Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => Campaigns => Topic started by: WindWpn on April 28, 2013, 02:28:17 PM

Title: DCG Mediterranean HSFX
Post by: WindWpn on April 28, 2013, 02:28:17 PM
Hello all,

Introducing DCG Mediterranean for HSFX
https://www.mediafire.com/?6v50y63o6i4jcr2
UPDATE 3:
 - Added Axis End Campaign victory condition:  Destroy 90% enemy fuel supply
 - Corrected defect found in road route file (thx LS!)

UPDATE 2: 
 - Corrected Italian Fighter Squadrons
 - Corrected FAA ship player spawn
 - Corrected DE Fighter Squadron for 109 flyer

UPDATE 1:
 - Corrected RAF Fighter Squadrons

(https://lh6.googleusercontent.com/-nHCOUl3cSJE/UX2GDCGWYKI/AAAAAAAACvk/5C73qax30KA/w1024-h640/grab0009.jpg)

This updated campaign has been reworked for HSFX 6.17 and includes some new features such as Dynamic Weather, Radio Roma and BBC broadcasts and other goodies.  Be sure to check out the README.rtf in the install pack for all the details.

Note, continued refinements will be included this the campaign will be tweaked based on your feedback.  Please report any findings here in this thread and updates will be posted as they are released.

~S~
wind

Credits:  Shakaali (original author) Quite a feat for all the routes and objects which are part of this campaign! 

Title: Re: DCG Mediterranean HSFX
Post by: PA_Willy on April 28, 2013, 03:31:09 PM
Thank you very much!!
Title: Re: DCG Mediterranean HSFX
Post by: doramas67 on April 28, 2013, 04:31:28 PM
Thanks a lot, WindWpn
Title: Re: DCG Mediterranean HSFX
Post by: BravoFxTrt on April 28, 2013, 07:00:18 PM
Very Cool Wind, Thanks Buddy.
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on April 28, 2013, 07:33:41 PM
ah, did find one fix that will be released in coming days.  Should not impact start of campaign though.

stay tuned!

~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on April 28, 2013, 09:40:15 PM
bump, update posted.  RAF Fighter squads were off with two not showing up in DGEN file.  Fixed.

~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: Semor on April 29, 2013, 06:36:27 AM
Hi Wind.

Have you found a solution for the "bug" with the Ar-196 in the recon sub-campaign? DCG still generates only transfer missions instead of armed recons,no matter if I set the "action Radius" to the max. or check/uncheck the "no transfers option" in the DCG panel.seems like DCG can´t handle a floatplane on this map?

regards
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on April 29, 2013, 07:15:43 AM
Hi Wind.

Have you found a solution for the "bug" with the Ar-196 in the recon sub-campaign? DCG still generates only transfer missions instead of armed recons,no matter if I set the "action Radius" to the max. or check/uncheck the "no transfers option" in the DCG panel.seems like DCG can´t handle a floatplane on this map?

regards

Have not found a solution yet for the Ar-196 generating only transfer missions.  Likely best is if you wish to fly an Ar-196 campaign is to fly as a flight lead position and go "hunting" with your flight.  I included a road route and sea lane mission file to allow the player to become familiar with where the routes and lanes are on the map (paste these .mis files into a Missions/Campaigns/GB/recon/ folder and open in FMB to view).  This will help flying armed recon as you can fly over those lanes while on the way to the transfer base.  Additionally, for the Ar-196, you can likely update the weapons loadout via the DCG UI to include ordinance for all flight types to be sure there are bombs attached even for a transfer mission.

Of note, there is also a "bug" tied to spawn points for the AR-196 (seaplanes) at some bases.  I believe this is a map issue as the planes spawn in the water, but immediately explode.  The explosion is not caused by loadout, but rather something with the map (perhaps elevation?).  I have seen this on some of the African coast spawn bases for seaplanes.  Fix here is that if you are transfered to a north African seaplane base that is known to be a bug, set DCG via DCG UI to base plane at different base before generating next mission.

