# Special Aircraft Service

## The SAS Factory - Tech Help, Ancient Mods etc. => Dark Blue World Discussion & Support => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => DBW Campaigns & Missions => Topic started by: Slink on June 20, 2011, 10:22:58 AM

Title: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Slink on June 20, 2011, 10:22:58 AM
DCG 3.46-7 Mod/Campaign Pack for DBW 1.7.1 by COMSLINK

This pack requires that you have DCG 3.46 or 3.47 installed at the standard location of

“IL2-DBW install” / IL2DCG (which seems to cause a memory error; this is harmless but annoying...)

and allows you to use DCG 3.46/7 with SAS Dark Blue World 1.7.1 with all mod planes, vehicles, ships and columns active in DCG along with some essential classic extra mod planes.
The exe file should unpack everything into the right place, i.e. “IL2 install folder” / jsgmemods, where it can be enabled or disabled using jsgme when the next DCG update comes.

Extra Mod Planes Preinstalled
These are most of the planes included as extras in the standard package already pre-installed which should allow you to play many updated campaigns without needing to install any extra planes. Loadouts already included. Some have the stationary model included but these are not yet implemented for simplicity at this stage.

The new air.ini in !DCGConfig is structured to match class.dcg and includes notes relevant to DCG1946, coming next (DCG 1936, 1946, 1956).
You can also use this with other JSGME packs, only additional planes changing air.ini (+planes.properties & weapons.properties) may be incompatible, but it isn’t difficult to add any additional entries and mod planes to extend the JSGME pack.

DBW 171 Optionals
(which were removed from DBW171 but still exist) are included but not active in air.ini, these can be re-enabled by removing the // double slash. DBW optional plane class.dcg entries are all in the ClassXtra.txt file, where you can copy and paste over to class.dcg, but make sure there are no empty lines in class.dcg, even at the end! These planes still have loadouts included in allpayloads.dcg for both DCG346 and 347. You should only use these if you really need to, stationary planes are also inactive and they may well disappear completely in DBW1.8, so this is for backward compatibility with old campaigns, but it would be better to use an alternative plane instead.

There are two sets, the default files are for DCG347 with the new 40 character strings, allowing all loadouts to be active in DCG (except 2). The second set is for DCG346 with the old 20-character limit, i.e. anything longer is removed to prevent the infamous exploding spawns. These are in the 346 folder. If you're using DCG346 just copy these into the main data folder and overwrite the others. You cannot mix them, the formats are different. These should all be OK, but if you do suddenly get planes exploding on the runway, pause, open the console and scroll up to look for the error report saying can't find loadout XYZ etc. Then report back so it can be fixed.

The assignments here are only provisional, as you can select from up to 40 for some planes, but only one for each mission type. The current assignments are pretty basic, trying for some variety in places and standardisation in others, but should really reflect the period of the campaign. Everyone will have their own preferences, but some of the lists are extremely long on that little screen...

Skin Folders
DBW does not have skin folders for all the included planes, which means your R-XIII won't show up in DCG until you make one. A whole set of empty folders is included just in case; if I missed one and a plane doesn't show up please report.

DCG Docs
Includes a collection of docs for reference; need updating but still helpful.

Poland39 Campaign
An updated Poland39 test campaign is included in the pack, with new planes, columns, template and active front objects (infantry, HMG and 37mm, on both sides). Period loadouts and squad settings are in the timetable so these will be automatically set when you start the campaign; no heavy bombs or late war loadouts, no need to do it yourself,  just the usual general DCG density, replacement rate etc. This campaign only includes things in vanilla DBW171, so no dynamic weather, but if you want Do17s (now they're back in service) you have to add a squad, but the data is already in the DCG files...

Change log 05 05 2012
Crew Seats updated
Ship names updated
Loadout bugs fixed (again, finally, both versions)
Mod planes included

Credits
Paul Lowengrin, for creating & continuing to support DCG; see the website at http://www.lowengrin.com/news.php
AMK for the original HSFX5 files
Vermin for the original service dates
Widowmaker214 for the original HSFX4.1 files
JG7_X_Man for the original UP2 files
Lonestar, for not wringing my neck...

411 planes
won't be needed in DBW 1.8, but will be included in campaigns of course.
Credits to TD team for originals & SAS~Epervier for conversions
Cant Z506B
Ki-45
TBD-1 Devastator
Rogožarski IK-3
TB-7 M40F/Pe-8
IL-4

Essential Classics
MS-502                        Restored from 1.6 with new identity as Ki-76 Stella, needs skins!
He46C2 as Hs126           Original mod by DreamK, original skins by Juanmalapuente & Albert von Grewe
Ki-44-II Otsu & Hei         DBW hidden pack by vampire_pilot
Do 217E2                      TD, gio963tto, SAS~Skipper, SAS~Epervier, western0221
Do 17Z                         Ranwers, crazyflak, Wolfighter, RDDR, Rock & Grief
Wellington Mk III            Ranwers
B-26B Marauder             Ranwers, crazyflak & RDDR
D4Y2 & D4Y3 Judy          ten010 (& Birdman)
Ki-30/51                       SAS~Skipper, melissa & vampire_pilot
dH 89a                         Blitz & Epervier
Bu 181                         101fts, Verhängnis, Beo, Skipper, Ton & SAS~Epervier
P-47D-30/40                 Kumpel & Freddy
P-47N-15                     101fts, crazyflak & Kumpel
P-61A & B Black Widow   101tfs, crazyflak & SAS~Storebror
Walrus                         RealDarko, tedeschene, Mission_bug, The chief of food supply, diavolirossi, Wolfighter

Stationary planes          SAS~Epervier (not yet active)
----------------------------------------------

DCG 4 DBW Standard package:           http://www.mediafire.com/download.php?9zx539q0to8dkkc  (10 MB, includes new patch data)

-----------------------------------------------------------------------------------------------------------------------------------

DCG 4 DBW Mod package:                 http://www.mediafire.com/?r93pnv2lq89y53p                      (177 MB, includes new patch data)

Title: Re: Quick & Dirty DCG for Dark Blue World
Post by: SAS~CirX on June 20, 2011, 05:21:18 PM
cool stuff mate. I dont use DCG myself (yet) but it seems worth it...

We will soon open a new set of child boards up here for UP3, DBW and HSFX, and there will be exclusively for posting mods or adaptiations or patchies made by users and members specifically for that pack.

This will go nicely in there. :)
Title: Re: Quick & Dirty DCG for Dark Blue World + updated class.dcg with service dates
Post by: Alex840 on June 23, 2011, 02:47:34 PM
I dream one day DCG (or other similar stuff) will have full mod support, in particular the Forgotten Countries mod.
Title: Re: DCG for Dark Blue World v1.1 - Important new update v01
Post by: lam on July 07, 2011, 10:14:37 AM

So to confrim my understanding: I'll still have to download and install DCG from lowengrin.com, then install this DCG4DBW? And the campaigns on lowengrin.com should then work with DBW? Thanks!
Title: Re: DCG for Dark Blue World v1.1 - Important new update v01
Post by: Flying H on July 07, 2011, 03:20:20 PM
Great work Slink, I can now use this favorite again!!
Title: Re: DCG for Dark Blue World v1.1 - Important new update v01
Post by: Slink on July 07, 2011, 03:23:03 PM
Indeed lam, just download and install DCG as per Paul's instructions, the only difference is replacing Paul's "stock" files in the DCG "Data" directory with these three, which will enable all the planes in DBW in DCG.
Stock DCG campaigns should run without problems (now most of the bugs have been fixed!?). You may want to review the planes at the start of the campaign though as I said for Poland39, as the old campaign planesets only use stock 4101, and remember to choose loadouts for the planes in your chosen campaign, no bombs, no bangs.

Third party campaigns might use previous modded planes from UP2 which may since have been changed in DBW, so unless or until a campaign is updated it's worth checking the campaign files first to see if everything matches up. The other place to look is in the timetable.dcg file for your campaign, this could contain "NewPayload" entries which may specify a loadout which was in UP2 for example but has been changed in DBW, so again, check out your campaign first to avoid sudden errors spoiling your fun.

This is basically just a "mod enabler" for DCG like the previous sets for UP2 and HSFX, but it's the combination that extends your horizons, they basically go hand in hand, and the files will be updated as things move on and I get through updating all the data for the planes, which may take a while though.

Happy to be of service and hope you enjoy flying DCG in DBW.
Title: Re: DCG for Dark Blue World v1.1 - Important new update v01
Post by: lam on July 07, 2011, 04:16:56 PM
roger that...will check it out, though even if say planes are the UP2 or older variety, it still might work...
thanks for opening up horizons!
Title: Re: DCG for Dark Blue World v1.1 - v01 + quick fix
Post by: GEORGES44 on July 09, 2011, 09:04:58 AM
Slink, thanks a lot for this amazing piece of work! It gives DBW its full potential.

Small hiccup: I launched a Mareth Line 43 GB campaign (Desert Online map) and run into troubles with the H2 airstrip.
Neither AI nor I could take off from this airstrip: we just ran the whole length without succeeding  to get airbone and crashed at the end of the strip.
Don't know where the problem comes from; never had it with the same campaign on the other Il2 versions (4.09, 4.101, UP2.01).
Have to go to work now; will give you a more detailed report later.

Thanks again Slink, and long live DBW
Title: Re: DCG for Dark Blue World - v01 + quick fix
Post by: Slink on July 09, 2011, 03:49:54 PM
Thanks for the feedback, if you do find any probs let me know, there is still a long way to go until everything is 100% reliable.

Mareth Line. Weird. This pack or DCG itself can't change anything that would cause such an effect.
Could be something changed on the map? temp/pressure/climate whatever?
Something changed in DBW; which aircraft?
Your're flying on Sunday morning after the saturday night party in the hangar. All your planes have hangovers, try going to oxygen, works wonders...  ;)

Update: Tried it, in DBW1.2. It's the new AI mod, this is still a beta in testing, but looks like you'll have to disable it in jsgme for now. Take off is fine without it.
You could still put the old AI mods in #DBW until this is fixed if you can't stand the stock AI, Certificate, Burn's rework of Sani's AI_Overheat, etc, but if you're using the mods cache remember to disable it and delete the wrapper cache files in the #DBW directory if you do change any mods.
Now go out there and give jerry a bally good thrashing old chap. 8)
Title: Re: DCG for Dark Blue World - v01 + quick fix
Post by: GEORGES44 on July 10, 2011, 03:35:23 AM

Even if I was not enough accurate in my description of the bug; I could take off from the other airfield on the map, but not from the H2 airstrip which is a DCG addition to the map.
No problem with the throttle, and I tried with the Spit V trop and the Spit IXc (I tried 2 campaigns in fact ).

I am using only the Forgotten countries full, Mission Combo pro and Soundmod with my DBW 1.1; don't know how to disable the AI mod. I will wait for the final version of the AI mod. Patience has its rewards.
Meantime I have launched a Lybia 41 RAAF campaign ( Tomahawk IIb, to change from the Spit); will keep you posted if I met with any other problem.

Thanks again Slink...and by the way I could not party this saturday night: I was at work!!!
Title: Re: Crash on take off
Post by: Slink on July 10, 2011, 06:22:15 PM
GEORGES44, yes, that's the one I was on, Hotel_Two-3_Airstrip, it's one of the "invisible carrier deck" types, so your planes line up in a double row...

The AI mod is in jsgme, #DBW_AIMod, but if you don't have it enabled?
Tried this again with the same results, AI mod on, all planes try to raise their undercarraige at the end of the 'runway' but don't have enough speed up to get off the ground.
That's why they're crashing, wheels up because this is actually a carrier take off, (and I think the mod has problems there too).
On a normal runway you can just keep going until you build up enough airspeed.
Mod disabled, all my Hurricanes lift off half way down the "deck", so if it's not the AI mod, well, I wonder?

Yes, but while you're at work all your planes are back in the hangar knocking back some of the 100 octane hard stuff...
Title: Re: DCG for Dark Blue World - v02
Post by: GEORGES44 on July 11, 2011, 07:33:23 AM
Upgraded to DBW 1.2, and via JSGME could finally test with and witout the AI mod.

Slink, I agree with you: the AI mod seems to be the cause. The bug happens only if the AI mod is enabled. :(
I feel a bit ashamed to have to report a bug to the modders who worked so hard to create this AI mod; like a spoilt child complaining about a new toy. I let you give them the bad news.

Feeling so depressed I think I'll give in to the lady who wants to spend a few days at the seaside, enjoying the sea, the sun, and she added she'll like to dine out too. Since she never ever complained about the time I spent flying Il2, I just can't refuse. :D

Next time I test DCG/DBW 1.2, my face will be less pale than usual. Hope the AI mod bug will be resolved then. Can't imagine Il2 without the AI mod.

Happy holidays Slink and all the modders; you have deserved to take some time to yourselves and enjoy the summer days elsewhere than in font of a monitor.

See you in the fall  8)
Title: Re: DCG for Dark Blue World 1.3 - version 03
Post by: soldaten on July 17, 2011, 12:01:02 PM
A)Am playing a Lowengrin DCG in a 1942 Japanese Navy Fighter New Guinea campaign

B) Keep seeing this historically inaccurate unit frequently generated among allied ground frontline units

It is this Russian 45mm anti-tank gun below which does not belong in this Pacific theatre of operations

(http://img.photobucket.com/albums/v359/DriveMeMild/atg.jpg)

C) No mods active other than Lowengrin DCG and Jiver's DBW sound mod and have not done any manual editing of any files

D) I would have put this in the DBW bug report thread but  I dont know how to test whether this is a Lowengrin DCG issue or an underlying DBW issue.

Title: Re: DCG for Dark Blue World 1.3 - version 03
Post by: Slink on July 17, 2011, 12:41:32 PM
Nothing to do with DBW or mods, it's just IL2 and DCG.
Since IL2 has no Western allies light AT guns, DCG uses the closest 'red' equivalent, although you normally get the US Browning MG, would be nice if there was a US 37mm available but there's only the 3" M1, which is a bit of overkill. These guns appear at the front if you have active front activated in the options for some extra ground action, disabling it should remove them.
The only other possibility would be a countries mix up, check if your forces are correctly identified in briefings and reports, if not I'll have to look at the countries assignments in FC, but I think they should be OK, haven't noticed any problems yet, but I'll just check... FC off, FC standard or FC full?

(Thinks, do jsgme options still count as mods, or should we distinguish between jsgme (native DBW) and (seperate, user added) mods?)
Looks like the Japanese planes need updating next...
Title: Re: DCG for Dark Blue World 1.3 - version 03
Post by: soldaten on July 17, 2011, 02:45:03 PM
I agree it is likely caused by lack of an appropriate model for the slot which causes the program to
fall back upon using the "Next Best Thing". And yes,  I do have active fronts checked which
is a contributing factor. Thanks for taking the time to reply and clearing that up.

Title: Re: DCG for Dark Blue World 1.3 - version 03
Post by: Slit on July 18, 2011, 09:34:50 AM
There is currently a bug in version 03 class.dcg file in
lines P_39D1 and P_39D2. Their intro date is set to 1942xx, which causes a crash on any campaign generation. Other than that everything seems to be working fine so far.
thanks for this one.
Title: Re: DCG for Dark Blue World 1.3 - version 03 (2) fixed
Post by: Slink on July 18, 2011, 03:50:14 PM
Thanks for the tip off, fixed in new download, or if you already downloaded put 194105 & 194107 to replace the 1942xx for p39D-1 and D-2 in class.dcg for early P39D, use 1942 for actual D-1/2.

First early D series deliveries May 5 1941, production being concurrent with the P-400. D-1/2 actually start in 42, but then we only have the P400 for a year, so better to start earlier even if not 100% accurate?
If the P-400 model had an option for the 37mm +tank/bomb, as currently on the P-39D-2 model, (which apparently did not have the 37mm?) then it could be used as either P-400 or P-39D(early);
the engines are the same but weights may differ, armour at 157lbs+37mm and 291lbs+20mm, both have self-sealing tanks and radio, but comparative weights of guns +ammo?

"By September 13, 1940, the Army had added contracts for 623 P-39D Airacobras, which was the Bell Model 15 with wing guns and Hewitt Rubber Co. self-sealing fuel bags, and ordered that these additions be made to the last 60 aircraft on the previous contract.
To expedite production, it was soon agreed to standardize most P-39D and P-400 features except for the latter’s 20-mm gun and British-installed systems like oxygen and radio.

The first 20 P-39C production aircraft were completed from January 16 to April 7, 1941, with 1,150-hp V-1710-35 engines, camouflage finish, and the same five guns as the YP-39. Selfridge Field got them for the 31st Pursuit Group, although three were shipped to Britain on June 26.
Thirty more sets of leak proof tanks were ordered on March 8, 1941, for later installation on YP-39 and P-39C models.

The P-39D and export P-400 came off the assembly lines at the same time, both with the V-1710-35 engine, self-sealing tanks, four .30-caliber wing guns with 4,000 rounds, and two synchronized .50s with 400 rounds in the nose.

The P-39D had a 37-mm M-9 gun with 30 rounds, 191 pounds of armor, and 66 pounds of armor-glass. Since tank protection reduced internal fuel capacity from 170 to 120 gallons, a February 1941 order added provisions for a 75-gallon belly drop tank, or a 600-pound bomb, on the P-39D.

The P-400 used the more rapid-firing 20-mm HS gun with a 60-round drum, 231 pounds of armor and 60 pounds of armor-glass, the heaviest protection of any American fighter, as well as the 240-pound leak proof fuel bags and a 110-pound radio.

