AcesDarthBubu Posted February 22 Posted February 22 (edited) I am aware previously this has been discussed before, just didn't see any official response on whether it can or can't be done. As a single player gamer, the game now has AI team mates calling out when engaging enemy. What the game is lacking is for the AI flight lead (where player belongs) to call out and have the entire flight engaging enemy planes, as well as rejoining back once the fight is over. What is happening currently is the entire flight will suddenly veers off to engage an enemy flight, which is very immersion breaking. I believe there are sound files that are readily available to have the flight lead to do a call out, just not sure why it isn't implemented. Plus, is it possible to also utilize the "rep_underattack" , "rep_falling", "rep_Iamhit" sound byte as well? Instead of the usual "rep_wounded" and "rep_onfire" ones. Hope this can be answered or best still implemented after "korea" is fully launched. Edited February 22 by AcesDarthBubu 1
AcesDarthBubu Posted February 24 Author Posted February 24 So I digged the rabbit hole abit deeper, ungtp the script and discovered the soundengine.cfg file to attempt my very limited knowledge of cfg file meddling. Wasn't very successful in getting these messages played, despite increasing voice queue or shorten the delay to allow call out. Any pointers are appreciated if any one knows. max_sounds = 32 max_playfiles = 10 radioQeueSize = 12 locales = "rus", "eng", "ger", "pol", "fra", "spa", "chs" Network=true // Pilot, wingman report on plane life is zero template = 101, "tp_mate_falling", "rus", 50, "$AMYID pil_rep_falling", 1, 2, 3, 4, 5, 1001 template = 102, "tp_mate_falling", "eng", 50, "$AMYID pil_rep_falling", 151, 152, 153, 154, 155 template = 103, "tp_mate_falling", "eng", 50, "$AMYID pil_rep_falling", 101, 102, 103, 104, 105 template = 201, "tp_mate_falling", "ger", 50, "$pil_im AMYID pil_rep_falling", 51, 52, 53, 54 // template = 0, "tp_mate_falling", "pol", 50, "$AMYID pil_rep_falling" // template = 0, "tp_mate_falling", "fra", 50, "$pil_im AMYID pil_rep_falling" // template = 0, "tp_mate_falling", "spa", 50, "$AMYID pil_rep_falling" // template = 0, "tp_mate_falling", "chs", 50, "$AMYID pil_rep_falling" // Pilot, wingman report on wounded template = 101, "tp_mate_wounded", "rus", 50, "$AMYID pil_rep_wounded", 1, 2, 3, 4, 5, 1001 template = 102, "tp_mate_wounded", "eng", 50, "$AMYID pil_rep_wounded", 151, 152, 153, 154, 155 template = 103, "tp_mate_wounded", "eng", 50, "$AMYID pil_rep_wounded", 101, 102, 103, 104, 105 template = 201, "tp_mate_wounded", "ger", 50, "pil_im $AMYID pil_rep_wounded", 51, 52, 53, 54 // template = 0, "tp_mate_wounded", "pol", 50, "$AMYID pil_rep_wounded" // template = 0, "tp_mate_wounded", "fra", 50, "pil_im $AMYID pil_rep_wounded" // template = 0, "tp_mate_wounded", "spa", 50, "$AMYID pil_rep_wounded" // template = 0, "tp_mate_wounded", "chs", 50, "$AMYID pil_rep_wounded" // Pilot, wingman report on under attack by enemy plane template = 101, "tp_mate_underattack", "rus", 50, "$AMYID pil_rep_underattack", 1, 2, 3, 4, 5, 1001 template = 102, "tp_mate_underattack", "eng", 50, "$AMYID pil_rep_underattack", 151, 152, 153, 154, 155 template = 103, "tp_mate_underattack", "eng", 50, "$AMYID pil_rep_underattack", 101, 102, 103, 104, 105 template = 201, "tp_mate_underattack", "ger", 50, "$pil_im AMYID pil_rep_underattack", 51, 52, 53, 54 // template = 0, "tp_mate_underattack", "pol", 50, "$AMYID pil_rep_underattack" // template = 0, "tp_mate_underattack", "fra", 50, "pil_im $AMYID pil_rep_underattack" // template = 0, "tp_mate_underattack", "spa", 50, "$AMYID pil_rep_underattack" // template = 0, "tp_mate_underattack", "chs", 50, "$AMYID pil_rep_underattack" // Pilot, wingman report on hit template = 101, "tp_mate_imhit", "rus", 50, "$AMYID pil_rep_imhit", 1, 2, 3, 4, 5, 1001 template = 102, "tp_mate_imhit", "eng", 50, "$AMYID pil_rep_imhit", 151, 152, 153, 154, 155 template = 103, "tp_mate_imhit", "eng", 50, "$AMYID pil_rep_imhit", 101, 102, 103, 104, 105 template = 201, "tp_mate_imhit", "ger", 50, "$pil_im AMYID pil_rep_imhit", 51, 52, 53, 54 // template = 0, "tp_mate_imhit", "pol", 50, "$AMYID pil_rep_imhit" // template = 0, "tp_mate_imhit", "fra", 50, "pil_im $AMYID pil_rep_imhit" // template = 0, "tp_mate_imhit", "spa", 50, "$AMYID pil_rep_imhit" // template = 0, "tp_mate_imhit", "chs", 50, "$AMYID pil_rep_imhit"
kraut1 Posted February 24 Posted February 24 I myself am only disabling the xxx is attacking messages because I don't want to be warned when I am flying alone: https://forum.il2sturmovik.com/topic/81471-mod-to-deactivate-message-player-callsign-is-attacking-enemy-fighters/ New messages, as you already know I have created only directly in mission groups (enemy grid messages, wingmen warnings), what works well for me... Wish you much success!