All in all, will continue to flush out issues in the campaign, and may make some other tweaks for the period plane set.  May also add a RAAF/SAAF fighter campaign to get some Aussies in to fly with, along with perhaps a US fighter/attack campaign which will both start a little later in the timeline.

~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: vegetarian on April 29, 2013, 07:20:54 AM
G'day Wind,

This is looking good. I like that idea of adding RAAF/SAAF and US campaigns.

Cheers
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on April 29, 2013, 09:23:11 AM
Thank you!

One thing I've noticed though which, I may not be 100% on but the Italian fighter squadrons all seem to be AS squadrons and one BT. I think these were actually mainly bomber squadrons...like for example, 279 AS was a squadron that if I am not mistaken flew SM 79s. The fighter squadrons I believe were for example: 360 Squadriglia CT or 378 Squadriglia CT. I believe this was the case in the original version as well that did not work with HSFX 6.17

I would somehow change this myself but I am quite a novice at things such as this

EDIT: found a link that kind of explains what i am getting at as CT means land fighter and AS means Torpedo aircraft

http://www.ww2incolor.com/italian-forces/BR20-NERO.html

Another thing I noticed was I can only choose zg26 for a German fighter pilot no 7_jg 26?
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on April 29, 2013, 12:10:23 PM
Thank you!

One thing I've noticed though which, I may not be 100% on but the Italian fighter squadrons all seem to be AS squadrons and one BT. I think these were actually mainly bomber squadrons...like for example, 279 AS was a squadron that if I am not mistaken flew SM 79s. The fighter squadrons I believe were for example: 360 Squadriglia CT or 378 Squadriglia CT. I believe this was the case in the original version as well that did not work with HSFX 6.17

I would somehow change this myself but I am quite a novice at things such as this

EDIT: found a link that kind of explains what i am getting at as CT means land fighter and AS means Torpedo aircraft

http://www.ww2incolor.com/italian-forces/BR20-NERO.html

Another thing I noticed was I can only choose zg26 for a German fighter pilot no 7_jg 26?

thanks for the feedback!  Excellent finds regarding the italian squad detail.  I will update accordingly as I see what and where updates are necessary in the dcg campaign code.  Also, great find with the german fighter squad, that is actually a defect as 7_jg26 does not exist in hsfx.  I will change to IV_JG26 as that is the closest existing match.

Keep the feedback coming in!  Refinements are fairly easy as long as its in DCG code!

~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: Semor on April 29, 2013, 12:12:04 PM
Quote
Have not found a solution yet for the Ar-196 generating only transfer missions.  Likely best is if you wish to fly an Ar-196 campaign is to fly as a flight lead position and go "hunting" with your flight.  I included a road route and sea lane mission file to allow the player to become familiar with where the routes and lanes are on the map (paste these .mis files into a Missions/Campaigns/GB/recon/ folder and open in FMB to view).  This will help flying armed recon as you can fly over those lanes while on the way to the transfer base.  Additionally, for the Ar-196, you can likely update the weapons loadout via the DCG UI to include ordinance for all flight types to be sure there are bombs attached even for a transfer mission.

Ok.Thanks.Hmmm,that´s very sad.I love the Ar-196 and these "transfer Missions" are real immersion killers.Let´s hope for a solution  in the future. There´s enough other subcampaigns to play with.  ;)

Wind,I´ll put a link for this Mediterranean topic into my DGen/DCG collection thread,ok?

Regards,Semor
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on April 29, 2013, 12:15:58 PM
thanks for the feedback!  Excellent finds regarding the italian squad detail.  I will update accordingly as I see what and where updates are necessary in the dcg campaign code.  Also, great find with the german fighter squad, that is actually a defect as 7_jg26 does not exist in hsfx.  I will change to IV_JG26 as that is the closest existing match.
Keep the feedback coming in!  Refinements are fairly easy as long as its in DCG code!

