Gambling on Good Fortune
Increase the immersion factor by adding
simple randomisation into missions!
by
Flying Nutcase
Full Mission Builder Tutorials
For IL2 Forgotten Battles and Pacific Fighters
To create random events, make a slight modification to the original mission and add its name on the same line, seperated by a space:
A New Level of Immersion with Random Events
You've made single missions and played them several times, right? And you've been killed in campaigns and replayed that mission. The same mission. Well not any more!
You'll never be bored by knowing exactly where to find the enemy, because it'll be different every time the mission is played.
AA defenses may be stronger or weaker than previously. New enemy flights may appear, from similar ot completely different directions and altitudes.
Randomized missions and campaigns open up a whole new level of immersiveness in Pacific Fighters. You'll be searching the sky and flying much more like it's the real thing, because the 'Fog of War' will be on.
This all works best if you have Map Icons switched off in the Difficulty settings:
This tutorial will go over how to build randomization into missions and campaigns. I think you'll like the result!
1. About Creating Random Events
Randomization can only be incorporated into campaigns. But no problem - to get random events in single missions, just make them a one mission campaign!
And when killed in a campaign, you won't be flying the exact same mission, thinking "I can sleep for the first five minutes because there's no enemy contact until I get to the coast." You will be forced to stay alert, like in real life. Immersion.
Again, this works best (by far), with 'No Map Icons' switched to 'On'.
2. How To Create Random Events
Let's make our first random campaign. As we saw in the previous tutorial, a campaign's missions are tied together in the 'Campaign' file, where we list the missions, one on each line.
All the missions above are written as one line of text, with no line breaks.
Two make a true multi-mission campaign, hit 'Enter' and write the next mission (or several missions) on the new line.
Give it a try now!
So that's how to do it. Let's look at what random events we might want to include.
3. Choosing Random Events
We know how to create random events via alternative missions, but what variations should we stick in these alternatives?
These are my thoughts on the subject and will hopefully stimulate your thinking, but it won't be for everybody.
One way I use is to think about the situation since the previous mission in a campaign. Since the previous mission, orders have been issued which will be carried out. But due to various delays, the flight could be on time, but will usually be late to various degrees.
So one form of randomization is just to 'SaveAs' a mission, and altering waypoint times. If a unit is air-starting, then by stretching its initial waypoint back, you can simulate a take-off delay.
If it is taking off, then getting it to circle soon after taking off, part of a 'forming-up' procedure will do the same thing.
Making several missions with just a few minutes difference in waypoint times for various flights can make a huge difference to how a mission unfolds.
By the way, don't use the 'TimeOut' function, because it delays the spawning of those aircraft and you'll get about a two second pause when they spawn. Not a good in-game experience and it'll also give you clues as to what's happening, reducing the Fog of War effect.
Another way is to add completely different flight paths. This simulates the fact that when planning today's missions, there were several options, not just the ones we started with in the original mission.
So maybe the same aircraft and flights, but at least some of them taking different routes.
We could also add new flights. This can simulate aircraft that were released due to greater success in a nearby engagement.
And in the same manner of thinking we could cut out flights or reduce the number of aircraft in some flights to simulate additional casaulties or combat committments.
The sky's the limit.
4. Further Randomizarion
The only slight limitation of this is that we still design each mission ourselves. For example, we might remember the mission with the float-plane patrol coming from the west, and that in that mission, there was an enemy patrol coming from the north. So much for random!
Multiple variations of each theme will get around this fine, but we can randomize with less missions by doing this:
Design the components of a mission and
put the components together randomly.
A component could be a float-plane patrol, a fighter patrol, an airbase attack, etc. Make several of each.
Let's see how we can do it. We'll be jumping into the actual mission file. But don't worry, it's just a simple text file!
When we make a campaign, each plane is written to the Campaign file in two places. First as part of a list of all aircraft in the mission:


If there is more than one mission on a line, the game will randomly choose one of them.
Yes, it's that simple! What we have above is a one-mission campaign with two possible scenarios.
These missions are for a New Gunea (NG) campaign. The naming convention used could be read as "New Gunea Campaign, Mission 1, Scenario 1" (ng-0101) for example.
If there are three missions on a line, then there's a chance for more randomization.
But the really great thing is that we can have as many missions as we like, each a variation of the original. I find that 10 is a minimum, but more is better.
And secondly, listed with all the details like skill, fuel level and waypoints:
An H8K1 float plane follows one of several possible routes:

So what we can do is to make a mission called 'H8K1 Patrols.mis' with only the Japanese H8K1 float plane performing various recconaisance missions in the same area. We won't play this mission. It just provides with several possible routes, of which we'll randomly chose one.
In H8K1 Patrols.mis cut the Wing and Waypoint sections and paste them in a 'H8K1 Patrols' Notepad file. In the following case I've cut and pasted three patrol routes:
----- H8K1 Patrols.txt
[IJA_F_C_23z01]
Planes 1
Skill 1
Class air.H8K1
Fuel 50
weapons default
[IJA_F_C_23z01_Way]
NORMFLY 422374.13 73826.82 1000.00 325.00 &0
NORMFLY 421519.07 64054.73 1000.00 325.00 &0
NORMFLY 406494.48 59168.68 1000.00 325.00 &0
NORMFLY 390248.37 62344.61 1000.00 325.00 &0
NORMFLY 379132.62 64299.03 1000.00 325.00 &0
NORMFLY 378766.16 124641.70 1000.00 325.00 &0
LANDING 363605.09 163947.08 0 0 &0
[IJA_F_C_23z02]
Planes 1
Skill 1
Class air.H8K1
Fuel 50
weapons default
[IJA_F_C_23z02_Way]
NORMFLY 329905.70 79642.56 1000.00 325.00 &0
NORMFLY 333814.54 68160.35 1000.00 325.00 &0
NORMFLY 358122.62 55578.78 1000.00 325.00 &0
NORMFLY 370459.89 50814.88 1000.00 325.00 &0
NORMFLY 390736.98 50081.98 1000.00 325.00 &0
NORMFLY 422740.58 60709.13 1000.00 325.00 &0
NORMFLY 425550.06 88070.99 1000.00 325.00 &0
NORMFLY 411012.47 108362.39 1000.00 325.00 &0
NORMFLY 378764.56 128517.33 1000.00 325.00 &0
LANDING 365108.16 162866.78 0 0 &0
[IJA_F_C_23z03]
Planes 1
Skill 1
Class air.H8K1
Fuel 50
weapons default
[IJA_F_C_23z03_Way]
NORMFLY 380720.58 72452.11 1000.00 325.00 &0
NORMFLY 381331.34 62313.57 1000.00 325.00 &0
NORMFLY 382919.30 57061.07 1000.00 325.00 &0
NORMFLY 372170.00 55595.25 1000.00 325.00 &0
NORMFLY 362886.51 61824.96 1000.00 325.00 &0
NORMFLY 371803.55 131573.27 1000.00 325.00 &0
LANDING 363605.09 163947.08 0 0 &0
-----
Then do the same for 'IJN Fighter Patrols' flights in a seperate text file:
Then when making the actual mission, cut one of the 'H8K Patrols' and past it into the real mission. The same for the fighter patrols or whatever components you want in the mission.
That way we as mission designers don't even know how our missions are made up!
Great for immersion and every mission is a bit of a gamble. :-) Good luck!
IL2 Sturmovik/Forgotten Battles/Pacific Fighters
is a World War 2 flight sim
by Oleg Maddox and 1C: Maddox Games, published by Ubisoft.
This is a fan site and completely independent of the above companies...
Other than a love for this sim. :-)