AcesDarthBubu Posted February 25 Author Posted February 25 Yup, I do use your mods (they are great!). In this case, I was trying to check whether default game fully utilize all the sound messages, in which I discovered that there are quite a number of the 'templates' are never used or at least I haven't heard or seen the text used before. Not sure whether it's a bug, or it wasn't fully enabled by the devs. 1
jokash Posted February 26 Posted February 26 I wish there was a "check your six" callout,like the original. Also give position,which would be given in grid map,since its so easy to separate from your flight - "attack nearest ground","attack ground on your own" takes them who knows where instead on the objective.
AcesDarthBubu Posted February 27 Author Posted February 27 (edited) 12 hours ago, jokash said: I wish there was a "check your six" callout,like the original. Also give position,which would be given in grid map,since its so easy to separate from your flight - "attack nearest ground","attack ground on your own" takes them who knows where instead on the objective. Unfortunately, dont think feature request is feasible anymore for GB. Perhaps for Korea the devs will still incorporate new features. In any case, i hope they are still willing to look at existing code to enable features that are dormant in GB. For grid map enemy calling out, Kraut1 has a working mod that does just that. Not sure whether he is willing to mod it to call out your flight as well within radar range or wingman range. Edited February 27 by AcesDarthBubu
kraut1 Posted February 27 Posted February 27 (edited) 21 hours ago, jokash said: I wish there was a "check your six" callout,like the original. Also give position,which would be given in grid map,since its so easy to separate from your flight - "attack nearest ground","attack ground on your own" takes them who knows where instead on the objective. 9 hours ago, AcesDarthBubu said: Unfortunately, dont think feature request is feasible anymore for GB. Perhaps for Korea the devs will still incorporate new features. In any case, i hope they are still willing to look at existing code to enable features that are dormant in GB. For grid map enemy calling out, Kraut1 has a working mod that does just that. Not sure whether he is willing to mod it to call out your flight as well within radar range or wingman range. I have created 1 experimental mod (a group for ME) to command a squadron and to command the flights to search/destroy ground targets on certain grids: Attack Squadron Commander VA https://forum.il2sturmovik.com/topic/90017-attack-squadron-commander-va/ And you will find a demo mission there. And I have created some examples for radio Navigation and Radio Direction finding over the Rheinland map Due to the usage of the Flash Script only wingmen warnings with SUBTITLES can be used additionally, NOT with audio messages. https://forum.il2sturmovik.com/topic/90776-radar-and-radio-navigation-system-germany-4345-v01/ And another optimized version with a working radio -FuG-10 Mod by AEthelraedUNraed https://forum.il2sturmovik.com/topic/91243-emg-rheinland-map-area-extension-germany-4345-modified-settings-v01-29042025/ All mods were working in early 2025 and have been tested by me. There are detailed instructions and example missions available. But I am currently not able to offer support, I am too busy with other tasks.. Edited February 27 by kraut1 1 1
AcesDarthBubu Posted March 23 Author Posted March 23 (edited) Interesting finding after playing for a bit. If I enable AI (autopilot) to take over my plane, suddenly all the voice comm within the flight become lively. Flight lead provides command from enemy sighting to rejoining formation, flight mates calling out enemy to engage. But once I take back control, silent again. No idea why is it done in such a way. I wonder is there a config somewhere I can enable AI (autopilot) for player plane while have full control of the plane. Edited March 23 by AcesDarthBubu
MDzmitry Posted March 24 Posted March 24 23.03.2026 в 06:35, AcesDarthBubu сказал: Interesting finding after playing for a bit. If I enable AI (autopilot) to take over my plane, suddenly all the voice comm within the flight become lively. Flight lead provides command from enemy sighting to rejoining formation, flight mates calling out enemy to engage. But once I take back control, silent again. No idea why is it done in such a way. I wonder is there a config somewhere I can enable AI (autopilot) for player plane while have full control of the plane. Honestly this sounds like a possible bug, there should be no such difference in chatter
AcesDarthBubu Posted March 25 Author Posted March 25 Hmm. You might be right. Its a weird finding, I find after I did that my flight in game session is more lively with call outs.
MDzmitry Posted March 25 Posted March 25 (edited) 18 минут назад, AcesDarthBubu сказал: Hmm. You might be right. Its a weird finding, I find after I did that my flight in game session is more lively with call outs. A possible way to check it would be recording a sortie first while flying it manually and then restart it and have the autopilot handle everything (while recording it as well). If the difference is there, the tracks could be submitted for a bug report Edited March 25 by MDzmitry 1
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