Yeah that's what I ended up doing with the jg 26 problem.. works great regardless of the squadron mistakes (which are very small details haha).
Title: Re: DCG Mediterranean HSFX
Post by: Semor on April 29, 2013, 12:59:29 PM
Found something in the British FAA Campaign. The player squad always spawn in the air,and not at the Carrier.I generated some missions,but the result is the same,no matter if I check/uncheck the "airstarts" option in DCG. Is there a way to change this to a more historical way.? (Spawn point ON the carrier)

Semor  :)
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on April 29, 2013, 01:08:57 PM
What would be the recommended action radius? Also does this campaign have battles over Africa?
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on April 29, 2013, 01:22:40 PM
Found something in the British FAA Campaign. The player squad always spawn in the air,and not at the Carrier.I generated some missions,but the result is the same,no matter if I check/uncheck the "airstarts" option in DCG. Is there a way to change this to a more historical way.? (Spawn point ON the carrier)

Semor  :)

good find.  Yea, this can be fixed.  Have to add some code to the timeline specific for the player squad and carrier spawn.  Likely the generator is placing other squads on the one carrier and when room runs out, it creates air spawns for all other squads.  Fix is to set player squads specifically to start on carrier which can be set by the timeline.


~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on April 29, 2013, 01:27:50 PM
What would be the recommended action radius? Also does this campaign have battles over Africa?

Recommended action radius is max at 750 km.  Also use "Full" for density settings.

Yes, there are battles over Africa as well as on the sand.  Actually the entire map has action from Crete to Tunis.  For recon ideas where action will be, see the included rds and srd mis files (open either in FMB) which detail the road route networks as well as the sea lane networks.  Both these will show where to expect activity especially near front line markers.

~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on April 29, 2013, 02:21:05 PM
Bump, campaign update posted (UPDATE 2)

~S~
wind

PS: keep the feedback coming!

PPS:  Semor, will continue to try and correct the AR for armed recon.
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on April 29, 2013, 05:21:03 PM
I was wondering if you guys would know why the sm 79 seems to spawn without props? It's very confusing. It may be a mod I have but I'm not entirely sure.
Title: Re: DCG Mediterranean HSFX
Post by: Semor on April 29, 2013, 11:27:43 PM
Banshee,the fact that the SM-79 has no props has nothing to do with this campaign. DCG generates only missions and didn´t touch any of the Plane 3D´s.Please check your Mods folder,there must be a conflict with some other Mods.

Wind,thanks for the update. Exellent! (hope you get the recon missions solved  :) )
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on April 30, 2013, 07:40:32 AM
Bump, Update 3 posted.  See original post.
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on April 30, 2013, 08:23:46 AM
Yeah I had a feeling it was one of my mods conflicting with it. I am currently messing around with them to see which it was. Glad to see this campaign getting a lot of updates especially with the axis side getting a victory condition as I love changing history  :P.
Title: Re: DCG Mediterranean HSFX
Post by: redwolf on May 01, 2013, 12:37:45 AM
Just want to shout out a HUGE THANKYOU!!!!! for doing this! :)))))
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on May 01, 2013, 09:10:37 AM
Just wondering if it'd be possible to maybe add in at least I/JG 27 at some point in this campaign? I believe they went to Gazala around 15-20 April of 1941. It's just when I think of the Mediterranean (especially africa) and the luftwaffe I think of JG 27  :D
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on May 01, 2013, 10:01:13 AM
Just wondering if it'd be possible to maybe add in at least I/JG 27 at some point in this campaign? I believe they went to Gazala around 15-20 April of 1941. It's just when I think of the Mediterranean (especially africa) and the luftwaffe I think of JG 27  :D

Great, updated timeline to include intro of jg27 in April 41 starting with the E7z then in Sept upgrade to the F2. 

Will release with next patch update!

~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on May 01, 2013, 12:40:43 PM
Thank you a ton!! The campaign won't feel as empty now  ;)
Title: Re: DCG Mediterranean HSFX
Post by: Moezilla on May 01, 2013, 01:46:28 PM
Wind,

Thanks a lot for another DCG campaign!

From my research for Cyrenaica41 I think I/JG27 would have gone from E7s to F4s as they rotated staffel-by-staffel back to Germany in September/October '41 and by then the F4 was the type in mass production.

