Thanks for the files Slit, very useful to have somebody who knows the Eastern front, I'm a bit of a noob there... but I thought the biplanes in Berlin also a bit odd, but now you can change them!
I put them into the draft but still need to check the remaining loadouts and class.dcg data, so v6 will follow DBW 1.4 or 1.5.
Lonestar; thanks mate, it's an honour, I know you said you don't use mod packs but maybe I can lure you to the dark (blue) side? The transits are indeed a problem on the CC map, which is one reason why this is just a test campaign for now, I may have to cheat and move Luftwaffe bomber squads to forward airfields, and even share with fighters later when we need escorts. Using the timetable this could even be done on a day to day basis, moving back and forth as was really the case, but would need to be coordinated with the Luftwaffe AttackRendezvous settings, and tracking the movements is a logistic nigtmare...
I wanted a map to include the whole historical scenario, and big enough to also be used for other campaigns and periods so we only have to do things once and then the reuse the same stuff. Did try going up to Norway too, but the DEM data is poor and I reached the 25,000 pixel limit in Microdem, but didn't want to do it in sections like the Alpen map, and also wanted to try and have something useful in the corners, like Liverpool, or just avoid players seeing the edge of the map, a real immersion killer, but it's inevitable.
Biggest problems are actors and textures, so many airfields already pushes the limit. The textures have to be recycled, base "identifying look" textures for the different areas (N & S England, France, Holland, Denmark, Germany?) but then for example using the Dutch textures for other lowland areas like around the Wash in England and as highlights to break up the monotony elsewhere, like airfield textures also for coastline variety or vice-versa, if they are properly tiled (which some of the current one's aren't yet) it works even better, but I'd also like to get rid of the pools, pylons, motorways and golf courses... still playing around, but I'm no master mapper!
RDDR, yep, MAT is cool, and does allow more varied historical markings, but the GUI is confusing, and we need the skins to go with it, using consistent colour tones, stencilling, coloured ID patches and no unit emblems. Be nice if there was also a built-in random selection for each default theatre so we could have mixed A & B schemes or just some variation in squads set to default, bit like the random codes on Spitfires, but is it possible?
Lot's of skins to do though, a vast job for skinners. Don't look at me, you can see my skins already... but it all certainly adds to the overall atmosphere, now if we could also tone down all the solid monotone, even dayglo colours on many ground objects (batch processing?).
Also, have look at Pablo's new jsgme replacement, I already lost a whole set of updates to jsgme swopping recently, and this looks great.
However, getting off-topic as this thread is meant to go back to the DCG compatibility files, the campaign has it's own thread now.