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Author Topic: DCG Carrier Operations 1941-45 V1.3 DBW  (Read 34452 times)

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ricnunes

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #36 on: July 06, 2014, 01:30:57 PM »

So far placing the Helldiver skins folder in place solved the problem (actually I was convinced that I had it on place but later I noticed that I did this in a different IL2 1946 install) but thanks for the additional info Lonestar67, which I'm sure it will be very useful in the future.

BTW, I've been playing your campaign and I must say that it looks great (actually this was the sort of campaign what I was looking for in terms of a WWII Pacific simulation) but I have the following feedback to give regarding your campaign, namely in the Marcus Island subcampaign:

1- I found that this campaign is almost impossible or at least extremely difficult to end successfully (without the player's carrier being sunk) when playing as a bomber pilot (I've been playing as a Dive Bomber pilot but I assume that playing as a Torpedo Bomber pilot that's the same thing). This campaign becomes almost impossible or extremely difficult to end successfully because some missions trigger a strike group of 6 (six) Betty Bombers armed with Torpedoes and since there's no CAP in place to protect the carrier group and also the Escort fighters don't engage the bombers (even when the player's strike group detects the bombers) and finally the carrier group isn't able to repel the attack (even if the Betty bombers takes loses due to the carrier's group AAA, this only happens after the bombers are able to release their torpedoes) which means that in a mission when the Betty Bomber strike group is spawned that the chances that the carrier is sunk is extremely high which by it's turn mean that the chances of loosing the campaign are also extremely high. I imagine that playing this subcampaign as a fighter pilot specially with a higher rank it would be much easier and/or accomplishable since the player could effectively intercept those bombers (or at least most of them) before they can reach the carrier. And if the player plays with a higher rank he can even order the AI wingmen to attack those bombers making it easier. Therefore and IMO, I would recommend the following:
- Place a fighter CAP group protecting the carrier group.
- And/or arm the Betty bombers with bombs instead of torpedoes since torpedoes are much more deadly (and precise) than bombs specially in the AI hands.

2- I also found that this campaign takes too long (too many missions) for the player to be able to accomplish it to successfully. I looked at the file (endcampaign.dcg) which is where the end campaign objectives/triggers are stored (I suppose) and I noticed that in order for the US Navy side to be able to win this campaign that 90% of all trucks present in the island must be destroyed and since I also noticed that most hangars have at least one truck inside them, this is an objective that must take many missions which means that the situation reported in point 1- is most likely to happen and a campaign which historically was indeed a single raid, becomes somehow unrealistic and thus very far from being "historical". Therefore I would recommend the following:
- Reduce the number of trucks that need to be destroyed in order for this campaign to be achievable. I used the 10% values (as opposed to 90%) and I was able to successfully accomplish the campaign in 2 missions/sorties, which IMO is quite acceptable for a campaign which was in fact a single raid but at the same time taking a bit longer than only a single mission (and thus somehow improving gameplay). Doing this also avoided the problem mentioned in 1-
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Cycle

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #37 on: July 06, 2014, 03:01:28 PM »

Hi ricnunes!
The great thing but also the tricky thing is the flexibility of DCG and what you can have as individual settings for your missions!
I personally play the Marcus campaign with full Squadron density and air starts on! So when the first USN dive bomber, which are in the air at mission start, attack the island and have dropped their bombs, they attack often the starting Bettys (if not in the air)!
I also change in the class editor of DCG the F4F-3 from a fighter to a ground attack aircraft for this subcampaign to have more bomber in the mission and which drop also their bombs and attack any enemy aircraft at sight!
You can also delete the Betty Squadron after DCG created the first mission, open DCG Squadron editor and press the red cross button below when you have select the related squadron! They will back when you restart the subcampaign!

That DCG creates a CAP mission for a AI Squad is a thing of probability,you must add more additional fighter squads to have a greater probability that one squad gets this mission type! It will not work when I create a additional CAP mission in the .mis file . . .
But you are right, historical it was only one mission, so to remove the Bettys and reduce the percent setting in the endcampaign.dcg is a good solution! Will change it in the next update!