The first P-39D, priced at $41,479, was delivered February 3, 1941, but remained at the factory until December, while regular deliveries to Selfridge Field began May 5. Bell completed 429 P-39D models in 1941, too quickly for the available guns or Curtiss Electric propellers; only 390 37-mm aircraft guns in total were completed that year. The aircraft were sometimes flown to an Army base where the propeller was removed, shipped back to Bell, and reused to fly away another plane. Lend-lease funds were used for the Model 14A, first ordered June 11, 1941, to follow the Model 14 in 1942. The first 336 were designated P-39D-1 and had a 20-mm gun with 60 rounds, two synchronized .50s with 430 rounds in the nose, four .30-caliber wing guns with 4,000 rounds, 177 pounds of armor, and 65 pounds of armor-glass, and a 129-pound radio. Most were requisitioned by the AAF, and 158 similar P-39D-2s were delivered to the AAF and the Soviet Union with V-1710-63 engines. Aeroproducts hydromatic propellers were substituted on 229 P-39Fs, delivered beginning in December 1941, and 25 other ships on this contract were designated P-39J with Allison V-1710-59 engines rated at 1,100 hp at 15,200 feet with automatic boost control. All these aircraft were known as Model 15 on company records and had similar characteristics." Title: Re: DCG for Dark Blue World 1.3 - Version 03 (2) Post by: Slit on July 23, 2011, 08:58:34 AM Am I the only one having instant death problems on some maps? Problem is in DCG generated missions (DCG 1.46 + this patch for DBW) planes spawn several feet in the air and off the airfield. So they blow up 1 second into the mission. One example of such problematic map would be Normandy. Not just player flight either - all the a/c. Can this be fixed with alterations to airfields.dcg? And if so - how do i get proper coordinates for that file? Title: Re: DCG for Dark Blue World 1.3 - Version 03 (2) Post by: Slink on July 23, 2011, 12:00:21 PM The maps & airfields are not the problem, it's the exploding spawning aircraft which came with 4.101 if there is a false regiment or loadout entry in the mission file. DCG uses allpayloads.dcg to assign the loadouts for a mission, so if there is an error here it will still get put into the mission with the above result. The master reference for allpayloads is normally weapons_rus.properties, which has the 'raw' entries and the often more comprehensible text overlays. However, the problem has been that the weapons file in DBW is full of placeholder entries for loadouts which are (as yet?) not there, if you look at the included copy of the weapons file you can see for example that the Spitfire Vs have entries for drop tanks, but in game there is only default or none; if these entries are then carried over into the DCG allpayloads file they will also go into the mission file if you select that loadout in DCG, and then we get the exploding spawns again. Some planes like the Seafire 3s have doubled entries in game, and some weapons entries are also longer than the 20 character DCG limit, but I should have got all of those. Getting the correct loadout entries is further complicated by the fact that DBW is built on top of UP3, which has a weapons file (actually all config files) built into one of the SFS files, so you can't disable the DBW weapons file and see the raw loadouts in QMB, you always get the UP entries, which also seem to have some errors. Nobody ever pays much attention to weapons_rus.properties as it's seen as just cosmetic, but here it's a real problem, trying to eliminate all the placeholders and/or errors is an ongoing process currently, I keep finding another one, which is probably the problem you're having now. One or more planes used in that campaign (in this case Normandy) probably have a loadout entry which isn't implemented in game, producing the error. The way around this is to check for which one it is, make a copy of the mission file for reference and then change all the loadouts in the original misison file to default, and the mission should now load and play, but with no loadouts. You can then look at the original mission file and add one of the loadouts back in, load and test. Boom means that's a bad loadout, and needs to be reported, normal start means the loadout is OK and it must be a different one. A long and wearisome process, but that's troubleshooting, and why this is still a WIP, it won't go to version 1.0 until this is finally sorted out, but shouldn't normally be a problem in the first place. It is of course also possible that the original DCG mission files are referencing a squadron which isn't in DBW, some of them were changed in 4.101, but the DCG mission files should be good for 4.101 as far as I know, Paul would know for sure; to fix this all the DCG campaign mission files would have to be updated to 4.101 regiments. You can check this by opening the console after your planes go boom, scroll with Page Up/Down and look for an error saying can't find regiment or loadout xxx. Forgotten Countries (standard) should deal with this, as CirX put all the changed regiments back in original form, but maybe this needs to be confirmed. I covered this problem in some detail in the original post, where all loadouts were set to default for testing, but looks like I took the explanations down too early, still, new version coming up so things are improving, hang on and maybe I already fixed it, but we still really need a definitive weapons file with no errors and no placeholders, but there probably isn't one and it would would be a huge job to make one, for which I'd have to ask CirX if he has the time, and this is my shit and not his responsibility, but just reporting errors is always helpful. UPDATE Tried all three Normandy campaigns, only to find it's the last one, 44, that seems to have the problem; The napalm loadout for the P38s is wrong, instead of 2x175napalm (as in the weapons file) it's 2x154Napalm (case sensitive). Had to use a test mission to read out the loadout, Normandy 44 campaign then loaded fine (but that doesn't mean there aren't any more hiding in there somewhere). Fixed in new, coming, version. If anyone finds any more bad loadouts, report it here so it can be fixed, post the mission so I can check it, or just say which campaign and I'll look into it. Also noticed the stock campaigns are badly in need of updating, there's so much more we could do with DBW versions, correct planes, weather, AA & C&C from CY6, new maps for some campaigns like Normandy would be a big project though. However, first get these files working, then there's my BoB campaign, or redo the stock ones, have to ask Paul when the forum is back up. Title: Re: DCG for Dark Blue World 1.3 - Version 03 (2) Post by: Slink on July 23, 2011, 04:16:10 PM For Monty, Slit & Lonestar, I already have an alpha BoB DCG campaign in progress, fairly huge and still needs lots of work, and is intended to be chronologically extendible forward and backward to eventually cover the whole 39-4? period using timetable grand campaign progression, but currently July to October 40 inc. Using a test cross-channel map for now (map_h, tex & actors...) but eventually need a bigger one, also being worked on but with minimal actors/max airfields due to size, and experimenting with CY6's C&C objects, weather & vector in particular (but get regular stalls in the game). Looking at something like this, already ran some tests but DCG doesn't handle the size well, transit times can be very long so needs some tricks. Interceptions also seem to override any range settings, so you get 109s from Leeuwarden flying over the North Sea with no hope of getting back, but CY6 vectors could replace this, need a way to switch them off. Runs just like any other map as long as the actors is kept to a minimum. (http://i1122.photobucket.com/albums/l526/Sinclairius/2ed_m03.jpg) The idea is that anybody can then build a campaign period and add it to the grand campaign for a sort of coordinated standard DBW DCG Europe grand campaign, which should also prevent duplication of effort? Currently still working on the base DCG compatibility files, but I'll try and pull a basic test version together if anyone is interested, runs almost entirely from the timetable (probably in two weeks...). And in order to not hijack Monty's campaign thread, better to go to the DCG/DBW thread and then move this there (done), I'll start a new thread if there's any interest. Title: Re: DCG for Dark Blue World 1.3 - Version 03 (2) Post by: Slit on July 24, 2011, 08:11:28 AM Thanks for the detailed explanation Slink, at least now I know where the problem is. Unfortunately DCG seems not to be very popular these days, but those of us who are aware of its awesomeness sure appreciate your efforts. As for BoB, that map sure looks sexy, but also a bit monstrous and unwieldy. I was trying to update Lonestars awesome BoB @ http://www.sas1946.com/main/index.php/topic,7407.0.html to work with DBW actually, as well as hopefully slice it inside global Luftwaffe and RAF western campaigns (currently BoB takes place on Gulf of Finland map in default DCG grand campaigns). Idea of all western front air war taking place on 1 map is interesting, but quite daunting. Regular progression of smaller maps seems much simpler and allows detours to Africa, Balkans, Italy etc. Then again if you think you have technical know how to pull it off - I'm sure there will be some interest, although DCG isn't getting the love it deserves. Title: Re: DCG for Dark Blue World 1.3 - Version 04 Post by: Slit on July 24, 2011, 02:50:48 PM Found another faulty loadout. On P-47-D10 all the loadouts containing 2x500lb bombs aren't implemented. Thats: Code: [Select] P_47D10 B tank2x5006x45P_47D10 B tank2x500P_47D10 B 2x5006x45P_47D10 B 2x500P_47D10 B 1x10002x5006x45P_47D10 B 1x10002x500in allpayloads.dcg Now, how do I go about fixing it? Is deleting faulty lines in allpayloads enough or do i have to edit payloads.dcg as well? Anything else like mission files need to be edited? Title: Re: DCG for Dark Blue World 1.3 - Version 04 Post by: Slink on July 24, 2011, 05:01:27 PM Thanks Slit, you seem to be good at this! You can just delete those entries from allpayloads, I started commenting them out (asterisks) in case they get implemented later, but there will be new versions to download before then, so you can just take them out. If you have them selected in DCG you only have to update the loadouts on screen, once they're deleted from allpayloads.dcg you only have to select a different loadout from the list and the old entry will be automatically overwritten in payloads.dcg. If you have them in a current mission you can just generate a new one with the button at the top of the screen, date won't change, just generates a new mission file with the same parameters. I'll check the other P47s too, tends to be a case of all or nothing most of the time, so looks like v5 is due already. (done) Thanks again for the help, I sometimes think I'm losing track... EDIT: Campaign posts moved to dedicated Clash of Eagles thread... Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Flying H on July 27, 2011, 04:49:09 PM Got a problem DLing the 25 megs file ".../download-1aeaa310.html"! All I get is "get.php.html" which is a firefox page! Fix is not using the FF dTA manager! Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slink on July 28, 2011, 07:24:09 AM EDIT: Campaign posts moved to dedicated Clash of Eagles thread. Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: WindWpn on July 28, 2011, 08:24:11 AM I like the name: "DCG - Clash of Eagles" :) Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: vegetarian on July 31, 2011, 05:11:59 AM Slink, this is fantastic work. In my opinion DCG is one of the best ever mods for IL2, and your efforts in bringing DCG up to date with the current modified game is a much appreciated, and I'm sure Herculean :), task. I've downloaded your test BoB campaign and will give it a whirl. KiwiBiggles started a DCG BoB project using the 352nd Cross Channel map over at Mission4Today http://www.mission4today.com/index.php?name=ForumsPro&file=viewtopic&t=9590&finish=15&start=0 (http://www.mission4today.com/index.php?name=ForumsPro&file=viewtopic&t=9590&finish=15&start=0), but put the project on hold due to some compatibility issues. Lots of good campaign building info though. Might be worth a visit / discussion? Cheers Title: Re: DCG BoB campaign for Dark Blue World Post by: Slink on August 01, 2011, 04:02:31 AM EDIT: Campaign posts moved to dedicated Clash of Eagles thread Thanks Vegetarian, didn't actually know about KiwiBiggles campaign project, I'm hardly ever at M4T, just to grab a few skins, and yes, it's all rather time consuming, and there's some RL work pressure building up, but we all have to suffer for our art... maybe I'll actually get to play the game again eventually, but watching the action as an observer (to follow the campaign) can be a bit like watching a film... just need more "atmosphere"... This is for windweapon, thanks mate. (http://i1122.photobucket.com/albums/l526/Sinclairius/Background-Copy.jpg) Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: WindWpn on August 01, 2011, 07:23:40 AM SWEET!! :) note, when I attempt to open the archive containing the files, all are zero size. I receive an error message in WinRar that the operation to extract was unsuccessful. When looking into the archive, all files are 0 byte size. Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slink on August 01, 2011, 11:53:37 AM Maybe I should give it more of the book cover look, used, worn spine on the left... Could be a corrupt download, just downloaded from here and everything is fine. (except I saw I forgot to put the new maps.dcg file in, but instead of downloading you can just edit it, you only have to change all Allied IDs to zero and Axis to 1). Try using 7zip not WinRar, this is a .7z file using max compression. There's a link to 7zip under essential SAS, it's the recommended SAS format. Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: WindWpn on August 01, 2011, 02:23:44 PM That was it, 7zip archive app is the key. WinRar does not correctly decompress the .7z files. thx, got it all now. PS: may be cool to start a new thread for this specific Campaign, Opening post with the new cover and evolution to thread in the dedicated post. Onward with Clash of Eagles! :) Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: WindWpn on August 01, 2011, 04:26:55 PM Quick question regarding DCG. Is there a way to enable RRR for offline DCG? Basically have the ability to remain in mission to RRR for offline play. Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slink on August 01, 2011, 05:00:42 PM Afraid not, you only get RRR in MDS, which is built into UP3, which doesn't support DCG. The TD version in 4.101 doesn't include RRR, but it would be useful in this campaign as would all the airfield management functions, but then they'd also have to go into DCG, another huge job for Paul. Can't see it happening really. Still, new thread going up, I'll clean this one up afterwards. Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slit on August 02, 2011, 05:53:33 AM Alright, another bug report for starters: games namesake, Il-2 is screwed up bad. At least 1 loadout, Code: [Select]  IL_2Type3M B 192xPTAB2_5is wrong, game only has 96 PTABs option for 3M, probably a bug. But thats minor compared to the real problem - Il-2 model naming is way off in allpayloads.dcg Quote IL_2Type3M - named correctly IL_2Type3 - named correctly Il_2T - should be IL-2T, file is case sensitive Il_2MLate --> IL_2MLate Il_2MEarly --> IL_2MEarly Il_2_1941Late --> IL_2_1941Late Il_2_1941Early --> IL_2_1941Early Il_2_1940Late --> IL_2_1940Late Il_2_1940Early --> IL_2_1940Early Il_10 --> IL_10 Also IL_2T (torpedo bomber) and IL_2I(heavy fighter, prototype only) are missing from allpayloads completely, though present in class.dcg As a result, ALL Il-2 variants, even the ones correctly named have all their payloads at default in payloads.dcg. Meaning all of them are flying w/o a bombload, which, according to their pilots, never happened. I can upload a corrected version of the files if you want, but i suspect you had already made some adjustments yourself since 05 release and it would be easier for you to make adjustments yourself. EDIT: As for your BoB campaign, i'll give my impression in a dedicated topic. 1 point though: Imagine a set of say 9-12 big but minimal maps (you're meant to be fighting the enemy, not admiring the scenery) with some overlap covering most of Europe, allowing campaigns to move continuously from Normandy to Berlin for example? Isn't that roughly what grandcampaign is already doing? I was under impression map transfer worked well in DCG, although never had the time to test it all the way from Poland 39 to Berlin 45. EDIT2: Actually, speaking of eastern front and payloads.dcg almost all soviet bombers are flying empty. TB3, SB, Il-4, Pe-2, Pe-8, I-15 and I-153 which were mostly used as a ground attack craft by the time war started, U2 which was widely used as a night bomber. Also no soviet fighters double as multi-role by default (unless its player squad and you set a loadout yourself) although by mid 44 at least La series often carried bombs (they were preferred for the role due to extra survivability provided by radial engine) Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slink on August 02, 2011, 12:42:59 PM Thanks Slit, but the Russian planes haven't been done yet, (been busy...) the post-war planes are also waiting, that's why the loadouts are (mostly) still set to default for example, but if you have fixed data for the Russian planes (or any others) please do upload it for everyone to share, or PM me a link to a full set and I'll put it straight up in the first post as version 6, fully credited of course! Map transfer does indeed work beautifully in DCG, so the maps idea is just an extension of DCG's capabilities, filling in the gaps between maps, or just another crazy idea... interested to see what you think of the campaign though. Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slit on August 02, 2011, 04:25:34 PM Ok then. Here's the updated allpayloads.dcg and payloads.dcg: http://www.datafilehost.com/download-de29c772.html (http://www.datafilehost.com/download-de29c772.html) 1st one contains corrected IL-2 names, 2nd - load-outs for Russian bombers and La series fighters starting with La-5F (at the time earlier versions are were in use fighters were still used exclusively for air superiority and escort missions). Load-outs are loosely based on veteran interviews from iremember.ru and airforce.ru, with the quite some game limitations (for example what seemed to be Il-2s most popular load - 4xFAB100+ rockets simply ain't available for some models). Russian planes still need work with their introduction and retirement dates + upgrade paths though, so DCG campaign on the eastern front can be buggy or at least weird (biplane I-153s attacking the last defenders of Berlin in 45 kind of weird probably) Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: RDDR Hangar19 on August 02, 2011, 07:03:01 PM So happy to see this thread. Thanks very much for your work. As someone who has used DCG since it's inception I have to say this is great news. For those who have never tried it,your really missing the boat. I have always used DCG and MAT together. MAT creates hundreds,of marking combos of numbering from the beginning of the war until the end, and using it and DCG go hand and hand. I was considering downloading Dark Blue World, but seeing this closed the deal. Good news Cheers,RDDR PS In the beginning way back, MAT was very difficult to install and get working properly,however there is now a auto installer. auto installer Title: Re: DCG for Dark Blue World 1.3 - Version 03 (2) Post by: Lonestar67 on August 02, 2011, 09:03:14 PM Looking at something like this, already ran some tests but DCG doesn't handle the size well, transit times can be very long so needs some tricks. Interceptions also seem to override any range settings, so you get 109s from Leeuwarden flying over the North Sea with no hope of getting back, but CY6 vectors could replace this, need a way to switch them off. Runs just like any other map as long as the actors is kept to a minimum. Hi, I had this problem at the beginning with my Bob campaign! I had all German airfields on the map active! But the problem was, that the German bombers,which started from the most distant airfields, just arrived above their target, as the English defense already flew back home! I only want to say, dont make the map for a Bob campaign too big! All the best for your map and campaign! Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slink on August 03, 2011, 09:33:35 AM 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. Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Lonestar67 on August 03, 2011, 07:06:15 PM I know you said you don't use mod packs but maybe I can lure you to the dark (blue) side? I still have the 2.01 version on my plate and it works fine for the older campaigns! I must admit that I'm a bit lazy to install everything again, maybe later! May the force be with you! Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: kpn.kardif on August 07, 2011, 03:20:51 AM I don't think this is a DBW thing, as I seem to remember it happening while playing with DCG and UP2.01, but maybe some of you experts here can shed some light on it... I just started up a campaign over New Guinea flying the P-39. First mission while in transit and on autopilot, I decided to have a look around at some of the other action taking place. This allowed me the distinct honor of watching two wings of P-40's get completely obliterated by two Zekes. The P-40's we carrying bomb loads, and made absolutely no attempt to defend themselves other than calling for help on the radio, one or two may have flown in a lazy circle. Not exactly fancy maneuvering. My question is, is this normal DCG behavior or is this somehow related to UP3 or DBW? My guess is they had their mission to bomb a target, and were unable to deviate from that, even if it meant certain death. Kind of an immersion killer if my squadron is the only one able to deviate from orders to effect self preservation. I am also flying with the AI mod enabled... Any insight at all would be greatly appreciated! :D Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Lonestar67 on August 07, 2011, 09:11:55 AM Hi kardif! I believe its an AI thing and you are right, it happened also in 4.09m! But you can test it if you create a similar Mission in FMB! I personally changed the payload for the P-40 in all my campaigns, so that they behave as Fighters and let the Bomber in that role! The P-38 is also a good Fighter Bomber, because of their speed! Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slink on August 07, 2011, 09:24:06 AM Lonestar is right, it's the AI, DCG has no control or input once you start a mission, it's purely down to the game internals how they behave if carrying stores or not. Didn't people complain earlier about FBs jettisoning stores as soon as enemy planes came in sight? There is a problem in mission building where you have to put a last waypoint at the airstrip before a squad lands, otherwise they will always go into dumb mode when they reach the next to last waypoint; if that's in the combat area then expect turkey shooting. Shouldn't be a problem in DCG though, and they were inbound with bombs still on board. Always try testing a mission without the new AI if something funny comes up, usually becomes clear, like my crashing Blenheim IVFs... However, don't give up on the new AI, it's still in development, so things will only get better, and the general behaviour and flight manoeuvres are much improved, do some observing and watch how planes peel off, lovely. Still has problems, but maybe report it in the AI bug thread? Make sure you test the same mission with and without the AI though, to confirm it is a bug with the new version and not with the stock AI. So, busy busy, want to make 6 a definitive reliable version, I can only assume 5 was working generally OK, apart from the Russians, but the Russians are coming! Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Lonestar67 on August 07, 2011, 10:36:30 AM However, don't give up on the new AI, it's still in development, so things will only get better, and the general behaviour and flight manoeuvres are much improved, do some observing and watch how planes peel off, lovely. Still has problems, but maybe report it in the AI bug thread? Make sure you test the same mission with and without the AI though, to confirm it is a bug with the new version and not with the stock AI. I hope you're right, Slink! I am of the opinion that the fighter bomber dropped their bombs in previous versions and have defended themselves! Even the escorts act sometimes a little strange! Once these have contact with the enemy, they fly first to the previous waypoint and attack only when it's usually too late! That was in previous versions also not the case! Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: kpn.kardif on August 07, 2011, 11:44:43 PM Well I can say for certain that it's not the AI mod. Just set up a scenario in FMB as recommended by lonestar, with four p-40's armed with bombs and heading for target, two zekes inbound to intercept them. The result was similar both with and without the AI mod, with the warhawks jettisoning their payload as soon as the zekes were in visual range. It was interesting to see the behavior difference between the two tests though, AI mod didn't have them go straight head to head on the first pass, with both sides trying to stay out of the line of head on fire rather than charging right into it. I did just check the settings for the P-40E in DCG, it's default setting is "ground attack"... could this be the problem? I imagine it's possible, since other ground attack craft (like the IL2) don't really ever engage in dogfights. The P-40 isn't such a craft though, and is able to hold it's own in a dogfight. But in this case I guess they've got their orders, and won't deviate from it even if attacked, and even if they could survive the attack by dropping their load and defending....Could the guys working on the AI mod maybe get their hand in on this? In any case, I'll try setting the P-40 mode to "fighter" instead of "ground attack" and see what happens. If it is set to "fighter", will DCG still assign it ground attack roles once in a while? Winning a DCG campaign means winning the ground war, so having those guys still be able to do ground attack missions could be helpful. Thanks for the recommendation about the P-38 too, think it's a little too early to use it though (june 1942) Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: kpn.kardif on August 08, 2011, 02:03:42 AM Ok... had a new problem crop up. I finish my mission, and the green apply button isn't there. ??? Dunno what the problem could be here, but it's got me a little frustrated. I finished my ai testing and decided jump back into the campaign after tweaking the p-40 to be fighter instead of ground attack. Well, after successfully landing and patting myself on the back for a mission well flown, I hit quit mission, read over the debrief, and my heart quickly sank when i realized the apply button wasn't there. Main menu button and refly buttons were both fine. I hit refly and as soon as the mission loaded, I hit quit again, figuring I'd just scrub it and see what happens. Same thing, no apply button. So I deleted my dcg folder and re-downloaded the program, put Slink's v.05 files into it, loaded the game back up and started a new campaign, different map and everything. Flew first mission, had some success, good landing, quit mission only to once again see the apply button not there. Also, just because I don't think it's been said enough, thank you thank you thank you guys for doing all that you do. I've been playing some really amazing community made static campaigns lately, and to see how far this sim has come is utterly mind blowing. Now if I can get DCG running and doing what I think it's supposed to do... oh man, such incredible possibilities... Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slink on August 08, 2011, 02:46:19 AM Yes, if you change them to fighter they may still get the occasional ground pounding mission as long as there is still a bombs loadout available in the ground attack box. Changing the role of a plane in DCG only changes what kind of mission DCG will assign, strike, intercept, CAP, recce etc; it cannot change how IL2 handles that plane in the game once you load and start the mission, like DGEN it only runs between missions (when you click apply) to generate the next one, it's basically a score keeper and mission builder, again like DGEN which it indeed replaces, but with a lot more options. Behaviour will also depend on skill settings remember, try the same mission with novice pilots and ace supermen, anything below veteran is pretty poor, and above pretty uber. As for the new AI, well it's still in development, the fact that Anto & the crew are working on it is fantastic, but give them time (and feedback), there are bound to be teething troubles just as when Certificate was working on it originally (presume he got his certificate). Flying to previous waypoints sounds like ship attack behaviour though (an easy way of avoiding a proper search and contact reaction routine in the original game... and shame it seems the ships AI cannot be changed without high level programming), but the other point is that all the other AI mods we need, like turrets, gunners, throttles and ground attack routines, can all be incorporated. If you use them with Certificate's mod you can only have one or the other, they use the same class files, so this way we can have everything, just takes a while. Interesting point would be how the cloud/vision AOC mod will fit in, seems very quiet on that front. Still going through the new weapons file, cleaning out errors and placeholders, most are still there. Also cleaned, corrected and unified all the text descriptions, though some will simply never fit on screen I imagine. I'll put up a cleaned, corrected, sorted and formatted file soon as I'm through it. Still have the 20 character problem in DCG though. kpn.kardiff, off the top of my head, check the mission completion setting in the campaign options screen, if this is set you can't continue to the next mission without "completing" the mission for the current one, and in DCG that's sometimes impossible (your target is already destroyed or you ended the mission early etc.). You'll also have to start a new campaign to change this, settings are locked once you generate the campaign. I always set them up in QMB, and then quickly open QMB when I launch to automatically set the campaign settings, they're carried over. Saves setting them up for every campaign. So, gotta go back to RL, work to do... Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: kpn.kardif on August 09, 2011, 02:49:39 AM hahaha.... ya know, you'd think i would have remembered to check that after flying this sim for five years. Flight officer DERP reporting for duty, SIR!! ::) Unchecking "no instant success" fixed it, thanks for pointing me in the right direction, Slink. Can't wait for version 06, Russian campaign would be mighty fun. Always loved flying YAK's. Title: Re: DCG for Dark Blue World 1.3 - Version 05 Post by: Slit on August 09, 2011, 04:41:16 AM Still going through the new weapons file, cleaning out errors and placeholders, most are still there. Also cleaned, corrected and unified all the text descriptions, though some will simply never fit on screen I imagine. I'll put up a cleaned, corrected, sorted and formatted file soon as I'm through it. Good news. Just in case you haven't caught this particular insect yet: IL_4_DBT in allpayloads.dcg should be named IL_4_DB3T to allow payload assigment. Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slink on August 14, 2011, 04:07:41 PM Back again. New version 06 in first post. Hey kardiff, don't even ask how many times I've done that... Thanks Slit, found your biplanes over Berlin by the way, Night Witches. Anybody want to make a Patton's Dream 45/46 campaign scenario with blue West? Think I wanna play it. Map? Check this one over and make sure I didn't do something stoopid anywhere... Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: keif149 on August 14, 2011, 08:43:08 PM Thanks for all the hard work and effort, but I'm getting an unsupported compression error in 7 zip with the new download ;-) Thanks in advance! keif149 Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: AMK on August 15, 2011, 12:24:39 PM I have error too Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slink on August 15, 2011, 05:05:52 PM Posted a new link for a standard compression version packed in 7zip 4.6, works on my old 32 bit machine... http://www.datafilehost.com/download-c7e2acef.html Let me know if it still doesn't unpack, :'( or even if it does ;D Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: keif149 on August 15, 2011, 06:31:28 PM Works perfect! Thanks! Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Amon_Wolf on August 16, 2011, 06:33:38 AM I have one little problem with the DCG. I am playing the 39 Poland campaign with Germans, but the problem is that i can only fly the Bf-110 as a fighter pilot, it looks like the Bf-109 E-3 or E-1 are not available in the campaign, and the E-4 is introduced in 1940 so its also not available in Poland... is there any way i can fix this by myself, like, add the E-3 and E-1 into the campaign Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slit on August 16, 2011, 09:22:17 AM I have one little problem with the DCG. I am playing the 39 Poland campaign with Germans, but the problem is that i can only fly the Bf-110 as a fighter pilot, it looks like the Bf-109 E-3 or E-1 are not available in the campaign, and the E-4 is introduced in 1940 so its also not available in Poland... is there any way i can fix this by myself, like, add the E-3 and E-1 into the campaign One option is to edit planesDEU.dat (or w/e symbol after DE you have for german dcg fighter) to make other choices available. Another is to swap your squadrons aircraft right from DCG. Run il2dcg.exe>click on bluish square icon (squadron editor) and replace the aircraft field with w/e is available for the time period. By default players squad is chosen for editing in squadron editor, no need to worry about that. Theres a ton of other awesome options in the same window, explore it and you'll be amazed. Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: kennel on August 16, 2011, 10:06:07 AM I have one little problem with the DCG. I am playing the 39 Poland campaign with Germans, but the problem is that i can only fly the Bf-110 as a fighter pilot, it looks like the Bf-109 E-3 or E-1 are not available in the campaign, and the E-4 is introduced in 1940 so its also not available in Poland... is there any way i can fix this by myself, like, add the E-3 and E-1 into the campaign Another solution to this is to run mission pro, so far they (DCG & Mission pro) combine well Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: AMK on August 16, 2011, 10:48:01 AM NC-COMSLINK14082011 LDCG-4-DBW15 Version06 this version work s THX :):):) Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Amon_Wolf on August 16, 2011, 12:09:52 PM Well, the Poles cant use the R-XIIID. when i run the DCG squadron editor, and try to make a squadron of R-XIIID, they are not even on the list, why? Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: kennel on August 16, 2011, 12:20:37 PM Amon if this is the first time you have used DCG I suggest you read all of the data available for it at lowengrins site. The way it operates is complex but once you understand its concepts its a very good generator, it just takes a lot of time & a lot of trial & error. The plane you are talking about is a modded plane? if it is then you may not see it as available because it may not be in the class files or allpaints files not sure Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slink on August 16, 2011, 02:12:41 PM Thanks kennel, very true, knowing the basics is essential, and this is not the place for that, it is Paul's program after all. However, a quick point, please don't anyone ask paul to help concerning these files here, he probably would but it's not Paul's responsibility, that's why I haven't posted there yet, it has to work properly first! RXIII; first point here is that as kennel so rightly said, these are mod planes, and don't necessarily come with a skins folder in the DBW install, you may have to create it/them yourself, certainly true of the Marauder, think the RXIIIs were that way too, so without a skin folder DCG won't recognise a plane and it won't show in the list. You have to do this for any plane you add, Wellington or whatever, and DBW is designed to run using the default skins packed in the sfs files remember, so doesn't need a skin folder, but DCG does, check it out. The other reason is usually the service date, but in this case it's 1933 - 1946, so shouldn't be a problem. However if it still doesn't work let me know, but mine do. Just as a thought you could also replace the 88s & 85s with CY6 batteries, add dynamic weather, observers, gunner, etc; just search and replace for the multiple items and add the others using existing coordinates from another object, their position doesn't matter, they can all be the same except the observers which you'd have to position in FMB. BAck up the original mission in DCG first though. Might have to try this out quickly, and with a fair proportion of 109Ds too, to even the odds a little. I'm also using the RXIII in my CoE BoB campaign as a Hs126, looks OK but needs a good skin or recognition could be problematic in Poland with both sides flying the same plane... no more Storches everywhere... MissionPro; works very nicely with DCG, I'd even recommend using it, allows you to set mission parameters like weather, cloud height etc, and indeed change your plane type but for that mission only, permanent changes have to be made in DCG, but that's easy. However, don't forget that the mission was created for the original plane type, so you could theoretically end up on a dive bombing mission flying a Storch... Amon, skin folders should be named R-XIIID and R-XIIITerh. So, just created a Poland campaign flying the R-XIIID, nice mirror there, but wot no guns!? Created a new squad, assigned the plane, no probs. Confirms it works, so must be the skin folder. Let me know what happens. Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Amon_Wolf on August 16, 2011, 02:36:04 PM Thanks kennel, very true, knowing the basics is essential, and this is not the place for that, it is Paul's program after all, but please don't ask him to help concerning these files here, not Paul's responsibility, that's why I haven't posted there yet, it has to work properly first! RXIII; first point here is that as kennel so rightly said, these are mod planes, and don't necessarily come with a skins folder in the DBW install, you may have to create it/them yourself, certainly true of the Marauder, think the RXIIIs were that way too, so without a skin folder DCG won't recognise a plane and it won't show in the list. You have to do this for any plane you add, Wellington or whatever, and DBW is designed to run using the default skins packed in the sfs files remember, so doesn't need a skin folder, but DCG does, check it out. The other reason is usually the service date, but in this case it's 1933 - 1946, so shouldn't be a problem. However if it still doesn't work let me know, but mine do. Just as a thought you could also replace the 88s & 85s with CY6 batteries, add dynamic weather, observers, gunner, etc; just search and replace for the multiple items and add the others using existing coordinates from another object, their position doesn't matter, they can all be the same except the observers which you'd have to position in FMB. BAck up the original mission in DCG first though. Might have to try this out quickly, and with a fair proportion of 109Ds too, to even the odds a little. I'm also using the RXIII in my CoE BoB campaign as a Hs126, looks OK but needs a good skin or recognition could be problematic in Poland with both sides flying the same plane... no more Storches everywhere... MissionPro; works very nicely with DCG, I'd even recommend using it, allows you to set mission parameters like weather, cloud height etc, and indeed change your plane type but for that mission only, permanent changes have to be made in DCG, but that's easy. However, don't forget that the mission was created for the original plane type, so you could theoretically end up on a dive bombing mission flying a Storch... Amon, skin folders should be named R-XIIID and R-XIIITerh. So, just created a Poland campaign flying the R-XIIID, nice mirror there, but wot no guns!? Created a new squad, assigned the plane, no probs. Confirms it works, so must be the skin folder. Let me know what happens. Thx on the info :D it were the skin folders that were making the problems. Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slink on August 16, 2011, 02:47:20 PM Good to hear you got it sorted out mate! Happy flying, and consider changing those 109s to Ds (let them upgrade to Es) and maybe the Stukas to B1s etc. Playing with the Poland39.mis, adding dynamic weather, batteries, observers, etc to try it out, (and using Zloy Petrushko's semi-real AA mod of course), should be an easy way to extend the stock campaigns with a few extras, I'll let you know how it works out later... got to edit missions... Cheers, Slink Amon_Wolf, or anyone who feels like it, here's the quick conversion of Poland39.mis with extra objects, batteries, and changed planes. Should be a bit more even, especially as now everyone starts as average, no more German aces everywhere. How many actually flew in the Condor Legion I wonder, certainly not the whole Luftwaffe, and the Poles had some experience from border conflicts too. Now you also get the Hs123, 110C1, Bf109D-E, Ju87B1, and all the new Polish types, + the Letov to represent some older types. Back up your old file first (well, you always have the DCG install zip...) and give it a try. http://www.datafilehost.com/download-079e9901.html Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Amon_Wolf on August 16, 2011, 05:40:23 PM Good to hear you got it sorted out mate! Happy flying, and consider changing those 109s to Ds (let them upgrade to Es) and maybe the Stukas to B1s etc. Playing with the Poland39.mis, adding dynamic weather, batteries, observers, etc to try it out, (and using Zloy Petrushko's semi-real AA mod of course), should be an easy way to extend the stock campaigns with a few extras, I'll let you know how it works out later... got to edit missions... Cheers, Slink Amon_Wolf, or anyone who feels like it, here's the quick conversion of Poland39.mis with extra objects, batteries, and changed planes. Should be a bit more even, especially as now everyone starts as average, no more German aces everywhere. How many actually flew in the Condor Legion I wonder, certainly not the whole Luftwaffe, and the Poles had some experience from border conflicts too. Now you also get the Hs123, 110C1, Bf109D-E, Ju87B1, and all the new Polish types, + the Letov to represent some older types. Back up your old file first (well, you always have the DCG install zip...) and give it a try. http://www.datafilehost.com/download-079e9901.html WoW, THX :D didn know that there is an updated Poland campaign... Many thx for that link :) Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slink on August 16, 2011, 05:55:31 PM That's cos I just made it... Here's another little update with new columns and AA, static planes etc, still playing around. Change the name of the file though, remove the 2 http://www.datafilehost.com/download-592b72d9.html Have fun mate, try it and tell me what you think. Time for bed now, gotta be up early. Cheers, Slink Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: dpd1977 on August 18, 2011, 06:06:52 AM Having a problem with the Italy 1943 campaign. I'm flying a FW-190 A4 and going through the missions. Eventually I end up on a mission where the game locks, shuts down, and I get an error detailing that the SAS executor has closed (which presumably just means that il-2 closed). Since it has happened twice at random points, I'm thinking it has something to do with one of the files that have been updated for DBW. (maybe an aircraft assigned in the mission is trying to use a loadout not specified or something like that?) Since you guys have done so much work, if you could point me in the right direction I can check this out on my own and report back to save you some hassle. Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slink on August 18, 2011, 04:01:54 PM Oh wow, now that's a tricky one. First thing is it's unlikely to be a DCG issue, as all DCG does is generate missions using standard & modded components, planes, maps, etc; but doesn't affect the game itself in any way. Second would be to disable all mods not required to run the mission that failed, and since it's a stock DCG campaign then probably all of them, unless you added a new mod plane or something. I assume it's DBW 1.5, but would also be handy to know which mods you were using. Loadout problems result in all your planes exploding on starting the mission, so probably not, you can however test this by making a copy of the mission file and first dropping it into the single missions folder for testing. You can then make multiple copies and name them individually, such as noloadouts1943xxxx.mis etc, and then edit all the loadouts in the mission to default, load in single missions and see what happens. If you still get the same error then it's not the loadouts. Do the same for plane types, edit and change them all to one stock type, load, and see again if you get the error. A process of elimination to try and identify what could be causing the error, try removing all the objects and see if it then works. You can even change the map to exclude another variable, there will be chaos but it doesn't matter, question is whether the game crashes or not. If you post the mission that crashed the game (use the code function) we can copy and test it on different systems to see if it works for other people on their installs/systems, with/without the same mods active. We can also see what's in the mission, how many and which aircraft are flying etc; and maybe narrow it down to a specific plane or something, which can then be reported in the bugs thread, but excluding DCG as the source as only bugs in DBW itself belong there. Still, can't really see how a DCG mission could cause this kind of crash, that's really something more to do with the game/mods themselves, but if we can identify it maybe it can be resolved before anybody else comes up against the same problem. Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Semor on August 19, 2011, 04:37:02 AM Hi alltogether. First of all,I would like to thank you guys for the hard work to update all the DCG files for DBW 1.5. I´ve got two problems with my DCG install,but I did´t know these problems come from my DBW, or from your updatet files. 1.Since I copied the new payloads und the other files in to my DCG 3.46, I cannot play any of the stock campaigns that comes with DCG. Everytime when I generate one of these campaigns,I close DCG normaly, then go into the game and select the campaign,and choose a plane and a squad.and start to click ok,I always hear an "empty click sound". so,is there anny chance to get these stock ones to work? 2.Is a little bit tricky,like in the poste above reported....I play the new poland´39 campaign,or better sayed I try it. because I have the same random crash. sometimes the crash comes as I generate the campaign,sometimes when in the middle of the combat,and now comes the funny part....right after landing when I complete everything and try to generate the next mission. I don´t know if these issues is related to DCG or to the files that is in DBW.? Hope, annyone can help me. Greets,semor Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: dpd1977 on August 19, 2011, 06:12:17 AM Thanks, so it sounds like it may not be a DCG thing. Unfortunately, I deleted the Italy 1943 campaign and went to try a Libya campaign. So far, I have not run into any problems with that campaign. If I do, I will follow your instructions and see if I can isolate the problem. I'm using DBW 1.5 with no extra aircraft, all of the DBW added mods (6dof, Jiver's sound mod, AI mod, etc) active. Let me see what I can come up with based on your very helpful instructions. Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slink on August 19, 2011, 02:17:19 PM Semor, two quick thoughts; are you sure you have auto generation enabled in the options, as not enabling it is usually the cause of the behaviour you describe. Poland39, this is just a quick test I made, and uses a vector object from CY6's C&C Mod version 2, original DBW 1.5 doesn't have this yet, so you may need to install the mod or delete the vector from the mission. This should not affect Italy43 however, as that's stock, so no vectors. General troubleshooting Check your DCG settings first; set up correct? Density & flights per squad? It's easy to overload your system/graphic card, just 10 squads at 4 flights of 4 makes 160 planes in the air... Look at how many extra mod planes you have, DBW is already pushing the Java limit on number of class files, go over this with planes & mods and your system will become unstable and quite possibly crash. (This is being addressed, some planes will be removed or consolidated, which will mean new DCG files of course, as will a split into wartime/postwar, check out the relevant thread in this topic). If you just want to play on, you can always try generating a new mission to replace the old one and see if the new one works, otherwise enable save copy of mission in DCG, and move an offending mission to single player for testing. Disable all mods not required to make the mission run, does it work now? Follow the other tests as described in the post above to try to isolate the problem. Try running some similar single missions or static campaigns, do the same problems crop up in the standard DBW game, without using DCG? It's virtually impossible for DCG itself to cause the game to crash like this, as it's not even running when you play the mission, only when generating. However, if there is an error in the DCG mission file or something like the C&C objects above, DCG will still write this into the missions, but when you play the mission the game won't find it of course. Generally though, try and exclude DCG as a possible cause first, if you still get the same problems without running DCG, it can be reported in the DBW bugs thread. Something which makes life much easier here is Benito Musso's TotalModder, which replaces jsgme (except for things which have to actually be moved for external apps like DCG, e.g. skins). Using this you can set up various mod profiles to launch your game, I have Clean DBW, Basic Mods, Full Mods, CoE Basic, CoE Full, and the list can be extended as you please, allowing you to easily swap from full to clean for testing a mission. Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Amon_Wolf on August 20, 2011, 08:07:36 AM The 1939 Poland campaign is interesting and fun, but there are still some small errors. For example, when the JU-52 transport planes are taking off, it takes them too long to take off, so when an another flight spawns to take off, the last Ju-52 is still on the runway, and the other flight spawns right upon them, and they explode... Also, when i have intercept missions against polish bombers, they are so slow, that my flight finishes its planed patrol route and the polish bombers are still only half way to target, so all of the fighters are half way home when the bombers arrive at target area. Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slink on August 20, 2011, 10:50:30 AM Hmmm, have to look at it again, but the 52s should be the same as the original. This issue and the the long flight times can be a problem with settings, try; Delayed Start Times - this is set at multiples of 8 minutes into the mission +/- a random variable. Airstarts - helps cut down on long flight times and gets straight into the action (mostly). Max 3 flights per squad, which is realistic to scale anyway, German bombers should be in 3 Ketten of 3, fighters with 3 Schwarm of 4 in a Staffel. You have to set the bombers manually in DCG though. Helps prevent traffic congestion. The really slow planes are a problem though, been thinking about asking Paul if it isn't possible to prioritise flights with slow cruise speeds to airstart, calculating their spawn positions back from a point when the first slow bombers are approaching target ingress, the others relative to this one, and the faster fighters by default ground starting as the bombers come in and are detected (or not, scramble!) excluding escorts of course, minimising bomber transit times and maximising fighter intercept urgency, usually the case without radar. CAPs could also be roughly on station at roughly the right time, with a variable of course. If there is radar however, there would need to be a switch to enable intercepts, (disabled with no radar, but spotters?) or just use CY6 vectors, but we need a way to set the variables in DCG generated missions... Thinks in advance; this would also be an issue if there's ever a DBW WWI package, and of course a DCG campaign to go with it... Let me know how it works out, I'll go look at the mission again... should actually only be 2 52s in a flight... Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: dpd1977 on August 20, 2011, 11:34:49 AM OK, so I'm still having the problem with the game crashing during a DCG mission. I put the mission into the single mission folder and same thing happened. I removed all mods (still running DBW 1.5) and the crash occurred again. Since the crashes are only occurring on DCG generated missions, I'm thinking it is in the mission file itself. I played some single player missions and everything ran fine. (IT also appears that it is happening on transfer and patrol missions. Two of the times it happened I flew 3 straight transfer missions, the third one crashed the game. Here is one of the mission files:  [td height="300 px"]Quote[MAIN] MAP Italy_DF/load.ini TIME 15.0 CloudType 4 CloudHeight 1906 player I_JG2700 army 2 playerNum 1[SEASON] Year 1943 Month 9 Day 3[WEATHER] WindDirection 122.0 WindSpeed 4.0 Gust 12 Turbulence 4[WING] I_JG2700 615Squadron00 615Squadron01 131Squadron00 131Squadron01 215Squadrontc00 215Squadrontc01 g0110 g0111[I_JG2700] Planes 2 Skill0 3 Skill1 0 pilot0 de_20.bmp pilot1 photo.bmp Class air.FW_190A5 Fuel 100 weapons default[I_JG2700_Way] TAKEOFF 126960.87 28058.94 0 0 &0 NORMFLY 128036.00 33799.00 3000.0 580.00 &0 NORMFLY 129111.00 39539.00 3000.0 580.00 &0 NORMFLY 130186.00 45279.00 3000.0 580.00 &0 NORMFLY 131261.00 51019.00 6000.0 580.00 &0 NORMFLY 129411.00 64500.00 6000.0 580.00 &0 NORMFLY 127561.20 77980.40 6000.0 580.00 &0 LANDING 127561.20 77980.40 0 0 &0[615Squadron00] Planes 4 Skill0 3 Skill1 3 Skill2 3 Skill3 0 pilot0 gb_09.bmp pilot1 gb_04.bmp pilot2 gb_04.bmp pilot3 gb_22.bmp Class air.SPITFIRE5C2 Fuel 100 weapons default[615Squadron00_Way] TAKEOFF 85504.39 16502.36 0 0 &0 NORMFLY 95218.00 31072.00 3050.0 394.00 &0 NORMFLY 105532.00 46241.00 6100.0 394.00 &0 NORMFLY 127561.20 77980.40 6100.0 394.00 &0 NORMFLY 129111.00 64799.00 6100.0 394.00 &0 NORMFLY 131261.00 51019.00 6100.0 394.00 I_JG2700 2 &0 NORMFLY 118522.00 40590.00 6100.0 394.00 &0 NORMFLY 106383.00 30761.00 6100.0 394.00 &0 NORMFLY 95644.00 23332.00 6100.0 394.00 &0 LANDING 85504.39 16502.36 0 0 &0[615Squadron01] Planes 4 Skill0 3 Skill1 3 Skill2 3 Skill3 3 pilot0 gb_03.bmp pilot1 gb_13.bmp pilot2 gb_14.bmp pilot3 gb_02.bmp Class air.SPITFIRE5C2 Fuel 100 weapons default[615Squadron01_Way] TAKEOFF 85504.39 16502.36 0 0 &0 NORMFLY 95218.00 31072.00 3050.0 394.00 &0 NORMFLY 105532.00 46241.00 6100.0 394.00 &0 NORMFLY 127561.20 77980.40 6100.0 394.00 &0 NORMFLY 128811.00 65099.00 6150.0 394.00 &0 NORMFLY 131261.00 51019.00 6200.0 394.00 &0 NORMFLY 118522.00 40590.00 6100.0 394.00 &0 NORMFLY 106383.00 30761.00 6100.0 394.00 &0 NORMFLY 95644.00 23332.00 6100.0 394.00 &0 LANDING 85504.39 16502.36 0 0 &0[131Squadron00] Planes 4 Skill0 3 Skill1 2 Skill2 2 Skill3 0 pilot0 gb_18.bmp pilot1 gb_21.bmp pilot2 gb_07.bmp pilot3 gb_22.bmp Parachute 0 Class air.MOSQUITO4 Fuel 100 weapons default[131Squadron00_Way] TAKEOFF 22381.91 15569.13 0 0 &0 NORMFLY 25729.00 15698.00 4267.0 460.00 &0 NORMFLY 32677.00 19426.00 4267.0 460.00 &0 NORMFLY 41424.00 24954.00 4267.0 460.00 &0 NORMFLY 46572.00 26883.00 8535.0 460.00 &0 NORMFLY 63868.00 23340.00 8535.0 460.00 &0 NORMFLY 84763.38 16197.23 8535.0 460.00 &0 LANDING 84763.38 16197.23 0 0 &0[131Squadron01] Planes 4 Skill0 2 Skill1 1 Skill2 2 Skill3 2 pilot0 gb_19.bmp pilot1 gb_03.bmp pilot2 gb_27.bmp pilot3 gb_18.bmp Parachute 0 Class air.MOSQUITO4 Fuel 100 weapons default[131Squadron01_Way] TAKEOFF 22381.91 15569.13 0 0 &0 NORMFLY 25729.00 15698.00 4267.0 460.00 131Squadron00 1 &0 NORMFLY 32677.00 19426.00 4267.0 460.00 131Squadron00 1 &0 NORMFLY 41424.00 24954.00 4267.0 460.00 131Squadron00 1 &0 NORMFLY 46572.00 26883.00 8535.0 460.00 &0 NORMFLY 63568.00 23640.00 8635.0 460.00 &0 NORMFLY 84763.38 16197.23 8635.0 460.00 &0 LANDING 84763.38 16197.23 0 0 &0[215Squadrontc00] Planes 2 Skill0 0 Skill1 0 pilot0 gb_30.bmp pilot1 gb_14.bmp Class air.C_47 Fuel 100 weapons default[215Squadrontc00_Way] TAKEOFF 22381.91 15569.13 0 0 &0 NORMFLY 23354.00 13027.00 4050.0 220.00 &0 NORMFLY 30926.00 17084.00 4050.0 220.00 &0 NORMFLY 41798.00 24441.00 4050.0 220.00 &0 NORMFLY 46071.00 25198.00 3050.0 220.00 &0 NORMFLY 62116.00 23812.00 3050.0 220.00 &0 NORMFLY 84761.97 15827.92 3050.0 220.00 &0 LANDING 84761.97 15827.92 0 0 &0[215Squadrontc01] Planes 2 Skill0 0 Skill1 0 pilot0 gb_16.bmp pilot1 gb_09.bmp Class air.C_47 Fuel 100 weapons default[215Squadrontc01_Way] TAKEOFF 22381.91 15569.13 0 0 &0 NORMFLY 23354.00 13027.00 4050.0 220.00 &0 NORMFLY 30926.00 17084.00 4050.0 220.00 &0 NORMFLY 41798.00 24441.00 4050.0 220.00 &0 NORMFLY 46071.00 25198.00 3050.0 220.00 &0 NORMFLY 61816.00 24112.00 3075.0 220.00 &0 NORMFLY 84761.97 15827.92 3150.0 220.00 &0 LANDING 84761.97 15827.92 0 0 &0[g0110] Planes 1 Skill0 0 pilot0 de_25.bmp Class air.FI_156 Fuel 100 weapons default[g0110_Way] TAKEOFF 126960.87 28058.94 0 0 &0 NORMFLY 123811.00 26324.00 3300.0 130.00 &0 NORMFLY 128461.00 32389.00 3300.0 130.00 &0 NORMFLY 137011.00 42354.00 3300.0 130.00 &0 NORMFLY 137761.00 44519.00 2300.0 130.00 &0 NORMFLY 136561.00 57350.00 2300.0 130.00 &0 NORMFLY 127561.20 77980.40 2300.0 130.00 &0 LANDING 127561.20 77980.40 0 0 &0[g0111] Planes 1 Skill0 0 pilot0 de_13.bmp Class air.FI_156 Fuel 100 weapons default[g0111_Way] TAKEOFF 126960.87 28058.94 0 0 &0 NORMFLY 123811.00 26324.00 3300.0 130.00 &0 NORMFLY 128461.00 32389.00 3300.0 130.00 &0 NORMFLY 137011.00 42354.00 3300.0 130.00 &0 NORMFLY 137761.00 44519.00 2300.0 130.00 &0 NORMFLY 136861.00 57050.00 2400.0 130.00 &0 NORMFLY 127561.20 77980.40 2400.0 130.00 &0 LANDING 127561.20 77980.40 0 0 &0[Chiefs] 0_Chief Armor.4-M4A2_US 1 1_Chief Armor.4-M5A1Stuart 1 2_Chief Armor.4-PzIVF2 2 3_Chief Armor.2-StuGIIIG 2 5_Chief Vehicles.USACarsColumnB 1 7_Chief Vehicles.GermanyCarsColumnB 2 8_Chief Armor.4-M4A2_US 1 9_Chief Vehicles.USACarsColumnB 1 10_Chief Armor.4-M4A2_US 1 11_Chief Armor.4-M5A1Stuart 1 12_Chief Armor.4-M4A2_US 1 16_Chief Trains.Germany_CargoTrain/AA 1[0_Chief_Road] 85561.00 16423.00 20.00 0 21 2.50 85622.82 16364.20 20.00 85645.07 16139.58 20.00 85524.13 15900.26 20.00 85516.73 15749.73 20.00 85590.76 15621.41 20.00 85778.30 15614.01 20.00 86008.07 15617.35 20.00 86198.00 15602.00 20.00 87047.20 15046.57 20.00 87300.00 15300.00 20.00 92100.00 20100.00 20.00 93900.00 20100.00 20.00 97500.00 23700.00 20.00 97500.00 26300.00 20.00 97900.00 26700.00 20.00 98060.77 26862.22 20.00 98280.17 27079.39 20.00 98500.15 27299.50 20.00 98700.46 27303.69 20.00 98787.49 27388.63 20.00 [1_Chief_Road] 85544.00 16439.00 20.00 0 21 2.50 85622.82 16364.20 20.00 85645.07 16139.58 20.00 85524.13 15900.26 20.00 85516.73 15749.73 20.00 85590.76 15621.41 20.00 85778.30 15614.01 20.00 86008.07 15617.35 20.00 86198.00 15602.00 20.00 87047.20 15046.57 20.00 87300.00 15300.00 20.00 92100.00 20100.00 20.00 93900.00 20100.00 20.00 97500.00 23700.00 20.00 97500.00 26300.00 20.00 97900.00 26700.00 20.00 98060.77 26862.22 20.00 98280.17 27079.39 20.00 98500.15 27299.50 20.00 98700.46 27303.69 20.00 98787.49 27388.63 20.00 [2_Chief_Road] 127817.00 28015.00 20.00 0 4 2.50 127525.99 28030.16 20.00 127280.04 28053.71 20.00 127068.13 28053.71 20.00 [3_Chief_Road] 132913.00 28500.00 20.00 0 13 2.50 132702.34 28498.99 20.00 132502.25 28500.15 20.00 132181.09 28502.63 20.00 131879.97 28501.22 20.00 131482.72 28499.07 20.00 131300.00 28500.00 20.00 128300.00 28500.00 20.00 128100.00 28300.00 20.00 127817.67 28015.29 20.00 127525.99 28030.16 20.00 127280.04 28053.71 20.00 127068.13 28053.71 20.00 [5_Chief_Road] 125100.00 27700.00 20.00 0 2 2.50 125147.74 27980.45 20.00 [7_Chief_Road] 141736.14 52863.61 20.00 0 24 2.50 141900.92 52700.37 20.00 141900.00 52500.00 20.00 142700.00 51700.00 20.00 142700.00 49300.00 20.00 144700.00 47300.00 20.00 144700.00 44700.00 20.00 143500.00 43500.00 20.00 139300.00 43500.00 20.00 139100.00 43300.00 20.00 138500.00 43300.00 20.00 138300.00 43100.00 20.00 138297.56 40333.07 20.00 138903.59 39983.08 20.00 139516.55 39537.77 20.00 139312.23 39233.92 20.00 138817.36 39402.78 20.00 139101.28 38873.74 20.00 138391.50 39213.52 20.00 138702.75 38729.39 20.00 138002.95 39027.54 20.00 138217.30 38621.90 20.00 137869.58 38673.66 20.00 137802.97 38618.04 20.00 [8_Chief_Road] 126348.00 28044.00 20.00 0 4 2.50 126712.30 28064.17 20.00 126890.22 27967.37 20.00 126960.87 28058.94 20.00 [9_Chief_Road] 125100.00 27700.00 20.00 0 2 2.50 125147.74 27980.45 20.00 [10_Chief_Road] 126372.00 28046.00 20.00 0 4 2.50 126712.30 28064.17 20.00 126890.22 27967.37 20.00 126960.87 28058.94 20.00 [11_Chief_Road] 126396.00 28048.00 20.00 0 4 2.50 126712.30 28064.17 20.00 126890.22 27967.37 20.00 126960.87 28058.94 20.00 [12_Chief_Road] 126420.00 28049.00 20.00 0 4 2.50 126712.30 28064.17 20.00 126890.22 27967.37 20.00 126960.87 28058.94 20.00 [16_Chief_Road] 79900.00 8900.00 20.00 0 10 2.50 81900.00 10900.00 20.00 84100.00 10900.00 20.00 84700.00 11500.00 20.00 86300.00 11500.00 20.00 88100.00 13300.00 20.00 88100.00 13900.00 20.00 93500.00 19300.00 20.00 94700.00 19300.00 20.00 94900.00 19500.00 20.00 [Stationary][NStationary] 1_Static vehicles.artillery.Artillery$Flak18_88mm 2 120222.82 146477.18 450.00 0.0 0  2_Static vehicles.artillery.Artillery$Flak18_88mm 2 119884.41 143206.51 450.00 0.0 0 3_Static vehicles.artillery.Artillery$Flak18_88mm 2 111658.91 113557.38 450.00 0.0 0  4_Static vehicles.artillery.Artillery$Flak18_88mm 2 111696.85 113556.95 450.00 0.0 0 5_Static vehicles.artillery.Artillery$Flak18_88mm 2 109194.89 105827.05 450.00 0.0 0  7_Static vehicles.artillery.Artillery$Flak18_88mm 2 111881.47 92553.48 450.00 0.0 0 8_Static vehicles.artillery.Artillery$Flak18_88mm 2 109927.69 87111.85 450.00 0.0 0  9_Static vehicles.artillery.Artillery$Flak18_88mm 2 110155.70 87241.59 450.00 0.0 0 10_Static vehicles.artillery.Artillery$Flak18_88mm 2 124346.30 81969.10 450.00 0.0 0  11_Static vehicles.artillery.Artillery$Flak18_88mm 2 127246.13 78865.83 450.00 0.0 0 13_Static vehicles.artillery.Artillery$Flak18_88mm 2 127666.63 70760.36 450.00 0.0 0  14_Static vehicles.artillery.Artillery$Flak18_88mm 2 141526.12 53442.72 450.00 0.0 0 15_Static vehicles.artillery.Artillery$Flak18_88mm 2 137873.06 38635.82 450.00 0.0 0  16_Static vehicles.artillery.Artillery$Flak18_88mm 2 133399.79 28351.17 450.00 0.0 0 17_Static vehicles.artillery.Artillery$Flak18_88mm 2 127439.68 30091.24 450.00 0.0 0  23_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 84045.20 15637.87 630.00 0.0 0 24_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 84009.41 15771.19 630.00 0.0 0  25_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 83973.87 16002.54 630.00 0.0 0 26_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 84761.97 15827.92 630.00 0.0 0  27_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 96893.59 26674.40 630.00 0.0 0 40_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 22208.98 15572.56 630.00 0.0 0  41_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 21915.43 15537.78 630.00 0.0 0 42_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 21923.77 15718.27 630.00 0.0 0  43_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 22083.40 15132.98 630.00 0.0 0 44_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 10919.84 43962.09 630.00 0.0 0  45_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 11148.57 44189.34 630.00 0.0 0 46_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 10807.97 44248.41 630.00 0.0 0  57_Static vehicles.artillery.Artillery$Flak38_20mm 2 127134.38 29819.02 450.00 0.0 0 18_Static vehicles.artillery.Artillery$Flak18_37mm 2 127194.39 29816.57 450.00 0.0 0  12_Static vehicles.artillery.Artillery$Flak18_37mm 2 127329.31 78972.45 450.00 0.0 0 58_Static vehicles.artillery.Artillery$Flak38_20mm 2 127268.06 78826.76 450.00 0.0 0  94_Static vehicles.planes.Plane$BF_109G6 2 127392.57 78932.29 359.98 0.0 95_Static vehicles.planes.Plane$MC_205_1 2 127394.73 78903.46 359.98 0.0  96_Static vehicles.planes.Plane$BF_109G6 2 127360.11 78871.02 359.98 0.0 97_Static vehicles.planes.Plane$BF_109G6 2 127333.02 78851.12 359.98 0.0  98_Static vehicles.planes.Plane$MC_205_1 2 127304.59 78821.68 419.98 0.0 99_Static vehicles.planes.Plane$JU_88A4 2 127363.23 78963.95 329.98 0.0  130_Static vehicles.planes.Plane$B_25G1 1 22223.33 15206.41 254.98 0.0 us 131_Static vehicles.planes.Plane$MOSQUITO4 1 22119.83 15206.81 324.98 0.0 gb  132_Static vehicles.planes.Plane$C_47 1 22078.18 15235.92 294.98 0.0 gb 133_Static vehicles.planes.Plane$MOSQUITO4 1 22213.20 15615.93 294.98 0.0 gb  134_Static vehicles.planes.Plane$MOSQUITO4 1 22199.99 15763.06 399.98 0.0 gb 135_Static vehicles.planes.Plane$MOSQUITO4 1 22151.86 15751.34 464.98 0.0 gb  142_Static vehicles.planes.Plane$P_38J 1 84664.56 16990.96 479.98 0.0 us 143_Static vehicles.planes.Plane$B_17F 1 84734.41 16949.59 479.98 0.0 us  195_Static vehicles.lights.Searchlight$SL_ManualBlue 2 127573.63 77990.95 554.98 0.0 197_Static vehicles.stationary.Siren$SirenCity 2 127575.86 77979.46 554.98 0.0  198_Static vehicles.stationary.Stationary$OpelBlitz6700A_radio 2 127561.20 77980.40 539.98 0.0 201_Static vehicles.stationary.Stationary$OpelBlitz6700A_radio 2 127192.76 28984.10 564.98 0.0  202_Static vehicles.lights.Searchlight$SL_ManualBlue 2 127194.24 28992.99 564.98 0.0 204_Static vehicles.stationary.Siren$SirenCity 2 127174.19 29777.57 564.98 0.0  206_Static vehicles.stationary.Siren$SirenCity 1 84769.57 16194.65 564.98 0.0 208_Static vehicles.lights.Searchlight$SL_ManualBlue 1 84756.00 16193.32 564.98 0.0  211_Static vehicles.stationary.Stationary$Chevrolet_radio_US 1 84763.38 16197.23 614.98 0.0 212_Static vehicles.stationary.Stationary$Chevrolet_radio_US 1 22716.30 16079.77 529.98 0.0  215_Static vehicles.stationary.Siren$SirenCity 1 22715.91 16087.84 529.98 0.0 217_Static vehicles.lights.Searchlight$SL_ManualBlue 1 22720.29 16067.38 529.98 0.0  224_Static vehicles.artillery.Artillery$MG42 2 137903.45 38497.36 450.00 0.0 0 225_Static vehicles.artillery.Artillery$MG42 2 137715.23 38503.56 450.00 0.0 0  227_Static vehicles.artillery.Artillery$Flak18_88mm 2 77264.08 103387.64 450.00 0.0 0 229_Static vehicles.artillery.Artillery$Flak18_88mm 2 60426.90 101200.98 450.00 0.0 0  230_Static vehicles.artillery.Artillery$Flak18_88mm 2 60202.62 101241.28 450.00 0.0 0 231_Static vehicles.artillery.Artillery$Flak18_88mm 2 54817.20 101961.56 450.00 0.0 0  232_Static vehicles.artillery.Artillery$Flak18_88mm 2 54671.23 102252.18 450.00 0.0 0 233_Static vehicles.artillery.Artillery$Flak18_88mm 2 54735.65 103403.90 450.00 0.0 0  234_Static vehicles.artillery.Artillery$Flak18_88mm 2 54748.93 103349.78 450.00 0.0 0 237_Static vehicles.artillery.Artillery$Flak18_37mm 2 20840.18 134040.41 450.00 0.0 0  238_Static vehicles.artillery.Artillery$Flak18_37mm 2 20863.58 133722.29 450.00 0.0 0 239_Static vehicles.artillery.Artillery$Flak18_88mm 2 21050.71 133677.85 450.00 0.0 0  240_Static vehicles.artillery.Artillery$Flak38_20mm 2 20828.49 133879.01 450.00 0.0 0 241_Static vehicles.artillery.Artillery$Flak18_88mm 2 16604.56 132776.89 450.00 0.0 0  279_Static vehicles.planes.Plane$JU_52_3MG4E 2 20939.12 133760.01 264.85 0.0 280_Static vehicles.planes.Plane$JU_52_3MG4E 2 20995.43 133759.25 264.85 0.0  281_Static vehicles.planes.Plane$JU_52_3MG4E 2 21115.05 133760.66 264.85 0.0 282_Static vehicles.planes.Plane$JU_52_3MG4E 2 20927.03 133838.88 364.85 0.0  283_Static vehicles.planes.Plane$JU_52_3MG4E 2 20927.73 133890.45 364.85 0.0 284_Static vehicles.planes.Plane$JU_52_3MG4E 2 20927.38 133948.68 364.85 0.0  306_Static vehicles.stationary.Stationary$OpelBlitz6700A_radio 2 21736.83 133861.55 629.85 0.0 318_Static vehicles.stationary.Siren$SirenCity 2 21743.15 133860.18 374.85 0.0  319_Static vehicles.lights.Searchlight$SL_ManualBlue 2 21729.65 133863.34 374.85 0.0 322_Static vehicles.artillery.Artillery$Flak18_88mm 2 92683.66 133079.25 450.00 0.0 0  327_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 79848.84 8801.73 630.00 0.0 0 331_Static vehicles.artillery.Artillery$Flak18_88mm 2 18810.49 131007.00 450.00 0.0 0  332_Static vehicles.artillery.Artillery$Flak18_88mm 2 18943.72 131011.71 450.00 0.0 0 334_Static ships.Ship$Tanker 1 23639.06 13476.17 584.98 0.0 0 0 10.0  335_Static ships.Ship$Tramp 1 23578.21 13738.16 629.98 0.0 0 0 10.0 336_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 23899.69 13758.97 630.00 0.0 0  337_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 23542.16 13862.13 630.00 0.0 0 338_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 98257.97 30127.25 630.00 0.0 0  339_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 98138.50 30338.32 630.00 0.0 0 340_Static ships.Ship$Tanker 1 98469.24 30310.51 600.00 0.0 0 0 10.0  341_Static ships.Ship$Tramp 1 98278.63 30201.59 570.00 0.0 0 0 10.0 342_Static vehicles.artillery.Artillery$PaK40 2 124629.47 82245.71 390.00 0.0 0  343_Static vehicles.artillery.Artillery$PaK40 2 124642.60 82263.68 390.00 0.0 0 344_Static vehicles.artillery.Artillery$PaK40 2 124769.89 82275.69 395.00 0.0 0  100010_Static vehicles.artillery.Artillery$M5_75mm 1 126709.00 27992.00 362.0 0.0 100020_Static vehicles.artillery.Artillery$PaK40 2 126958.00 28022.00 542.0 0.0  100030_Static vehicles.artillery.Artillery$M5_75mm 1 126711.00 28040.00 362.0 0.0 100040_Static vehicles.artillery.Artillery$PaK40 2 126959.00 28046.00 542.0 0.0  100050_Static vehicles.artillery.Artillery$M5_75mm 1 126712.00 28075.00 362.0 0.0 100060_Static vehicles.artillery.Artillery$PaK40 2 126960.00 28081.00 542.0 0.0  100070_Static vehicles.artillery.Artillery$M5_75mm 1 126713.00 28099.00 362.0 0.0 4_Chief1 vehicles.stationary.Stationary$WillisMBtc_US 1 125135.00 27967.00 357.0 0.0 0  4_Chief2 vehicles.stationary.Stationary$DiamondT_US 1 125124.00 27954.00 357.0 0.0 0 4_Chief3 vehicles.artillery.Artillery$M2A1_105mm 1 125112.00 27942.00 357.0 0.0 0  4_Chief4 vehicles.stationary.Stationary$DiamondT_US 1 125101.00 27929.00 357.0 0.0 0 4_Chief5 vehicles.artillery.Artillery$M2A1_105mm 1 125090.00 27916.00 357.0 0.0 0  4_Chief6 vehicles.stationary.Stationary$Chevrolet_flatbed_US 1 125078.00 27904.00 357.0 0.0 0 4_Chief7 vehicles.artillery.Artillery$M16_US 1 125067.00 27891.00 357.0 0.0 0[Rocket][Buildings][Target]  6 0 1 1 0 0 0 500[Target]  3 1 0 0 500 127561 77980 2000[StaticCamera]  127561 77980 1  126960 28058 2[Bridge][House][FrontMarker]  FrontMarker0 11125.84 44036.72 1  FrontMarker1 13895.57 152707.28 2  FrontMarker2 18513.36 133323.63 2  FrontMarker3 20901.84 134178.25 2  FrontMarker4 41302.38 129500.86 2  FrontMarker5 65024.71 113706.05 2  FrontMarker6 54202.81 103289.45 2  FrontMarker7 54684.57 101610.57 2  FrontMarker8 60833.01 101702.33 2  FrontMarker9 71704.89 106301.50 2  FrontMarker10 77295.66 103025.52 2  FrontMarker11 78900.00 101100.00 2  FrontMarker12 80500.00 99500.00 2  FrontMarker13 85500.00 97300.00 2  FrontMarker14 95728.74 84501.85 2  FrontMarker15 95102.44 115699.12 2  FrontMarker16 93806.52 132900.69 2  FrontMarker17 117960.14 146142.69 2  FrontMarker18 119830.20 146586.55 2  FrontMarker19 120100.11 141216.61 2  FrontMarker20 109912.43 113655.17 2  FrontMarker21 109300.00 105300.00 2  FrontMarker22 110948.76 90663.83 2  FrontMarker23 111198.70 87201.48 2  FrontMarker24 125300.00 81900.00 2  FrontMarker25 127476.02 77088.25 2  FrontMarker26 127700.00 70500.00 2  FrontMarker27 141736.14 52863.61 2  FrontMarker28 137991.61 35852.87 2  FrontMarker29 132913.92 28500.34 2  FrontMarker30 126960.87 28058.94 2  FrontMarker31 98787.49 27388.63 1  FrontMarker32 85504.39 16502.36 1  FrontMarker33 83806.66 15816.36 1  FrontMarker34 22381.91 15569.13 1  FrontMarker35 81898.06 5580.00 1
Title: Re: DCG for Dark Blue World 1.5 - Version 06
Post by: Lonestar67 on August 20, 2011, 01:25:05 PM
Dont have DBW, but never saw those entrys under "Nstationary"!

