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Maximum Detectable Roads/Bridges?
Posted: Tue 24 Jun 2025 11:25 am
by JG26_Jobbo_Fett
Hello All,
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?
Many thanks for any assistance in advance

Re: Maximum Detectable Roads/Bridges?
Posted: Wed 25 Jun 2025 8:25 pm
by IV/JG7_4Shades
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?
Cheers
4S
Re: Maximum Detectable Roads/Bridges?
Posted: Wed 25 Jun 2025 11:36 pm
by JG26_Jobbo_Fett
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!
Re: Maximum Detectable Roads/Bridges?
Posted: Thu 26 Jun 2025 8:40 am
by IV/JG7_4Shades
I haven't seen Badger in a while. I think he was playing Battle of Stalingrad at one stage.
Re: Maximum Detectable Roads/Bridges?
Posted: Thu 26 Jun 2025 9:41 pm
by JG26_Jobbo_Fett
Dang, what a traitor!
The Yugoslavia map I'm trying to incorporate has 57,660 rows for highways, and 192 bridges (of which I don't think they are all recognized).
Aircraft loadouts went from almost 5,000 to over 21,000...
Re: Maximum Detectable Roads/Bridges?
Posted: Sat 28 Jun 2025 2:50 am
by IV/JG7_4Shades
So that Yugoslavia map isn't really the biggest.
Bridges
Code: Select all
Gulf of Finland 1566
Balaton 836
West Front 40 717
West Front 44 713
Provence 655
The Fall 571
Lvov 533
Bay of Biscay 427
Kurland 426
Kiev 404
Channel 1940 374
Channel 1942 374
Channel Circus 354
Battle of Kursk 303
Italy Exp 294
Donbass 276
Normandy 276
Battle of Moscow 249
Iasi 248
Smolensk 239
English Channel 216
Manchuria 213
Moscow 199
Kursk 195
Stalingrad 178
Stalingrad Winter 173
Crimea 159
Berlin 157
Kyushu 154
Kiev_AP 141
Odessa 128
New Guinea 126
Africa_NW 122
Italy_Africa_Greece 114
Barents Sea 113
Mediterranean 112
Italy_Greece 109
Hawaii 106
Singapore 96
Kuban 86
Slovakia 74
Gothic Line 74
Murmansk 72
Malta 60
Prokhorovka 58
Oslo 53
Okinawa 52
Ardennes 46
Palembang 42
Ostfriesland 32
Sardegna 30
Italy 26
Korea 25
Central Med 20
Khalkhin Gol Exp 17
Imphal 17
Africa_NE 16
Crete 15
Fortress Malta 14
El Alamein 14
Marianas 9
The Slot Jan 44 7
The Slot Jul 43 7
The Slot Oct 43 7
Marianas Exp 6
Khalkhin Gol 5
North Sea 3
The Slot Dec 42 3
Truk 2
Borneo 2
Cyrenaica 2
Western Carolines 2
Libya 1
The Slot Oct 42 1
and Highways:
Code: Select all
The Fall 210236
Provence 55016
West Front 40 45522
West Front 44 45225
Manchuria 23301
Gulf of Finland 16829
Bay of Biscay 16345
Channel 1942 16326
Channel 1940 16326
Balaton 10405
Kurland 9231
Palembang 8200
Moscow 8171
Channel Circus 8093
Stalingrad Winter 7871
Stalingrad 7871
English Channel 7286
Mediterranean 7249
Italy_Africa_Greece 7241
Kiev_AP 6994
Kiev 6972
Donbass 6222
Slovenia 6076
Barents Sea 5640
Africa_NE 5570
Burma 5307
Italy_Greece 5207
Lvov 4959
Italy Exp 4892
Central Med 4856
Africa_NW 4398
Thailand 4388
Battle of Moscow 4305
Smolensk 4268
Normandy 4254
Kursk 4190
Kyushu 4127
Battle of Kursk 3869
Murmansk 3769
Gothic Line 3765
Slovakia 3765
Fortress Malta 3419
Crimea 3312
Kuban 3142
Singapore 2756
Cartagena 2707
Iasi 2693
Odessa 2679
New Guinea 2564
Khalkhin Gol Exp 2462
Berlin 2419
El Alamein 2361
Tubruq 2335
Korea 1957
Ostfriesland 1945
Italy 1662
Crete 1469
Imphal 1444
Prokhorovka 1157
Libya 1087
Hawaii 1026
Okinawa 1021
Ardennes 1003
Philippines 977
Sardegna 816
Marianas 742
Oslo 637
Marianas Exp 630
The Slot Jan 44 597
Malta 536
North Sea 524
The Slot Jul 43 464
The Slot Oct 43 464
Khalkhin Gol 453
Sakishima 441
Sinai 387
Darwin 304
Santa Cruz 300
Cyrenaica 285
Borneo 232
The Slot Dec 42 179
The Slot Oct 42 133
Western Carolines 121
Truk 79
Tarawa 16
You might have some errors in your workflow.
Re: Maximum Detectable Roads/Bridges?
Posted: Sat 28 Jun 2025 12:31 pm
by JG26_Jobbo_Fett
Any tips you might think of that would help?
I know some of the highways/railways have broken points on them - is it better to simply omit those?
Also, do I keep rows with Waypoint 0 entries? And what about coordinates generated as 0=x, 0=y?
Re: Maximum Detectable Roads/Bridges?
Posted: Sun 29 Jun 2025 9:23 am
by IV/JG7_4Shades
The best starting place is here, the Wiki:
https://seowhq.net/seowwiki-en/index80e ... ta_capture
Are you doing what this page says?
I am also curious about where you are getting your loadouts from. How come you have found another 16000 loadouts? Are you using HSFX 7.0.3?
Cheers,
4S
Re: Maximum Detectable Roads/Bridges?
Posted: Sun 29 Jun 2025 7:41 pm
by JG26_Jobbo_Fett
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.
Re: Maximum Detectable Roads/Bridges?
Posted: Sun 29 Jun 2025 10:17 pm
by IV/JG7_4Shades
Oh you are using BAT.
I don't know much about that system. I suspect it doesn't include the HSFX mods that SEOW can make use of:
1. Chief endpoints
2. Barrage weapons
3. Strategic radar
4. Partial ship damage
Of course, you can run SEOW campaigns without using these features.
Re: Maximum Detectable Roads/Bridges?
Posted: Sun 29 Jun 2025 10:30 pm
by JG26_Jobbo_Fett
Chief Endpoints?
Currently working on the Objects Costs and Specifications... that'll keep me occupied for a while, haha.
Edit: Also, I meant to ask, but do you know what the "Number_Name" column changes? Off-hand I can't figure it out.
Re: Maximum Detectable Roads/Bridges?
Posted: Mon 30 Jun 2025 3:12 am
by IV/JG7_4Shades
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.
Re: Maximum Detectable Roads/Bridges?
Posted: Mon 30 Jun 2025 1:06 pm
by JG26_Jobbo_Fett
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
