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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! :lol: :lol:

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
IV/JG7_4Shades wrote: ↑Sun 29 Jun 2025 9:23 am The best starting place is here, the Wiki:

https://seowhq.net/seowwiki-en/index80e ... ta_capture
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 :)