Does there need to be some for each category? 

Do you mean in the generic template or the actual map template mission file?

Edited by Stonehouse

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

Buffo002
Posted (edited)

How do I load an unfinished mission into the generator that I created here, but I want to edit it? Is that even possible? And is there any way to influence the front lines or change the airport to another side? For example: From the Soviet airport to the German one? 😞

It would be great if you could move the queue, set the sides of the airport, stationary objects, rename names, create moving objects (cars on the ground), ground objects, etc. and even the mission text like in campaigns, for simplified basic missions, but for creating missions for campaigns, it would be great. The official generator is very complex. 

Edited by Buffo002
SYN_Vander
Posted
19 hours ago, Buffo002 said:

How do I load an unfinished mission into the generator that I created here, but I want to edit it? Is that even possible? And is there any way to influence the front lines or change the airport to another side? For example: From the Soviet airport to the German one? 😞

It would be great if you could move the queue, set the sides of the airport, stationary objects, rename names, create moving objects (cars on the ground), ground objects, etc. and even the mission text like in campaigns, for simplified basic missions, but for creating missions for campaigns, it would be great. The official generator is very complex. 

Hi Buffo,

I think you are not looking for an Easy Mission Generator, but an Advanced Mission Creator :). Not sure about you first question, but no, it's not possible to load an existing mission in the EMG. It can only generate, not edit missions. The Front lines are maintained in the template files, you can edit them, but be aware a new version will overwrite them.

 

 

  • Like 1
Buffo002
Posted (edited)
40 minutes ago, SYN_Vander said:

Hi Buffo,

I think you are not looking for an Easy Mission Generator, but an Advanced Mission Creator :). Not sure about you first question, but no, it's not possible to load an existing mission in the EMG. It can only generate, not edit missions. The Front lines are maintained in the template files, you can edit them, but be aware a new version will overwrite them.

 

 

cz Ano, ale jde využít EMG pro vytvoření základní nějaké mise a pak v editoru ji upravit pro tvorbu misí nebo kampaní upřesnit body trasy letadel cílů apod. 🙂  Už to zkouším tak uvidíme ... 🙂 

En: Yes, but you can use EMG to create a basic mission and then edit it in the editor to create missions or campaigns, specify the aircraft route points, targets, etc. 🙂 I'm already trying it so we'll see... 🙂

 

Edited by Buffo002
Posted
2 minutes ago, Buffo002 said:

cz Ano, ale jde využít EMG pro vytvoření základní nějaké mise a pak v editoru ji upravit pro tvorbu misí nebo kampaní upřesnit body trasy letadel cílů apod. 🙂  Už to zkouším tak uvidíme ... 🙂 

En: Yes, but you can use EMG to create a basic mission and then edit it in the editor to create missions or campaigns, specify the aircraft route points, targets, etc. 🙂 I'm already trying it so we'll see... 🙂

 

It is possible (and horrible much time is required) to modify EMG, to add new frontlines, to adapt it to other ToWs,...
I use either the default EMG by Vander or modified versions since 2 years systematicly for campaign mission generation.
If you are interested please have a look to my mod overview:
https://forum.il2-series.com/topic/354-kraut1s-mods-and-campaigns-overview-in-new-old-forum-status-11022026/

 

  • Like 1
Buffo002
Posted
30 minutes ago, kraut1 said:

It is possible (and horrible much time is required) to modify EMG, to add new frontlines, to adapt it to other ToWs,...
I use either the default EMG by Vander or modified versions since 2 years systematicly for campaign mission generation.
If you are interested please have a look to my mod overview:
https://forum.il2-series.com/topic/354-kraut1s-mods-and-campaigns-overview-in-new-old-forum-status-11022026/

 

Thank you, I will try more options. 😇

  • Upvote 1
Stonehouse
Posted

@SYN_Vander

Hi Vander - still progressing on the Tunisia EMG mod issues I have been having. I had a chat to @kraut1 and he had a look at the templates I've built and on a hunch, he tried an old version of the EMG exe and it generated missions without any problems. 

So, I have systematically tried old versions of the exe moving forward from v92 to v95. I found that EMG v93.1's exe works fine with the templates I have created. From v94 on mission generation hangs on ambient vehicles. I noticed in v94's change notes you state "-Added more (small) ambient vehicle groups; these should appear more often".

As far as I know I based my generic template off the new v95 one, but I wondered if the rules for populating the map template have changed due to this v94 enhancement?

Does your code require any specific groups of helpers in this regard to function? I have the positions_vehicles group - do I require some specific others for ambient vehicles to work ok?