Thanks for your feedback! :)
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"Lenin sagte einmal, der ungebildete Mensch stehe außerhalb der Politik. Heute aber haben wir ein gebildetes Volk. Wie wir in den letzten Jahren handelten, bedeutete, es aus der Politik herauszuhalten. Das ist eine Mißachtung des Volkes. Das ist eine Art Elitedenken." Michail Gorbatschow

ricnunes

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #38 on: July 06, 2014, 04:08:21 PM »

You're welcome Lonestar67. Glad I could somehow help and once again thank you for this excellent campaign.  :)

Well, I guess that one day I have to learn how to use the DCG editor. So far all my edits involved using Notepad and manually editing files (such as the "endcampaign.dcg" file)  ;D
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ricnunes

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #39 on: July 08, 2014, 01:29:22 PM »

Well, I'm having an another problem with this campaign, this time in Coral Sea.
After playing one of the best missions that I ever played in IL2, a Carrier Strike with lots of aircraft fighting such as Wilcats fighting against Zeros, Vals and Kates, my flight of SBDs dive bombing (and heavily damaging one Japanese Carrier), an another flight of Devastators finishing the previous damaged Carrier and finally Kates attacking (and damaging) the Lexington.

But after ending this great mission and advancing to the next one, in the next mission as soon as the first SBD takes off it blow ups and with him blowing up the entire flight on the carrier deck and carrier itself! No matter how many times I replayed that mission it always ended the same way. So I decided to skip and advance to the next mission (before the SBD blowing up) but then in the next generated mission I started in a flight of only 2 SBD taking off from Moresby airfield!!

So what I would like to know is if there's a way to return to the previous mission?

Also I would like to know is what I can I do if I spawn in such a mission (where an AI blows itself up and everyone else) and how can I solve this problem?

Thanks again in advance for replies...
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Cycle

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #40 on: July 09, 2014, 09:58:50 AM »

Hi ricnunes,
If I understand you correctly, they blow up during take off, not in the moment after the mission was loaded!
Have you this problem in both of your installations?
I personally had never this problem in DBW, except sometimes when air starts is activated, some planes crash together in the air shortly after mission start!
Also which DCG version is activated 3.47 or higher?

Edit: If the mission is for DBW,can you PM me the related .mis file?
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"Lenin sagte einmal, der ungebildete Mensch stehe außerhalb der Politik. Heute aber haben wir ein gebildetes Volk. Wie wir in den letzten Jahren handelten, bedeutete, es aus der Politik herauszuhalten. Das ist eine Mißachtung des Volkes. Das ist eine Art Elitedenken." Michail Gorbatschow

ricnunes

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #41 on: July 09, 2014, 01:45:31 PM »

Hello Lonestar67,

Well what happens is the following:
1- Every plane starts ok on the carrier deck and commence to start their engines.
2- The first plane is "pulled" automatically into a position a bit forward and centered in relation to the carrier's "runway". BTW, in that mission the first two planes in the front are a SBD and a Wildcat. Sometimes the Wildcat is the first to take off, other times it's the SBD.
3- When first plane starts taking off it will crash, impacting its nose into the deck - just like if the pilot of that plane tried to take off with the wheel brakes on (or with something that brakes the aircraft's wheels). If the first aircraft is the Wildcat the aircraft will keep itself on the deck (without exploding immediately) and bounce with the carrier until it leaves the place where the aircraft starts their take off then a SBD takes off (either by being the first or the second plane to attempt it) and once the SBD "crashes" with the nose on the deck it will explode and together with it all aircraft on deck and even the carrier itself will blow up! I suspect that this happens because the SBD carries a bomb which detonates once the plane crashes into the deck.

Yes, I'm using DCG version 3.47.

I haven't been playing your campaign (and anything else related to IL2 for that matter) on DBW. I've been playing all my IL2 games, including your campaign with my ModAct 5.30 + TFM412 installation. I basically stopped playing DBW because it uses version 4.10 while ModAct 5.30 + TFM412 uses the latest 4.12.2 version.
Therefore I can't tell you if this also happens with DBW. What I can tell you is that I played something like 7 missions (including missions in the Marcus Islands and Coral Sea campaigns and doesn't count previous attempts to start a campaign) and this was the first time that something like this happened to me.
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Cycle

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #42 on: July 09, 2014, 06:16:48 PM »

Hi ricnunes,
Well, as I have wrote in the first post, its only tested with DBW! :-\
I think, this looks more like a problem with a mod of TFM with DCG!

And DCG 3.47 is not updated for 4.12, also 3.48 beta seems to have some problems with 4.12 carrier ops!
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"Lenin sagte einmal, der ungebildete Mensch stehe außerhalb der Politik. Heute aber haben wir ein gebildetes Volk. Wie wir in den letzten Jahren handelten, bedeutete, es aus der Politik herauszuhalten. Das ist eine Mißachtung des Volkes. Das ist eine Art Elitedenken." Michail Gorbatschow

ricnunes

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #43 on: July 10, 2014, 11:13:03 AM »

Hi ricnunes,
Well, as I have wrote in the first post, its only tested with DBW! :-\
I think, this looks more like a problem with a mod of TFM with DCG!