By the way, you are welcome to use any of the entries/data in my Cyrenaica41 timetable file, if it will help you. All of it was heavily researched and cross-referenced.

All the best,

Moezilla
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on May 01, 2013, 03:44:59 PM
Wind,

Thanks a lot for another DCG campaign!

From my research for Cyrenaica41 I think I/JG27 would have gone from E7s to F4s as they rotated staffel-by-staffel back to Germany in September/October '41 and by then the F4 was the type in mass production.

By the way, you are welcome to use any of the entries/data in my Cyrenaica41 timetable file, if it will help you. All of it was heavily researched and cross-referenced.

All the best,

Moezilla

Hey Moezilla!

Yea thx for the suggestion.  Yea, I looked into the Cyrenaica41 timeline and indeed there is some good stuff there!  Incorporated some of it into the Med timeline and will be testing next time there is time.  Will include in next update!

~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on May 01, 2013, 05:26:04 PM
Was going to mention his timeline as well haha. Really enjoyed having the skins update themselves as well. Would enjoy a skin pack for this campaign  ;)

Some Italian squadron info would be that 360 and 378 squadriglia flew the G50 all the way from their inception to March of 42 when they switched to the MC 202. Then in March of 43 they switched to the 205. 385 squadriglia would have started with the CR 42 and then moved to the MC 200 in December of 40 and they stayed with that plane through the campaign which, they probably would have upgraded their variants at different times. 396 squadriglia would have been flying the G50 basically until May of 42 when they switched to the MC 200 with a few MC 202s.

Now I understand that it probably is nicer to have a choice of each of the planes that Italy had to offer (in game) but this is what those specific squads flew.

Another thing I noticed, which is really not all that big of a deal as squads transfer if you have no transfers off, but the Luftwaffe wasn't based in Africa until I believe February of '41.
Title: Re: DCG Mediterranean HSFX
Post by: autorotate on May 03, 2013, 09:31:17 AM
how many players is this campaign built for?
my squadron likes to run historical campaign coop missions.
would there be enough planes on one side for this? say 20+  8)  ;)
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on May 03, 2013, 11:41:19 AM
how many players is this campaign built for?
my squadron likes to run historical campaign coop missions.
would there be enough planes on one side for this? say 20+  8)  ;)

Not sure, only have flown it offline, no coop testing.  Though I do not see why it would not work for squad online.  Plenty of territory available and lots of traffic out there especially with all DCG "Full" settings.  Unsure though whether there are any special changes needed for a coop DCG campaign.

Give it shot and report back how it goes!

~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: autorotate on May 03, 2013, 04:37:08 PM
ah we don't use this DCG 3.48... never even heard of it.
just looking for a campaign that could fit 20+ players on one side.
we are just finishing up a 18 mission one right now P-38's over the bulge so it would be nice to have one ready to go for our guys.

these single players ones are too tough to convert...
oh well, looks good anyway.
cheers.
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on May 04, 2013, 02:06:50 PM
Is there a way to make it so ships aren't colliding or is this just a luck of the draw type of thing(in which case I have bad luck haha). It's happened twice now that two ships collide. Once it occurred on a carrier bombing sortie and the carrier collided with another ship which in turn sunk the carrier which was rather unfortunate haha ???
Title: Re: DCG Mediterranean HSFX
Post by: Shakaali on May 05, 2013, 12:56:35 PM
Thank you, WindWpn for updating my ancient campaign.  :D

I haven't touched this campaign in years, I'm glad some people are still interested in it and improving it.

Is there a way to make it so ships aren't colliding or is this just a luck of the draw type of thing(in which case I have bad luck haha). It's happened twice now that two ships collide. Once it occurred on a carrier bombing sortie and the carrier collided with another ship which in turn sunk the carrier which was rather unfortunate haha ???

The ships colliding is very irritating. Especially irritating it is when you are flying for RN and your carrier collides while you are on mission ... AFAIK there is no way to prevent that  :(

how many players is this campaign built for?