As always thank you for any suggestions or advice you can offer.

 

image.png.f23e57052377ece1d6b4602c1c6d56c5.png

  • Like 1

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

Stonehouse
Posted
47 minutes ago, Stonehouse said:

@SYN_Vander

Hi Vander - still progressing on the Tunisia EMG mod issues I have been having. I had a chat to @kraut1 and he had a look at the templates I've built and on a hunch, he tried an old version of the EMG exe and it generated missions without any problems. 

So, I have systematically tried old versions of the exe moving forward from v92 to v95. I found that EMG v93.1's exe works fine with the templates I have created. From v94 on mission generation hangs on ambient vehicles. I noticed in v94's change notes you state "-Added more (small) ambient vehicle groups; these should appear more often".

As far as I know I based my generic template off the new v95 one, but I wondered if the rules for populating the map template have changed due to this v94 enhancement?

Does your code require any specific groups of helpers in this regard to function? I have the positions_vehicles group - do I require some specific others for ambient vehicles to work ok?

As always thank you for any suggestions or advice you can offer.

 

image.png.f23e57052377ece1d6b4602c1c6d56c5.png

All good - I just went back and did cross compares between the generic templates across versions going back to v92 and discovered you'd added an objective_traffic at v94. I must have accidentally removed this when customising the generic template for Tunisia. Adding it back and the mission now generates. All my mistake as I kind of expected. It's just hard to tell without more detailed logging. Not sure if that's an enhancement you might consider - it definitely would help people making custom templates even if you don't get any benefit yourself. Thanks again.

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

Stonehouse
Posted (edited)

@SYN_Vander

Sorry to bug you again - few quick follow up questions for you.

  • Is there anywhere we can alter the target description in the target drop down. EG If I wanted Channel Dash to be something different?

image.png.7b9cecb914250b0e9dd066c8c9605262.png

  • Is there anywhere we can alter the orders text in the briefing (I know I can do it in the ME I wondered if there was a json or somewhere in the generic template we could control it)?

image.png.d9f2acf228bc5389949af11c7a98ced2.png

 

 

Thank you

Edited by Stonehouse

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

JG123410
Posted (edited)

Hi,

Is it possible to create a mission in EMG, add some objects to my home airfield in Full Mission editor, then use that mission again in the EMG interface to create other missions?

So basically what I am trying to do is create a few missions flying from the same airfield, on the same map, with the same airplane, but change things like mission type, time of day, number of enemy planes etc for subsequent missions.

Thanks in advance for any guidance. 
JG123410

Edited by JG123410
SYN_Vander
Posted
On 3/31/2026 at 1:30 AM, Stonehouse said:

@SYN_Vander

Hi Vander - still progressing on the Tunisia EMG mod issues I have been having. I had a chat to @kraut1 and he had a look at the templates I've built and on a hunch, he tried an old version of the EMG exe and it generated missions without any problems. 

So, I have systematically tried old versions of the exe moving forward from v92 to v95. I found that EMG v93.1's exe works fine with the templates I have created. From v94 on mission generation hangs on ambient vehicles. I noticed in v94's change notes you state "-Added more (small) ambient vehicle groups; these should appear more often".

As far as I know I based my generic template off the new v95 one, but I wondered if the rules for populating the map template have changed due to this v94 enhancement?

Does your code require any specific groups of helpers in this regard to function? I have the positions_vehicles group - do I require some specific others for ambient vehicles to work ok?

As always thank you for any suggestions or advice you can offer.

 

image.png.f23e57052377ece1d6b4602c1c6d56c5.png

 

The smaller vehicle groups use the same positions-vehicle placeholders, but you do need to have the new objective in the generic template:

image.png.69900e7f0b717d5e88ec695b51151d25.png

On 3/31/2026 at 4:32 AM, Stonehouse said:

@SYN_Vander

Sorry to bug you again - few quick follow up questions for you.

  • Is there anywhere we can alter the target description in the target drop down. EG If I wanted Channel Dash to be something different?

image.png.7b9cecb914250b0e9dd066c8c9605262.png

  • Is there anywhere we can alter the orders text in the briefing (I know I can do it in the ME I wondered if there was a json or somewhere in the generic template we could control it)?

image.png.d9f2acf228bc5389949af11c7a98ced2.png

 

 

Thank you

No, currently not possible. I am lazy so use the primary id also as name in the UI. Changing this will make the code fail. I would need to make a translation table where you can configure an alias for each id. I'll add it to the backlog.

  • Thanks 1

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