4_Chief1 vehicles.stationary.Stationary$WillisMBtc_US 1 125135.00 27967.00 357.0 0.0 0 4_Chief2 vehicles.stationary.Stationary$DiamondT_US 1 125124.00 27954.00 357.0 0.0 0
4_Chief3 vehicles.artillery.Artillery$M2A1_105mm 1 125112.00 27942.00 357.0 0.0 0 4_Chief4 vehicles.stationary.Stationary$DiamondT_US 1 125101.00 27929.00 357.0 0.0 0
4_Chief5 vehicles.artillery.Artillery$M2A1_105mm 1 125090.00 27916.00 357.0 0.0 0 4_Chief6 vehicles.stationary.Stationary$Chevrolet_flatbed_US 1 125078.00 27904.00 357.0 0.0 0
4_Chief7 vehicles.artillery.Artillery$M16_US 1 125067.00 27891.00 357.0 0.0 0 Could this be the problem? Title: Re: DCG for Dark Blue World 1.5 - Version 06 Post by: Slink on August 20, 2011, 03:09:17 PM Thanks Lonestar67, but it actually seems not. Loaded the mission in single mission, flew twice, had to go invulnerable to survive on autopilot, with only EcranWide enabled. Plays fine, no problems so the game is probably ignoring those entries, but how did they get there? I can't find these in the original master mission file either; Code: [Select]  100010_Static vehicles.artillery.Artillery$M5_75mm 1 126709.00 27992.00 362.0 0.0  100020_Static vehicles.artillery.Artillery$PaK40 2 126958.00 28022.00 542.0 0.0 100030_Static vehicles.artillery.Artillery$M5_75mm 1 126711.00 28040.00 362.0 0.0  100040_Static vehicles.artillery.Artillery$PaK40 2 126959.00 28046.00 542.0 0.0 100050_Static vehicles.artillery.Artillery$M5_75mm 1 126712.00 28075.00 362.0 0.0  100060_Static vehicles.artillery.Artillery$PaK40 2 126960.00 28081.00 542.0 0.0 100070_Static vehicles.artillery.Artillery$M5_75mm 1 126713.00 28099.00 362.0 0.0
the PAKs are there but with normal numbers, and with integers of that magnitude I don't know if the game will recognise them without wraparound, but still, the mission works with no problems on my system so either yes or the game ignores them. (no errors in the console)