This is a single player campaign. I'm 100 % offliner and I know nothing about coop campaigns.
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on May 05, 2013, 03:55:24 PM
Yeah I had a feeling it was just a thing that happens. Thanks for the reply and thank you for creating this way back when.
Title: Re: DCG Mediterranean HSFX
Post by: Moezilla on May 06, 2013, 08:51:37 AM
If you have "Save Copy of Mission" checked in DCG then you could upload the mission somewhere so we can have a look at the ship waypoints that DCG has generated.
Title: Re: DCG Mediterranean HSFX
Post by: Cycle on May 06, 2013, 03:01:11 PM
Another problem are some modded ships themselves! Normally all unmodded ships drive in a .prd route with 58 km/h (real speed)!
Meanwhile have many modded ships diffrent speeds +/- 3 km/h in a .prd route, especially some destroyer,cruisers and battleships drive different speeds, although 58 km/h Waypoint speed are displayed in the FMB!
If you have now too many ships with different speeds in such routes, the collision probability is very high!
My Korea campaign has sometimes still this problem, although I have taken out many ships from the .prd route!
Title: Re: DCG Mediterranean HSFX
Post by: Stromboli on May 12, 2013, 11:45:08 AM
Hi All,
First of all I'm enjoy this campaign it's very well done. But I'm noticing I'm not seeing any tanks or armored cars. The airfields are populated with trucks and AA pieces and I've seen infantry in towns but nothing else. Is this normal with this campaign or is this an issue with DCG 3.48? Anyway help would sure be appreciated.

Thanks,
Stromboli
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on May 12, 2013, 02:39:27 PM
Hmmm I will have to check. I do recall seeing trucks and what not but tanks i am not too sure on...interesting.
Title: Re: DCG Mediterranean HSFX
Post by: WindWpn on May 12, 2013, 07:46:05 PM
the base mis file includes the following armor options:

Code: [Select]
  17_Chief Armor.4-VickersMKVI 1
  18_Chief Armor.2-VickersMKVI 1
  32_Chief Armor.4-MatildaMkII_UK 1
  33_Chief Armor.2-MatildaMkII_UK 1
  34_Chief Armor.4-Crusader 1
  35_Chief Armor.15-PzIIIG 2
  36_Chief Armor.2-PzVIB 2
  37_Chief Armor.4-PzIIF 2

Thus, you should see these possibilities for armor per mission.  To verify/check, open your Missions/Campaigns/DE or GB (career country) folder and look for a folder titled "DGen_xxx_Mediterranean00"

Inside this folder, look for .mis file types and open in notepad or notepad++ and look for the above entries in the Chief section.  There you will see all moving columns include land and sea, and likely items for "armor"

You can also open these mis files in FMB to see the actual routes of the columns (for testing purposes only   :)  )

~S~
wind
Title: Re: DCG Mediterranean HSFX
Post by: Stromboli on May 12, 2013, 08:35:27 PM
Hi WindWpn,
Yes your right, I checked the mis. file and the ship and armor columns were there. I also started a Prokhorovka Campaign to test it out and same thing. The stationary objects were there but no armor or truck columns anywhere. So it's not the Mediterranean Campaign it's a HSFX & DCG issue. I also run a DBW & DCG with no problems. Do you have any idea what could cause this problem?

Stromboli
Title: Re: DCG Mediterranean HSFX
Post by: Cycle on May 12, 2013, 09:19:50 PM
I think the main problem are this section:
Code: [Select]
  40_Chief Infantry.4-GBInfantry 1
  41_Chief Infantry.3-GBInfantry 1
  42_Chief Infantry.2-GBInfantry 1
  43_Chief Infantry.1-GBInfantry 1
  44_Chief Infantry.4-AxisInfantry 2
  45_Chief Infantry.3-AxisInfantry 2
  46_Chief Infantry.2-AxisInfantry 2
  47_Chief Infantry.1-AxisInfantry 2

Not really sure if DCG can handle Infantry chiefs! I had also spawn problems with armor groups wich counts more than 4 tanks (35_Chief Armor.15-PzIIIG 2) and some modded GB tanks in my Overlord campaign!
For testing replace all vehicle/tank groups with IL-2 standard chiefs, than see how it works!
Take a look in the gobjects.dcg of the unmodded DCG/Data folder! There you can see, which vehicles/tanks should work for DCG!
Title: Re: DCG Mediterranean HSFX
Post by: Stromboli on May 12, 2013, 10:40:13 PM
Hi Lonestar,
Ok not quite following you but it sounds like Chief Infantry GB & Axis are not letting Armor and vehicle columns spawn is that it. I found the gobjects file but I'm not sure what I'm supposed to replace. Could you give me a little more detailed description on what lines I need to replace and where I would find them.

