I'm trying to add a new map as a custom project to SEOW on my own self-hosted solution and the map in question, which isn't related to HSFX is absolutely loaded with roads and bridges. My question is that, while I've tried using the various Route tool excel files, as well as the bridges one, they don't appear to capture all of the bridges on the map, nor can I get the roads and their waypoints to show up on the mission planner.
My question is, due to the excessive number of routes and the large map size (Yugoslavia 41), is there a maximum number of routes that the excel macros were never programmed for and that's why the data isn't captured?
Hi Jobbo,
Those Excel tools were developed by Dore, IIRC. I have never used them because they arrived after I had stopped capturing maps myself. The answer to your question about whether there is a hard-coded limit to the number of bridges and roads lies inside the Excel macros. Have a look if you can.
As far as SEOW is concerned, there is no imposed limit in the database structure for roads or bridges. Just for interest, what kind of numbers are you talking about?
I'm not a very smart man so the macros are a bit of gibberish for me at the moment, haha!
Glad to see you're still around - is badger still taking flight these days?
Once I get my server up again tomorrow I'll post some numbers. I've spent most of today making a new aircraftloadout file that about quadruples (iirc) the number of options there alone!
I did go by what the wiki said to do. Evidently I'm either not doing it right or I'm come across some new and interesting bug, haha.
As for loadouts, I'm trying to adapt the SEOW system from HSFX to B.A.T.. While the latter might not really be balanced, it offers soooo much more. Its the sort of megamod that rekindled my interest in 1946.
In a .mis file every moving ground object has a particular format for their movement waypoints. One parameter is the movement speed (a fixed constant for each vehicle type). This is called Number_Name in Object-Specifications. It is basically the speed of the vehicle in metres per second. For ships there may be a factor of 2 in there as well, and for ships it represents the maximum speed. The Number_Name value must match the technics.ini value for each vehicle.
In earlier versions of IL-2 the Number_Name needed to be reproduced exactly to many decimal places, otherwise the game crashed. Later versions fixed this. Also if waypoints were too close together that used to cause a crash too. 1C fixed that too.
IV/JG7_4Shades wrote: ↑Mon 30 Jun 2025 3:12 am
In a .mis file every moving ground object has a particular format for their movement waypoints. One parameter is the movement speed (a fixed constant for each vehicle type). This is called Number_Name in Object-Specifications. It is basically the speed of the vehicle in metres per second. For ships there may be a factor of 2 in there as well, and for ships it represents the maximum speed. The Number_Name value must match the technics.ini value for each vehicle.
In earlier versions of IL-2 the Number_Name needed to be reproduced exactly to many decimal places, otherwise the game crashed. Later versions fixed this. Also if waypoints were too close together that used to cause a crash too. 1C fixed that too.
That makes a lot of sense considering what stuff does and does not have the Number_Name - thanks a bunch! If anything else comes up I'll be sure to start a new thread so as not to go too far off-topic with this one