So, other possible causes?
There used to be an alleged problem with DCG and the memory leak in OpenGL, caused by having too many total objects in the mission, system dependent, but that seemed to disappear along with the new exe files, and now with the selector and also Pablo's dll. However, could there be a memory problem here, as with the apparent reverse logic required to make some maps load, i.e. use less memory in the selector? (java VM memory that is, it's not total system memory)

Alternately, older system or graphic card? System memory? That only DCG missions crash sounds more like a system capacity issue, DCG tending to produce lots of stuff if you turn it up, but there isn't that much in this one, so my best guess is back to the memory leak, used to plague me but haven't seen it since, well, UP/DBW actually. The bad entries are an indication that something is screwing up somewhere though, if DCG put those in it's an issue for Paul, but stationary objects can be edited to a limited degree in DCG, maybe something went wrong there. Still doesn't explain why it crashes in both camapign and single though, but that appears to be something well outside of DCG or the DBW/DCG files.

How to fix it? Try turning all the density/flight/radius settings down to minimise the mission content and see if things then run smoother, if so turn things up gradually to see how far you can go before the game or system gets overloaded, as I suspect there's a system problem, but it's impossible to say from here, but see if you can get DCG missions to run smoothly at all, at the lowest settings, and work up to find your system limit. Check the set up in the selector, don't go over 512MB or the game will be unstable, oddly enough less is often more here, but I can only see a DCG connection in mission load, although again this one isn't that heavy, and there are no (misison related) errors in the console on loading, apart from one texture in the map, so I can only assume it's a system error.

Try using stock DCG and run the same campaign, see if the same thing happens, that at least excludes the DBW/DCG files, it's then probably an issue for TechHelp.
I'll try running the campaign myself and see if anything happens, but that takes a while, even on invulnerable autopilot @x8...

Wish I could help more. I know there's hardly any system info to go on but anyone got any brilliant flashes of technically inspired genius to help him out?
System gurus?
Title: Re: DCG for Dark Blue World 1.5 - Version 06
Post by: Lonestar67 on August 20, 2011, 03:34:34 PM
Okay, but I am afraid that DCG such entries in the log file cant handle after a mission (Object destroyed or similar)!
Title: Re: DCG for Dark Blue World 1.5 - Version 06
Post by: Slink on August 20, 2011, 04:36:09 PM
Ah, true, but I can't generate the next mission, so can't tell if it would crash or not, but that would explain why it does sometimes crash generating the next misison, thanks for the TIGER Lonestar,  ;)
Title: Re: DCG for Dark Blue World 1.5 - Version 06
Post by: dpd1977 on August 20, 2011, 08:00:31 PM
Thanks for all the help.

I have a brand new system (i5-2500K with a 560 Ti 2 MB graphics card) so that is not the issue.  I'm doing a reload to see if I can solve it.  With all the updates I did (stock game to DBW 1.5) I could have messed something up.   I will also try to pull down the selector to 512 MB and see what happens (did have it on 1024)

Thanks, and I'll report back with updates.
Title: Re: DCG for Dark Blue World 1.5 - Version 06
Post by: dpd1977 on August 21, 2011, 07:53:19 AM
OK, no luck with doing the reinstall, same thing is happening. Put memory on 512 to see if it helped, it didn't.

I'm going to try a few more things and see what happens.  I shut off all the mods on this last test.  Only thing to note is the use of the Steam version, although I do have the Direct to Drive patch installed.

Off to try some more stuff to see if I can get this working.  Now that I have seen the greatness of this application, I really want it to work!
Title: Re: DCG for Dark Blue World 1.5 - Version 06
Post by: dpd1977 on August 22, 2011, 06:22:05 PM
Minus two points for me.  Appears it was a conflict with my installation of the effects mod "new gunfire effects mod" mentioned in the main DBW thread.  I changed its location and I am no longer having the crash during the game.

Completely my fault.  Thanks everyone for taking a look, I should've ruled this out from the get go.
Title: Re: DCG for Dark Blue World - Version 06
Post by: kpn.kardif on August 28, 2011, 03:16:19 AM
I've run across some more exploding aircraft, not entirely sure it has to do with the loadout though... here's what my console says:

mission Error, ID_04: java.lang.runtime exception: weapon set 1x2502x30 not registered in D3A2

This among a whole slew of pilot skin not loading errors, which I thought was weird.  This is New Guinnea Campaign, 1942.  I'm about 15 missions in and haven't had any problems, even shot down a few D3A2's.  The exploding planes started when I began to get bored with the lack of action on the ground, so I edited my columns.dcg file to add a few more tank and truck columns for more targets and more ground fighting.  Very next mission I was quite surprised when my entire squadron blew up on the runway.  I noticed when it loaded that it seemed my plane was off the ground and upside down, so I went into DCG and turned off "air starts".  Oddly enough, this fixed the problem 0.o   Next mission went fine.  So then just to test it, I turned air starts back on and generated a new mission.  Loaded it up and we exploded on the runway again.  I guess I could play with air starts off, though I do like having it on for the possibility of taking off into an incoming bomber raid.  An interesting problem... thoughts?
Title: Re: DCG for Dark Blue World - Version 06
Post by: Slink on August 28, 2011, 05:57:54 AM
Thanks kpn.kardiff, I'll check the loadout, went through all the Japanese planes but maybe I missed one. Odd though, switching airstarts off fixes it?
Could be the new mission just doesn't have that loadout, or is this consistent?
Extra ground columns shouldn't make any difference to loadout problems, but if the same loadout worked before? Probably coincidence.
Pilot skin loading errors seem common, I get loads, all the skins should be in PaintSchemes/Pilots, which is in an sfs file however, but the game will just use the default instead.
Get back to you after I've checked it.

Dammit, you're right, it's 1x250_2x30, i.e, there is an underscore between, a quick edit for everybody.

What's more, the 1x2502x60 doesn't exist at all in the D3A2. Delete this one.

However, the D3A1 does have 1x2502x60, and there are no underscores at all, it's correct, but why there is a difference god only knows.

Oh well, I said there was probably still something in there somewhere, thanks again for spotting this one.
Title: Re: DCG for Dark Blue World - Version 06
Post by: kpn.kardif on August 28, 2011, 03:32:43 PM
Thanks, Slink!  Made the corrections flew a mission, D3A2's were up and loaded without problems.  I think you're right about coincidence.  I don't think the Val's were using the problem loadout until I added the new ground units, which prompted them to switch to it.  When I took air starts off, I think that missions either the Val's weren't up or they were using a different loadout.  So hopefully all should be well now!

Now if I could just get these damned B-17's to stop crashing into each other...  ::)
Title: Re: DCG for Dark Blue World - Version 06
Post by: Slink on August 29, 2011, 12:49:11 AM
Thank you for spotting and reporting the error, now if I can find my magic anti-collision wand... flights of three or four? Should be three anyway, but also cuts down a little on possible collisions, but not by much I'm afraid.
Title: Re: DCG for Dark Blue World - Version 06
Post by: kpn.kardif on August 30, 2011, 02:49:29 PM
I have all my flight sizes set at DCG default, which appears to be four for American bombers.  Haven't looked into what was done historically though... I'll try setting flight size to three and see if it helps.  Were American fighter squadrons flights of three as well?  I seem to recall seeing old pictures and video showing fighter wings of four.  Is there a way to adjust bomber squadrons and not fighter squadrons along with it?

Actually, I discovered that a big part of the collisions were due to having delayed start times on.  I set autopilot on and actually watched a squadron of B-17's on the runway as they got their engines spun up.  They do them one at a time, and with four it takes them a while to get in the air.  Two of them managed to take off, and just as number three began to inch forward, the second flight spawned right on top of them, causing 3 to collide with 7 and 4 to collide with 8.  Having a flight of three instead of four would cut down on the chance of this happening, but still... is there a setting I could change (other than turning of delayed start times) where bomber squadrons have more time between 1st and 2nd flight spawning?

Collisions on the runway are probably 70% of the time it happens.  Last night I had two consecutive missions with midair collisions, first one with two B-25s en route to target.  Very next mission, two guys in my own squadron (second flight, 6 and 7 i believe, flying P-39s) clipped each other on landing approach.  I know accidents happened in the real world and accounted for a significant portion of losses, so I take it in stride.  That kind of thing really happened, so it's all part of the realism.

Planes magically appearing out of thin air on top of other planes though.... pretty sure that never happened  8)
Title: Re: DCG for Dark Blue World - Version 06
Post by: Slink on August 30, 2011, 04:42:20 PM
Late US fighters should be in 4 flights of four using finger four formation, bombers in a combat box of four flights of three, see here http://en.wikipedia.org/wiki/Combat_box
IL2 doesn't have this formation though, and imagine the mid-air collisions!
The DCG defaults apply to all flights unfortunately, so you can only set three or four for both fighter and bomber flights, a real pain to edit them all manually, which is  something I need to ask Paul to separate, or use a timetable for the campaign to set all the parameters for the squads automatically. Which campaign is it?

I'm afraid the mid-air collisions are fairly rampant in IL2, particularly with large formations and escorts.
Ground spawn collisions shouldn't really happen, the delayed start time is every 8 minutes + a random, so can sometimes be quite a bit earlier, but is not adjustable (I'm going to request it though).
You can check the actual delay time in the mission file to see what's going on, but it's not really practical to edit it manually for each generated mission.
Using airstarts can also help, as one flight is usually then out of the way, but often halfway to the target, so does break up the formations.

Even had the crazy situation of a squad taking off due to their airfield being overrun, only to run into the AT guns on the runway placed there by Active Front.
Sometimes you do indeed just have to put it down to accidents, which were really far more common than in IL2 take offs/landings.
109 units could often lose as many planes in accidents as in combat, but they never crash in IL2... and carrier accidents were common, but realism and fun don't always mix, but sometimes they even collide on the landing circuit.

A question though, is this with or without the AI mod (new one that is) as if the start up sequence has altered could they be taking longer than before?
Try the same mission with and without, and see if it makes a difference.
Title: Re: DCG for Dark Blue World - Version 06
Post by: kpn.kardif on August 31, 2011, 12:42:57 AM
Mid air collisions are one reason I don't use the massed bombers setting.  Combat box formation in IL2 would be a recipe for disaster, two guys in the front clip each other and they'd end up taking out most of the rest of the squadron!  I'm flying USAAF grand campaign in the Pacific, currently just finishing up New Guinea 1942 (currently September, i believe), next map should be Burma.

I agree that realism doesn't always equal fun.  In the defense of New Guinea, I don't think the Australians had any armor to speak of, while the Japanese had Ha-Go units on the island.  The Ausies managed to hold the Japanese back, but I don't think they took Buna airstrip, which is the DCG goal for that campaign.  Really tough to do without armor units, so I added a few Stuarts, pretending that the allies managed to land some at Port Moresby.  More fun that way!

I don't remember if AI controlled planes with multiple engines would spool them up one at a time, they certainly do with the AI mod (I'm currently still using dbw1.4, been too busy/lazy to update).  It'd be worth testing to see if without the mod how they start up.  As it is, since B-17s have four engines, it takes them forever to get spooled up one at a time and get airborn, easily five or six minutes for the first plane.  My short term fix has been to enable air starts and disable delayed starts, which makes the first flight spawn airborn and 2nd flight on the ground.  They arrive at the target at different times, but I'd rather have that than them spawning on top of each other.

I remember a mission long ago flying the allied African campaign over Tobruk, there was a line of tanks that drove right across the runway as I was taking off.  Didn't end well for anybody!
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Semor on September 13, 2011, 07:34:02 AM
Any News about DCG & DBW?  ;)
Title: Re: Quick & Dirty DCG for Dark Blue World
Post by: sa_475th_Chaney on September 13, 2011, 09:03:26 PM
cool stuff mate. I dont use DCG myself (yet) but it seems worth it...

We will soon open a new set of child boards up here for UP3, DBW and HSFX, and there will be exclusively for posting mods or adaptiations or patchies made by users and members specifically for that pack.

This will go nicely in there. :)

probably a dumb question and in the wrong area but what is DCG? i never could understand it.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: sa_475th_Chaney on September 13, 2011, 09:12:42 PM
ok Cirx I asked you what DCG was and i'm getting it's Dynamic Campaign Generator. But it says to place all this pack into my DCG/Data folder which i don't have in my DBW. This generator as far as i understand it, sounds completely awesome. But i'm clueless where to begin. Help is requested. thanks.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on September 14, 2011, 06:50:27 AM
Hi semor, the news is not really here currently, rather in the "important message" topic, I've been working on my CoE campaign in the meantime so just pop in here and there at the moment, busy busy busy, as usual. So much to do with so little IQ but there's always an idea which comes up and is new so I'll just keep on working to the ultimate end but there are meanwhile some screen shots to just make amends.

However, DBW 1.7 will begin introducing the plane merges and transfer to optional add-on packs discussed in that topic and similar but more extensive to my last class.dcg list putting all the prototype/fantasy/useless planes at the end, and although I was involved I don't know which will come first of course, but this will mean adapting the DCG files to the new plane set, including any payload merges, so the fun is not over yet.

Make no mistake, this is a very positive move removing a lot of clutter, allowing far more personal choice and customisation, a smoother game, and a shorter DCG list (!) The question for us here will be how to do the add-on packs, as having the full list of all available planes including add-ons as opposed to only core planes is possible, DCG will simply give you an error if you use a plane you don't have installed and replace it with another, but maybe a separate set of lists with all the add-ons so you can include the ones you use by editing your own lists? Makes updates tricky as you then have to do it every time, but this set is eventually meant to no longer need any updates (when I finally get it right...), but there will always be another new plane around the corner.

The plan currently is to use the existing change list to take out the planes that will no longer be core content, but the loadouts won't be certain until the merged versions actually appear in DBW, so we have to wait and see, but as soon as we have the info I'll be onto it.

Chaney, CirX supports this stuff but he doesn't write the files and has quite enough to handle anyway.

DCG is indeed awesome, replacing the stock DGEN and allowing mod planes and maps, truly dynamic campaigns simultaneously with historical scripting, any new objects like vectors etc; and even the new (stock) MDS functions in dogfight campaigns, (not UP3).

However these files are only a DBW add-on to standard DCG, which is not part of DBW, rather was written and is maintained by Paul Lowengrin at Lowengrin.com, which is where you can download the program, documentation, campaigns etc; and also ask Paul anything related to standard DCG (which is for the stock game only), but since I made this DBW compatibility pack anything related to these files themselves should be asked here, Paul doesn't have to explain my screwing up... but go there and check it out, easy to install and use, and if you're really stuck with anything we can also help here of course.

Learning to use DCG is fairly straightforward in its basics, as a user you just need good campaigns. It's only when you start designing them that it can get complex... otherwise download DCG from Paul's site and try a stock campaign first to get the feel of how it all works, you don't even need these files for that as it's stock only and DBW 1.6 still has all the stock planes unchanged although a couple may be changed in 1.7. Setting up third-party campaigns (made by other users) is also fairly simple, although some were made for UP2 so would need adapting (and this now after any DBW 1.7 and/or following changes).

Try it out, there is vast potential in DCG, I probably would have given up on IL2 long ago if not for DCG, and equally if not for DBW as UP3 is no longer compatible, so a big round of thanks to Paul and to CirX for investing their time for our pleasure.

Come join the Dark Side and fly DCG, imagine the control you will have over your campaigns and combatants, the power to manipulate entire nations, the ability to...

anyway, the world's your oyster with DCG, just read the documentation and all will be revealed.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: PA_Willy on September 14, 2011, 07:33:55 AM
Quote
I probably would have given up on IL2 long ago if not for DCG, and equally if not for DBW as UP3 is no longer compatible, so a big round of thanks to Paul and to CirX for investing their time for our pleasure.

Same here. I love DBW because is our opportunity to stand with DCG in the last modded game version. I have given up UP 3 because is not compatible (and is not going to be ever).

Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Lonestar67 on September 14, 2011, 10:58:31 AM
The main problem for DCG are the changes in the log file! DCG is a really flexible program but that is the Achilles' heel, if it is to work with mods! Like I said, I have no UP3/HSFX5 but I suspect that it is once again the main reason!
The other problems, such as class names of objects that DCG can not handle, are easy to solve!

@sa_475th_Chaney
Here is a little help how to install DCG and 3rd party campaigns: http://allaircraftsimulations.com/forum/viewtopic.php?f=94&t=29320
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: PA_Willy on September 14, 2011, 11:18:12 AM
The main problem for DCG are the changes in the log file! DCG is a really flexible program but that is the Achilles' heel, if it is to work with mods! Like I said, I have no UP3/HSFX5 but I suspect that it is once again the main reason!
The other problems, such as class names of objects that DCG can not handle, are easy to solve!

You are absolutely right. The problem is the log file. The other things are easy to fix.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: sa_475th_Chaney on September 19, 2011, 07:04:05 PM
Quote
I probably would have given up on IL2 long ago if not for DCG, and equally if not for DBW as UP3 is no longer compatible, so a big round of thanks to Paul and to CirX for investing their time for our pleasure.

Same here. I love DBW because is our opportunity to stand with DCG in the last modded game version. I have given up UP 3 because is not compatible (and is not going to be ever).

So from what I understand, this update for DBW isn't actually intended for Paul's dcg but for the one that is built within DBW(Dgen). Is that right? My problem is downloading all this and then my game goes to crap because I have no clue what I'm doing. it's still a lil fuzzy all this stuff. But DCG is where I want to go. I think I heard you saying that all the mods we have in DBW can work for DCG?
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: sa_475th_Chaney on September 19, 2011, 07:46:51 PM
Quote
I probably would have given up on IL2 long ago if not for DCG, and equally if not for DBW as UP3 is no longer compatible, so a big round of thanks to Paul and to CirX for investing their time for our pleasure.

Same here. I love DBW because is our opportunity to stand with DCG in the last modded game version. I have given up UP 3 because is not compatible (and is not going to be ever).

Ok i am getting this down and actually about to fly dcg. was a lot easier than i thought. I just want to know what is the best mode settin for dcg and is there any conflicts with dcg and regular player made campaigns(non dcg) even tho I'm sure those won't matter much to me anymore.