Thanks,
Stromboli
Title: Re: DCG Mediterranean HSFX
Post by: Moezilla on May 13, 2013, 04:33:19 AM
If you are using modded/new objects in a DCG campaign then you need to tell DCG about them.

The three files you need to edit are armor.dcg, gobjects.dcg and gunits.dcg.

armor.dcg is meant for tanks only (originally DCG had a simple system - tanks capture locations and truck columns repair destroyed objects) but I notice in Slink's files he also added the infantry and armoured cars to allow them to capture territory. Find an entry similar to what you want to add and copy that one. The 05/08 values show you how this unit affects troop count at a location: +friendly/-enemy. It might be the other way around of course. :p

gobjects.dcg lists all the ground objects that DCG should 'care' about so it includes armor, vehicles, ships, artillery, trains, infantry and stationary objects. The numbers afterwards aren't very important. The first number is the side of the object and the rest can be 0. The text entry at the end tells DCG to use a different object if it can't find the new one.

gunits.dcg lists all the moving ground objects (armor, ships, trains, vehicles) that DCG will create routes for. So all your moving chiefs need to go in here.

Stock DCG usually works with tanks in columns of 3 or 4. If you want to use tank columns with large numbers then you will have to add them to all three files above.

If your 3rd party campaign does not include the three files above then DCG will fall back to the files in the \Data folder and any modded objects will probably not work correctly unless you've modded DCG's stock files.

Title: Re: DCG Mediterranean HSFX
Post by: Cycle on May 13, 2013, 05:44:32 AM
Oh interesting, Moezilla! Then I've learned something, if that should work!
I have only edit the gobjects.dcg and gunits.dcg In the Overlord campaign with the new tanks!
But I have completely ignored the armor.dcg! :)
Title: Re: DCG Mediterranean HSFX
Post by: Moezilla on May 13, 2013, 05:54:40 AM
Hi LS!

I haven't tested this myself, I am following what Slink did in his files as he spent a lot of time getting modded objects to work in DCG.

Let's see how it works and we can all learn something new today! :P
Title: Re: DCG Mediterranean HSFX
Post by: CWMV on May 19, 2013, 03:39:49 AM
Noticed some strange aircraft in this theater, I assume they are substitutions for other aircraft?
Example: Buffalo's and Battles.
Im guessing the buffalo is a hack for the Martlet? What of the Battle?
And thanks so much for this! Sorely needed Med DCG action!
Title: Re: DCG Mediterranean HSFX
Post by: DEERxBanshee on May 19, 2013, 10:52:23 AM
Hmmm well it would make more sense to just have the wildcat in there instead of the buffalo if its a substitute. Unless that would change the squadron to US?? The battle also did see some action in east Africa as well as during the axis invasion of Greece. Not that that action was great but it was in the med. theater.
Title: Re: DCG Mediterranean HSFX
Post by: CWMV on May 27, 2013, 08:23:41 PM
Anyone else have their JU-52's bouncing at mission start?
Title: Re: DCG Mediterranean HSFX
Post by: Shakaali on May 31, 2013, 06:04:15 AM
Noticed some strange aircraft in this theater, I assume they are substitutions for other aircraft?
Example: Buffalo's and Battles.
Im guessing the buffalo is a hack for the Martlet? What of the Battle?
And thanks so much for this! Sorely needed Med DCG action!

Actually, this campaign was not intended to be quite historical.

I added some planes to allied side to improve balance. That's for gaming purposes only.