And DCG 3.47 is not updated for 4.12, also 3.48 beta seems to have some problems with 4.12 carrier ops!

Well, it makes sense that there's probably a "compatibility problem" between DCG 3.47 and 4.12 carrier ops.

Anyway, I wouldn't like to lose the improvements of version 4.12 such as a much better AI (specially during air combat/dogfights), among others.
Therefore I imagine that a potential "fix" for such problem could be setting the spawned mission (where the AIs crash on the carrier deck) so that the player and AIs start already in the air. Is it possible to do this? If yes, how?
Thanks in advance for any replies.
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Cycle

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #44 on: July 10, 2014, 04:58:13 PM »

Yes, its possible! Edit the current .mis file before you fly the mission! I do it anyway, also for my campaigns . . .
Or try to remove extra mods of your TFM installation and see what happened . . .
Here is the homepage, when you have questions related to DCG: http://www.lowengrin.com/news.php
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"Lenin sagte einmal, der ungebildete Mensch stehe außerhalb der Politik. Heute aber haben wir ein gebildetes Volk. Wie wir in den letzten Jahren handelten, bedeutete, es aus der Politik herauszuhalten. Das ist eine Mißachtung des Volkes. Das ist eine Art Elitedenken." Michail Gorbatschow

ricnunes

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #45 on: July 11, 2014, 11:04:00 AM »

Hi Lonestar67,

Well I looked at the DCG site but didn't find anything related to air/ground starts.
This is certainly a subject more related to DCG than to your campaign and therefore to this thread but could you kindly help me and tell me what's the actual name of the current .mis file and where is it located at?
And if possible could you tell me what is/are the lines that sets the flights to start in the air or ground?

Thanks in advance for replies (and sorry to bother you).


BTW, I found an another amusing and weird thing that happened to me in one of your campaign missions (in Coral Sea to be more precise). In one mission (again in Coral Sea) a flight of friendly (thankfully) F9 Panthers Korean-Era Jet fighters spawned and without much surprise they obliterated the mission target (which was a Seaplane base). Thankfully those weren't Japanese! Is it "normal" that stuff like this sometimes happens or is there any "logical" reason why did this happen?
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Cycle

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #46 on: July 11, 2014, 11:48:19 AM »

Hi ricnunes!
You dont bother me, thanks again for your feedback! ;)

Its saved under /Missions/Campaign/Service(like UN)/current campaign folder/!
All .mis files are sorted by date, so the current is the last one!

Maybe a time machine is included in your mods list . . . no, never had this in DBW but its funny! ;D

But what I have already sad in the past is, when you play DCG for the first time, try to use only mods what is recommended and which you really need for the campaigns! :-\

Greetings!
LS
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"Lenin sagte einmal, der ungebildete Mensch stehe außerhalb der Politik. Heute aber haben wir ein gebildetes Volk. Wie wir in den letzten Jahren handelten, bedeutete, es aus der Politik herauszuhalten. Das ist eine Mißachtung des Volkes. Das ist eine Art Elitedenken." Michail Gorbatschow

ricnunes

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Re: DCG Carrier Operations 1941-45 V1.3 DBW
« Reply #47 on: July 11, 2014, 05:44:47 PM »

Hi ricnunes!
You dont bother me, thanks again for your feedback! ;)

Its saved under /Missions/Campaign/Service(like UN)/current campaign folder/!
All .mis files are sorted by date, so the current is the last one!

Ok, I see the files. But what should I do in the case I desire to start from the air? Remove the Takeoff waypoint, perhaps?


Quote
Maybe a time machine is included in your mods list . . . no, never had this in DBW but its funny! ;D

LoL  ;D
I just hope that DCG doesn't "remind" to place Japanese jet fighters as well  :P

Quote
But what I have already sad in the past is, when you play DCG for the first time, try to use only mods what is recommended and which you really need for the campaigns! :-\

Greetings!
LS

I don't know what I should do in order to limit mods in DCG. I noticed that DBW also have the F9 Panther jet fighter so I would say that in theory the situation mentioned above could potentially happen while playing your campaign in DBW. But is there a way to limit mods within DCG?

Thanks for the replies.
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