So from what I understand, this update for DBW isn't actually intended for Paul's dcg but for the one that is built within DBW(Dgen). Is that right? My problem is downloading all this and then my game goes to crap because I have no clue what I'm doing. it's still a lil fuzzy all this stuff. But DCG is where I want to go. I think I heard you saying that all the mods we have in DBW can work for DCG?
Title: Re: DCG for Dark Blue World v1.1 - Important new update v01
Post by: sa_475th_Chaney on September 19, 2011, 08:17:43 PM
Indeed lam, just download and install DCG as per Paul's instructions, the only difference is replacing Paul's "stock" files in the DCG "Data" directory with these three, which will enable all the planes in DBW in DCG.
Stock DCG campaigns should run without problems (now most of the bugs have been fixed!?). You may want to review the planes at the start of the campaign though as I said for Poland39, as the old campaign planesets only use stock 4101, and remember to choose loadouts for the planes in your chosen campaign, no bombs, no bangs.

Third party campaigns might use previous modded planes from UP2 which may since have been changed in DBW, so unless or until a campaign is updated it's worth checking the campaign files first to see if everything matches up. The other place to look is in the timetable.dcg file for your campaign, this could contain "NewPayload" entries which may specify a loadout which was in UP2 for example but has been changed in DBW, so again, check out your campaign first to avoid sudden errors spoiling your fun.

This is basically just a "mod enabler" for DCG like the previous sets for UP2 and HSFX, but it's the combination that extends your horizons, they basically go hand in hand, and the files will be updated as things move on and I get through updating all the data for the planes, which may take a while though.

Happy to be of service and hope you enjoy flying DCG in DBW.

ok confused a bit. On paul's site, they never said to install the DCG into the main game folder but he made a separate folder outside the game. Is that right?
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: PA_Willy on September 20, 2011, 12:24:53 AM
It's right. DCG program in separated folder. Later, program will ask you for the IL2 path.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on September 20, 2011, 11:18:45 AM
Thanks for helping out PA_Willy, very appreciated.

Chaney, these files are indeed for Paul's DCG, not the stock DGEN. DCG is however only intended for the stock game, what these files do is simply enable all the planes in DBW so you can use them too, but you have to put them into campaigns yourself as all the original ones also only use stock planes, but once they're in DCG that's easy.

DCG is an alternative to DGEN, you can use both if you want to, but generally most people go for DGEN replacement mode which is the easiest, where DGG backs up your DGEN file and replaces it with a copy of DCG, which also has to be named DGEN or the game won't recognise it, but you can always tell the difference as the new icon has DCG written on it! Using this mode you can play just as you would normally with missions being generated directly by clicking the Apply button in-game, just as if it were the stock game. You can also reverse this to get DGEN back at any time.

You can install DCG anywhere on your machine, except over a network, but putting it in the game directory itself seems to make sense to me. I have it in the Missions folder, as that way I can access any of the default template missions in FMB for editing, but wait until you're more familiar before trying that, but it doesn't really matter where it is as long as the paths in the two ini files are correct; one in the DCG folder and another in the game root folder. Use the set up wizard in the top left menu to set the path to your game folder and your DCG folder, and IL2 version (should be 1946 of course).

Once it's installed and running you can choose the mode you want under options, best and easiest to activate replacement mode, you can also replace NGEN for co-ops if required. Then you only have to click on the little globe, choose your airforce and campaign, create the campaign, close DCG and start the game. Then just continue as normal starting the campaign in IL2, just select user defined DCG campaign on the list and continue as always, if you replaced DGEN with DCG you can continue through the campaign by simply clicking on Apply after a mission, the rest is automatic.

DCG is really very simple, but any new program is unclear until you're familiar with it, just takes a bit of practice until it all becomes second nature, bit like riding a bike.

You can use any mod plane as long as the data is there in DCG, which is why I started these files so everyone doesn't have to do it themselves, and any stationary objects too, try adding some of CY6's amazing C&C objects to a campaign template mission, just start with dynamic weather, and DCG will put it in for you in every mission, bliss!

You can also use modded maps, which DGEN cannot, but these are a lot of work to add but some have already been done in some third party campaigns, but play the game with DCG first, fiddle about later.

There are no conflicts with other missions/campaigns, you can still fly single missions or static campaigns, even DGEN if you want, just disable "replacement mode" to restore your backup of DGEN.

This does all raise a question though, as originally I didn't want to explain how to use DCG here, as it's not my program rather Paul's, and he does a pretty good job of it anyway, but perhaps a very basic introduction in the first post would be useful for new users wondering what it's all about?
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: sa_475th_Chaney on September 22, 2011, 10:38:33 PM
Thanks for helping out PA_Willy, very appreciated.

Chaney, these files are indeed for Paul's DCG, not the stock DGEN. DCG is however only intended for the stock game, what these files do is simply enable all the planes in DBW so you can use them too, but you have to put them into campaigns yourself as all the original ones also only use stock planes, but once they're in DCG that's easy.

DCG is an alternative to DGEN, you can use both if you want to, but generally most people go for DGEN replacement mode which is the easiest, where DGG backs up your DGEN file and replaces it with a copy of DCG, which also has to be named DGEN or the game won't recognise it, but you can always tell the difference as the new icon has DCG written on it! Using this mode you can play just as you would normally with missions being generated directly by clicking the Apply button in-game, just as if it were the stock game. You can also reverse this to get DGEN back at any time.

You can install DCG anywhere on your machine, except over a network, but putting it in the game directory itself seems to make sense to me. I have it in the Missions folder, as that way I can access any of the default template missions in FMB for editing, but wait until you're more familiar before trying that, but it doesn't really matter where it is as long as the paths in the two ini files are correct; one in the DCG folder and another in the game root folder. Use the set up wizard in the top left menu to set the path to your game folder and your DCG folder, and IL2 version (should be 1946 of course).

Once it's installed and running you can choose the mode you want under options, best and easiest to activate replacement mode, you can also replace NGEN for co-ops if required. Then you only have to click on the little globe, choose your airforce and campaign, create the campaign, close DCG and start the game. Then just continue as normal starting the campaign in IL2, just select user defined DCG campaign on the list and continue as always, if you replaced DGEN with DCG you can continue through the campaign by simply clicking on Apply after a mission, the rest is automatic.

DCG is really very simple, but any new program is unclear until you're familiar with it, just takes a bit of practice until it all becomes second nature, bit like riding a bike.

You can use any mod plane as long as the data is there in DCG, which is why I started these files so everyone doesn't have to do it themselves, and any stationary objects too, try adding some of CY6's amazing C&C objects to a campaign template mission, just start with dynamic weather, and DCG will put it in for you in every mission, bliss!

You can also use modded maps, which DGEN cannot, but these are a lot of work to add but some have already been done in some third party campaigns, but play the game with DCG first, fiddle about later.

There are no conflicts with other missions/campaigns, you can still fly single missions or static campaigns, even DGEN if you want, just disable "replacement mode" to restore your backup of DGEN.

This does all raise a question though, as originally I didn't want to explain how to use DCG here, as it's not my program rather Paul's, and he does a pretty good job of it anyway, but perhaps a very basic introduction in the first post would be useful for new users wondering what it's all about?

Damn I guess I just screwed this all to hell. I followed the instructions to a T and was actually enjoying flying a battle of midway DCG and now when I click on the il2fb.exe, i don't get the selector and it freakin goes straight into pacific fighters 4.10.1m or some crap where it used to load thru DBW. I have no clue what went wrong. i giess I'll keep digging for a solution. even with your patch, i don't think it's possible to change the opposing side's planes is it? they just get stock dcg planes right?
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on September 23, 2011, 03:19:01 AM
Whoops, no selector and stock game means you have the stock exe, does it ask for the CD? Something must have replaced the file, anything in jsgme? Weird old mod? DCG simply cannot change your IL2fb.exe, something must have happened in-between, what was the last change you made?

Lonestar has a new updated Midway campaign in the missions & campaigns section.

You can change any plane in DCG, anytime. Do this either upfront/permanently by editing the campaignname.mis file in the DCG/Masters folder using FMB, where you can also add extra squads, columns,  AA or new objects like dynamic weather to the mission map, or you can do it after starting the campaign by simply opening DCG and clicking on the squadrons button at the top. You then get a list of every squad in the game (top left drop down list) along with it's plane type, skill level, max/min planes, radio settings, skins, pilots, etc etc. The one immediately below is the name box for the displayed squad, don't mix them up ( I do, often). Then comes a box with the plane type for that squad, just choose whichever you like for any squad you select and it will be used in the next mission you generate. You can however only have mod planes by using the DCG4DBW files, stock DCG only has stock planes of course. You can also use the plane upgrade function to change plane types semi-automatically according to date, also on the planes screen. This is normally for upgrading to the latest model but obsolete types can change to new types or something completely different if you like, but this does then affect all squads using that plane, although they won't all upgrade simultaneously, so it's a nice bit of unpredictability. Incidentally, you don't really have to quote previous posts in full unless it's strictly relevant, or you really want to, makes posting  & scrolling a lot quicker, but everyone has their own style.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: sa_475th_Chaney on October 01, 2011, 10:24:28 AM
Whoops, no selector and stock game means you have the stock exe, does it ask for the CD? Something must have replaced the file, anything in jsgme? Weird old mod? DCG simply cannot change your IL2fb.exe, something must have happened in-between, what was the last change you made?

Lonestar has a new updated Midway campaign in the missions & campaigns section.

You can change any plane in DCG, anytime. Do this either upfront/permanently by editing the campaignname.mis file in the DCG/Masters folder using FMB, where you can also add extra squads, columns,  AA or new objects like dynamic weather to the mission map, or you can do it after starting the campaign by simply opening DCG and clicking on the squadrons button at the top. You then get a list of every squad in the game (top left drop down list) along with it's plane type, skill level, max/min planes, radio settings, skins, pilots, etc etc. The one immediately below is the name box for the displayed squad, don't mix them up ( I do, often). Then comes a box with the plane type for that squad, just choose whichever you like for any squad you select and it will be used in the next mission you generate. You can however only have mod planes by using the DCG4DBW files, stock DCG only has stock planes of course. You can also use the plane upgrade function to change plane types semi-automatically according to date, also on the planes screen. This is normally for upgrading to the latest model but obsolete types can change to new types or something completely different if you like, but this does then affect all squads using that plane, although they won't all upgrade simultaneously, so it's a nice bit of unpredictability. Incidentally, you don't really have to quote previous posts in full unless it's strictly relevant, or you really want to, makes posting  & scrolling a lot quicker, but everyone has their own style.

Ok was odd but some weird way my selector got corrupted. well i downloaded a new one and all is good now. Midway is loading and I'm enjoying this DCg thing. thanks a ton.
Title: Re: DCG for Dark Blue World - Expansions
Post by: Slink on October 06, 2011, 12:21:11 PM
So here's a draft doc with my suggestions for expanding DCG, at 9 pages it's a bit long to post, but thoughts, comments and additions are welcome before I ask Paul to look at it on the Lowengrin website. Relates to both standard DCG (and using the DBW files) and some aspects particularly relevant for the CoE campaign, where I mentioned this, but belongs here really as it is actually for DCG generally. Would never expect to get all of this but maybe prioritise?

Title: Re: DCG for Dark Blue World - Version 06.1
Post by: WindWpn on October 06, 2011, 01:08:46 PM
Wonder if there is also a way to always maintain the "Apply" button even if a pilot dies during a DCG mission.  Basically allow the recording of activity for the mission (which only occurs when "Apply" is pressed) where the pilot was killed, though still resetting the player's stats (if chosen) when the new mission is created.  Realistically, action that occurred during the mission where a player dies should be recorded and the player should not have to experience "Groundhog Day."
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: ElmarBoehl on November 01, 2011, 02:57:09 AM
As a complete newbie in DCG, I need to know how to handle the whole stuff. I think I 1st have to download all the material from here:http://www.lowengrin.com/news.php, install it and the 2nd step will be to update it with  version 06.1....that´s all ? Or is there anything to keep in mind for DBW?

elmar
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on November 01, 2011, 11:51:55 AM
Yep, that's just about all there is to it, and welcome to DCG elmar!

Installation and usage instructions are all available at Paul's site, unfortunately a load of info on the forums got lost when the server died so it's back to square one there I'm afraid, but if you get stuck just ask.

Make sure you enable DGEN replacement mode so that DCG replaces DGEN in-game and generates missions automatically without any input. You can always reverse this at anytime if you want to play DGEN again.

Standard DCG only supports stock IL2, so these files just replace the standard DCG originals to enable the mod planes used in DBW. However, the standard DCG campaigns also only use stock IL2 planes, and are getting a little dated, so to put a new plane into a campaign you have to add them manually, just generate the campaign, open DCG and look at your squadrons panel, you can then give any squad any plane you like. This is only for the campaign you generated though, start a new one and all your changes are gone of course. To change planes permanently you have to edit the mission templates in DCG, easy enough in FMB, or even in a text editor. You can also change or add squads, columns, objects etc. There's a quick Poland39 mission template in this thread where I added new planes and columns, just for testing, shows how easy it is, so you can customise your campaigns to however you like them.

Some third party campaigns are also available, mostly designed for UP2, which should mostly work but may need to be updated if a plane or it's loadouts have changed in the meantime, so stick to the stock DCG campaigns until you're more familiar with DCG, there are plenty of them!

These files are still not complete, (been busy, honest... see my other thread) but seem to be fairly reliable as there have been no error reports for some time, but the jet era planes still need to be finalised, and DBW 1.7 is around the corner which will bring some major changes so we're just waiting to see what happens.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: ElmarBoehl on November 01, 2011, 02:54:14 PM
Yep, that's just about all there is to it, and welcome to DCG elmar!

Make sure you enable DGEN replacement mode so that DCG replaces DGEN in-game and generates missions automatically without any input. You can always reverse this at anytime if you want to play DGEN again.

...how do I do this?
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on November 01, 2011, 05:20:17 PM
Start DCG, and on the top menu bar go to "Mode".
In the drop-down list you can now select "Replace Career Generator (DGEN)".
This will back up your DGEN.exe file and replace it with a copy of DCG.exe, which will still be called DGEN as the game needs this name to recognise it, but it's actually the DCG.exe file, you can tell by the icon which now says DCG in big letters.
You can now generate a campaign in DCG, go into the game and start it, and continue through as if playing with DGEN i.e. missions are generated automatically when you click on "Apply" at the end of a mission, no need for hot keys or anything. Unticking this option will then put DGEN back again.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: ElmarBoehl on November 02, 2011, 06:37:38 AM
great, I´ll have a try in the next few days!!!

greets Elmar
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: WindWpn on November 11, 2011, 01:41:36 PM
"DCG for DBW" is by far the best effort for DBW!!  I am a regular online flyer and enjoy full switch objective-based servers such as WoP.  When I have to fly offline, the DCG experience is simply the closest I can find to the immersion of simply being there.  The randomness and large assortment of flights makes for a fun flight/fight experience.    I have been flying Lonestar's excellent pacific theater DCG campaigns and the wealth of experience is quite rewarding given the numerous flights in the air, effects of aerial and ground action, and affects of the campaign timeline as it rolls along.

I am currently flying in the Philippines full campaign and it is really great to cycle though each mission day by day as balance shifts and the overall strategy unfolds.  Rewarding recent moment..., I was pushing out on a sweep but lost flight lead soon after carrier takeoff (knew I could have found him with autopilot, but remained in control to look for another group to form up with).  Picked up with an SBD formation heading out at same vector as our sweep and a second wave was behind us with Hellcat escorts.  Lead formation, which I was with, spotted enemy fighters inbound.  As single high above the SBDs, I got picked up by incoming co-alt bandits.  Dove out and called for help via Ground Control while vectoring for the rear wave where I know the hellcats were perched.  Sure enough, they vectored and picked up my trailing bandits.  Heard the shoot down calls on the radio, and began a slight left climb to see two smoking bandits going down courtesy of the hellcats!  The experience reminded me of flying online with comms where I call for help and real guys can usually be there to shake enemy off the tail.  Very cool experience found in DCG!   :)

Definitely looking forward to Clash of Eagles when it rolls out!

Happy offliner with DCG when I cannot be online!   ;D
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on November 12, 2011, 09:06:19 AM
Thanks windweapon, greatly appreciated. Good to hear you're getting so much out of both DCG and DBW (and my paltry contribution). I just very amateurishly did the files to extend the plane set for DBW, all credit goes to Paul Lowengrin who created the original concept of dynamic campaigns, wrote the program, and has been supporting it for ten years now, but it's still nice to be appreciated  ;)

Title: Re: DCG for Dark Blue World - Version 06.1
Post by: CWMV on December 24, 2011, 11:53:54 PM
Is there a simple version of the instructions somewhere?

I followed to the letter and every time I try to start a Mediterranean 41 Luftwaffe campaign in the replacement mode the start button just sticks, then when I try to start it out of the campaign selector it freezes the game.

Also, are the maps updated? Seemed the BoB scenarios were still using Finland maps!
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on December 25, 2011, 04:11:50 AM
Which instructions are you using? Paul's own on the website? Maybe it's time I put a set in the first post, but this is Paul's program not mine.

However, installation and basic use should be simple, famous last words...
Just tried Med41 Luftwaffe without problems, so I assume something must be wrong in the set up, or is it just this one campaign and nation?
Do other stock DCG campaigns work? Does Med41 work with a different nation?

Run the set up wizard just to check the install and game paths are OK. You can also copy the files from the DCG install DGen folder to the Game's DGen folder (normally automatic when you install) just in case one or more have been screwed up somehow, as bad DGen files will cause lock ups.

Try deleting the event log in the main game folder, crashes can screw this up too, it will be replaced when you restart the game.
Seems odd, but check whether it's a specific problem to this campaign or none of them work, and then let me know.

Maps; yes, DCG is ten years old now and still uses stock maps and planes only, so Britain is Finland and the Med41 campaign uses the online 7 islands (!?).
Third party campaigns often use modded maps, (and it's a vast amount of work to put them into DCG...) and these campaigns are generally more complex and detailed, but they all need updating to DBW standards, many UP2 based campaigns exist but do need some work. Updating the stock DCG campaigns would also be a major undertaking, and updating both (stock and 3rd party) only really makes sense when there is some degree of stability (DBW1.7 and 4.11 around the corner).
I did just update one of Lonestar's Pacific campaigns on the Slot/Solomons map, it's in the missions section under "my remaining campaigns".
Post by: Slink on December 25, 2011, 02:40:06 PM
originally from the Missions topic...

These are Lonestar's Pacific campaigns with the DGEN and mission files updated to remove the HSFX scout SBDs etc; and changed all the map entries, all packaged up into jsgme add-ons for simple installation and removal, otherwise still Lonestar's campaigns, nothing changed.

You should have the B26 and Judy installed too, so windweapons' packs are a brilliant idea!
Tried this briefly with several campaigns on several sides in clean DBW1.6, all seems to work fine. (Apart from the default Zero skins of course)

Set up the DCG options as in Lonestar's read me files.

Install into jsgme mods and install to DBW as usual, the DGEN files will be copied over and the campaign itself will be put into the Missions directory.
Open DCG, go to Files, select 3rd party campaign, navigate to IL2\Missions\DCG Pacific xxx campaign, and select the allcampaigns.dcg file.
It should now be installed in DCG, DCG should show a message in big green letters "Optional Third Party Campaign Folder"

Do NOT click on the globe to select a campaign, just close DCG and open IL2,
(open and close QMB quickly first to set your standard options, they will be carried over to the campaign window)
go to Campaigns and choose your side (USAAF, USMC, USN, RNZAF, RAAF, IJN, IJA).
Each has different campaigns and squadrons available according to date of involvement and circumstance (e.g. Santa Cruz was a carrier battle so will probably only appear for naval sides and not others).

You should see the available campaign names in the box (may have to scroll through the other DGEN campaigns).
Select one, set rank, difficulty options, and press start.

The set of campaigns for your chosen side should appear in the new window along with available plane options.
Choose your campaign (why not start from the beginning), plane, and squad.
Press Generate.

Wait a mo, and the first mission should come up, press Fly.

Once the first mission has been flown and ended you can check the debrief and press Apply (unless you're dead) to generate the next mission.
Campaigns should carry over, i.e. when the first ends the second starts automatically, and so on.

You can also open DCG now and adjust campaign settings, squads etc. if you want to.

Note that the DBW compatibility files are already included, however, also note that when you use a 3rd party campaign and open DCG, it still points to the class and payload files in the DCG install directory, wherever you put it, so to update DCG to the correct path for the campaign, i.e. the files in the campaign directory, open DCG after generating the campaign in IL2, open the Aircraft Class Settings panel and check the the path;
"Changes will impact all campaigns using the class and payload data files located in: xxxx"

If it points to your DCG install directory and not the campaign folder (which should now be "DCG Pacific xxx campaign" in the Missions directory), then just open the last DCG panel and then go back to the Aircraft Settings panel, the path should now read correctly as "IL2Install"\Missions\DCG Pacific xxx campaign.

This seems to be a little glitch in DCG, so check the path is correct whenever you open DCG. Shouldn't make any difference if you have the compatibility files installed in DCG anyway as the data is the same, but if you edit anything you want to be certain you're editing the right files in the right directory, can get confusing otherwise.
If you don't have the files installed you'll get the stock DCG data without mod planes, and maybe exploding spawns again... so update the path...

Just a quick update really, nothing else is changed, download is about 500K, and as jsgme they're cleanly installed and removed again, which you should do before installing another campaign or going back to stock to prevent any DGEN files being overwritten somewhere along the line.

So as it's Christmas here's the whole set in one package all adapted as jsgme for DBW1.6, see above for instructions.
Credit and thanks go to Lonestar for the brilliant original campaigns!
Slink Services Inc. denies all liability for stupid mistakes, unforgivable oversights or just plain idiocy. (so very true...)

Title: Re: DCG for Dark Blue World - Version 06.1
Post by: SLAWEK1971WAWA on December 25, 2011, 07:05:35 PM
Realy fine present for the pacific campaigns fans!  :)

I'm dreaming about DCG campains in Europe in the time after BoB. The rodeo-, circus-, rhubarb- etc. -missions. Yeah...  ;)
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: CWMV on December 25, 2011, 08:05:23 PM
Thanks for the in depth response. I'm sure my problems lie between chair and keyboard  :P
Now when using a campaign like boelckes dgen campaigns is there any benefit to having dcg replace dgen?
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on December 26, 2011, 02:44:09 AM
Morning CWMV, ... coffee...

remember that everything seems easy when you know how, but getting there may take a bit of practice, so stick with it and once you're familiar with the workings of the program it all becomes fairly straightforward, though I seem to insist on still screwing up myself occasionally...

DGen campaigns are for DGen only, the two programs don't work the same way and aren't compatible. If you select a DGen campaign with DCG what happens is that DCG selects an equivalent DCG campaign instead, so you play that instead of the DGen campaign, so you can't actually run DGen campaigns like Boelcke's at all, you need to use DGen itself, which is being updated currently.

For a more advanced campaign experience than the old stock one's try the Lonestar campaigns I posted above, I know it's Pacific and not Europe, but they are fixed to work in DBW so should be a fairly painless experience... think I need to collect all the old campaigns and update the lot (oh shit...) which only really makes sense for 1.7 though and would take a while...

There are post BoB cross channel campaigns in basic DCG, on the old maps and stock planes, but could be edited. Otherwise they will come in a bigger format when I get the CoE campaign up and running, along with a bigger map... but that's all for 1.7 too, and BoB first of course, aber er kommt, er kommt!
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: WindWpn on December 26, 2011, 09:13:15 AM
There are post BoB cross channel campaigns in basic DCG, on the old maps and stock planes, but could be edited. Otherwise they will come in a bigger format when I get the CoE campaign up and running, along with a bigger map... but that's all for 1.7 too, and BoB first of course, aber er kommt, er kommt!

Lonestar also has this BoB DCG campaign (http://www.sas1946.com/main/index.php/topic,7407.0.html) which if similar in scope to his PTO campaigns, should be quite good.  However, I have not been able to get this one to work in DBW 1.6.  Perhaps your updates/knowledge of changes required, you may be able to fix this one to work in DBW?  Could be an "appetizer" in prep for your upcoming CoE release.

cya!

Wind
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: tanda01 on December 26, 2011, 10:44:18 AM
I think there is enough interest in Lonestar's (and others) third party DCG campaigns to create its own sticky with compatable campaigns for DBW and a brief description of each.

I have DBW 1.6 and am excited about it . . . but I'm still flying 4.09m + UP2.1 because I didn't know the campaigns had been made compatable. I had to search quite deep to find this out.

DCG third party campaigns are amazing (especially with all the new maps available) but the info about them is scattered far and wide.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on December 27, 2011, 04:19:18 PM
OK windweapon, working on it, but this is a tricky one... got it running but still needs a bit of polish, coming soon.

tanda01, maybe I could extend the first post so the campaigns are directly available along with the compat files, and add them on for you as I do them... would be a long post with all the descriptions, but I don't have the power of sticky.
It won't all come at once, looohhhts of work in there.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: tanda01 on December 28, 2011, 03:23:13 PM
Sorry Slink, I thought the DBW updates were being done by the DCG campaign original authors and you were just posting them. Wow! thanks for all the hard work! Take you're time as the excellent campaigns already completed should keep us busy for a while.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: vonofterdingen on December 29, 2011, 11:13:51 AM

Do you, or nyone else for that matter, know why we have the exploding aircraft problem in DBW with DCG? I have seen it in my own campaigns, but also in Lonestar's and even stock campaigns. The symptom is that aircraft spawn out-of place. The same campaigns work on 4.09 mod versions/maps.

Please don't think I am complaining about DBW or DGC; I am not. As an offliner (and static campaign builder). I like to use DCG as an occasional alternative to DGEN and static campaigns. It is nice to have.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on December 29, 2011, 12:35:28 PM
Ah yes, sorted that one out for UP3 when it first came out.
This came in with 4.10, previously you'd get error messages and default to generic behaviour (gb01 etc.)

If there is a squadron or loadout in the mission file that isn't in the game then you'll get the exploding spawns, which actually seem to be catapulted vertically into the air and come apart under acceleration stress or something, somebody's idea of a joke.

This is however problematic for old mission files too as TD changed squad names in 4.10, without backward compatibility, so ... boom.

Was also problematic doing the DCG compat files as the weapons and regiments files in UP3 are buried in sfs files, and the weapons file in particular is full of errors, so extracting it doesn't help much. The regiments can be got from the Forgotten Countries mod where CirX did a good job of fixing the backward compatibility.

(Never ever pack config/ini/properties etc into an alpha, beta, RC or whatever. Test first and check it all works, when confirmed pack them in the final, but still no use for content providers. At the very least, if someone insists, put them in a small top level file which can easily be downloaded and replaced in updates.)

UP3 initially also changed loadouts to try and achieve some consistency, but they had to be put back, wouldn't have been a problem if the new files had been available, and without errors...

The loadouts basically have to be read from the extracted classfiles, over 600 of them, each with its multiple entries, as the files in the sfs will screw up your view in the FMB, and even then there were still errors in some classfiles, 109s particularly.

Caused a few hot tempers for a while, the weapons (and regiments) files are the only available reference for mission/campaign builders, along with all the other ini/properties files. There's a tendency to call the weapons file 'cosmetic' and not give a damn, but that does screw it up righteously for anyone building outside the FMB (like DGEN or DCG) or wanting to edit, especially if the files used in the FMB are faulty in the first place!

For updating you also have to watch for changed planes and ships etc. (e.g. ShipPack no longer exists, HSFX planes not in DBW etc.), and even Chiefs columns can screw you up, but these usually just give an error in the console, but you can scan the files in advance and catch most of them, even batch process.

The list in the DCG files is fairly accurate, but loses many loadouts as the entries are just too long for DCG, so no go, the longest is 42 characters! Hopefully DBW 1.7 will have accessible regiments/weapons files or the whole process will have to be repeated for DCG, DGEN, old missions already updated etc, as there will be lots of loadout changes.

Complaining? The thought would never have crossed my mind, it's a perfectly reasonable and valid question, no worries mate.
Might be some complaining if the same thing happens again though, or we just all sit quietly and do everything all over again...
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: SLAWEK1971WAWA on December 29, 2011, 01:08:52 PM
I use this version DCG - Battle of Britain 1940 V1.2 HSFX501v1.1, and I have no problems with explode aircrafts. I'm user of DBW 1.6. You can try to take the safe version BoB here: http://www.pliki.backspace.com.pl/
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: vonofterdingen on December 29, 2011, 08:12:34 PM
Thanks  guys.  I will give this Bob version a trial.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on January 02, 2012, 12:16:35 AM
Ah, this is good. Will throw a couple of errors in the console but who cares as long as it works! HurricaneMkIIs should be October though.
Meanwhile, back at the ranch, yours truly has been at it again putting a cut down version of CoE into Lonestar's base campaign structure on Cannon's map (now in seasonal versions). Trying not to overdo it though, rather smaller than CoE but rather bigger than the original, a little crowded on Cannon's map at high density but works nicely so far.
Still need to extend the mission maps and tune the events timeline, and put in the Do17 when it arrives, but then it's testing time.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: vpalmer on January 02, 2012, 12:42:36 PM
Have some strange things in German Fighter campaign at Poland 1939 (Lvov map): every sortie my staffel take off from Mihailovtsze airfield (left bottom corner of the map) and from Uzhgorod's airfield (little to the right from Mihailovtsze) take off 6 PZL P-11c which keep course to the North (may be they fly to Yaroslavl where is located point of my staffel patrol mission). So every sortie I intercept this group of 6 polands planes and shoot them down one by one and they dont ever try to shoot my bf-110c - thoose of them, who remain live after my attacks, take one circle trying to dodge, and after that they return to old course to the north. very strange poland fighters..where is their historical heroism? =)
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on January 02, 2012, 02:17:55 PM
Sounds like the game's AI, DCG creates missions but doesn't control anything in-game, that's all up to IL2 itself. You probably have a bunch of rookies, though odd things sometimes happen even with higher levels. Could be they're transferring and already in dumb "going home" mode, try increasing the action radius... but if you keep shooting them all down, almost, how do they keep coming back in the next mission? They should eventually run out of planes, and as a dynamic campaign generator DCG should give them a different mission next time. Are you stuck playing the same mission or do you have replacements set high enough to put them all back again every time?

Is this the stock DCG campaign? Check the mission template in the DCG/Masters folder, or edit the squads' skill directly on the DCG squadrons panel.
Or the updated mission template I posted in this thread for Poland? They should all be pretty experienced in that one.

Also check out the TD thread here on SAS to see what's coming in 4.11 for AI updates, very impressive, but will take a while before we can use it.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: vpalmer on January 02, 2012, 03:46:39 PM
Slink, i play stock DCG campaign. Have opened DCG editor now - there are 2 Poland squadrons in Uzhgorod:
PZL111FS0 with 6 PZL P11c left Average AI (so next sortie will be last for them }=D )
PZL142FS0 with 16 PZL P11c left Average AI (think we need some help of our ju-87 friends with this airfield )) )
and resupply settings were 1/squadron/day, so decided to reduce this to 2/squadron/week (so may be it will stimulate me for more smooth landing)
so seems with planes like all things are alright. DCG and its Editor are great tools))
yep, read about AI and engine overheat changes in 4.11 - waiting this with hope what it will work with current version of DCG and DBW =))
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: vpalmer on January 03, 2012, 05:34:10 PM
here is some interesting detail about this non shooting P-11c : i flew behind group of them as always, shoot 2 from 6 already, but suddenly we meet 2 our german transport planes - and poland planes immediately rush on them and shoot down all 2. after that  P-11 see the light and started to shoot at me, and few seconds later i already was on the ground near my burning bf-100c
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Ducon321 on January 10, 2012, 04:58:31 PM

I am creating a dcg campaign for the Blitzkrieg using West Front 1940 map. Everything was running smooth  until I try to populate airfields with some french squadrons using MS410... they spam as RED side but on BLUE airfield's!  I am a bit worry about that issue, been looking on many forums to try to find a solution but nothing. I try to edit regShort_ru.properties plus other files without result. Is it a DCG limitation?
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Lonestar67 on January 10, 2012, 05:19:07 PM

I am creating a dcg campaign for the Blitzkrieg using West Front 1940 map. Everything was running smooth  until I try to populate airfields with some french squadrons using MS410... they spam as RED side but on BLUE airfield's!  I am a bit worry about that issue, been looking on many forums to try to find a solution but nothing. I try to edit regShort_ru.properties plus other files without result. Is it a DCG limitation?

Hi,
Have you changed the side for this aircraft in the class dcg file?

MS410                          MS 410                              fr (2) 1 1           ()= to 1
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Ducon321 on January 10, 2012, 06:25:45 PM
Ya I did change it plus the one in air.ini but still no luck. Maybe there is something wrong with MS410 model. I do not really understand where DGC get the information about squadron side. The .mis file that I build with FMB state that it is a red squadron but it look like there is a conflict with the squadron definition in DBW but I can not acces it.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on January 11, 2012, 03:07:48 AM
It's not the MS410, though it should be 406;

"While the 406s were entering service in 1939, an upgrade series was started to improve the design. The result was the M.S.410, which included a stronger wing, simpler fixed radiator in place of the earlier retractable design, four belt-fed MAC guns in place of the earlier two drum-fed weapons, and exhaust ejectors for additional thrust. The added thrust boosted the top speed to 316 mph (509 km/h), an improvement of about 10 mph (16 km/h) over the 406.
Production had just started when France fell, and only five examples had been completed. Production was allowed to continue under German supervision, converting earlier 406s to the 410 standard, but many of these received only the new wings."

Still, DCG still only supports the two stock French squads, fr01 and NN. Shouldn't there really be more French squads in the stock game? I mean, honestly, hasn't the French community requested anything here? Am I missing something again?

However, tried the 410 out, can go anywhere, and with the two squads above comes out as French, but if you try and assign it to any of the other French squads (forgotten countries) they will come out as whatever the previously selected squad ID was, Russian for red or German for blue.

So yes, it's a limitation in DCG, if you look in the squadrons.dcg file there are only these two, new squads don't seem to work. Seems to be still hard-coded in DCG.
On the other hand I've created new gb squads with no limitations, so what's going on? Have to delve a bit deeper.

You can still have multiple squads though, use NN for fighters and fr01 for bombers and assign each squad individually in FMB or timetable.

fr0100 = fr0100 + fr0101 + fr0102 + fr0103 = 4 flights of 3 or 4  (i.e. XX00, XX01, XX02, XX03, squadron 1, flights 1-4)
fr0110 = fr0110 + fr0111 + fr0112 + fr0113
fr0120 ...
fr0130 ...

and the same again for NN using fighters, gives you 8 operational squads, so the Brits will have to fill in the numbers. (and/or use the 3 Dutch squads too?)
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Ducon321 on January 11, 2012, 09:36:56 AM
Same story for Belgium squadrons even the default be0 does not works, but the 3 dutch speaking squadrons plus  DU_NN are working properly.

It's really frustrating I am giving up on this campaign...  Going to model invasion of Poland campaign instead

I think that DGC is a dead end. While the mod community is really open DGC is a kind of close box.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Ducon321 on January 15, 2012, 04:25:11 PM

Lowengrin on 15 Jan : 10:08
Sorry, they're hard-coded. So if you're using mods, you're stuck with the vanilla countries.

I am still working on that west40 campaign because the map is actually great and hope to see some change in the nexct DCG.
Otherwise I can use brit squadrons with french and belgium skins.

Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slit on January 18, 2012, 03:40:50 AM
Haven't been here a while.

Hopefully we're almost there now, but still found another surprise dead loadout at the end, in the U2 biplanes of all places, anyone know what a Gruz is actually?
In case you're still wondering "gruz" means literally "cargo".
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on January 30, 2012, 10:57:01 AM
Thanks Slit, good to see you back again. Was wondering, but then I asked my secretary, who speaks fluent Russian but doesn't understand anything about Forgotten Battles or Pacific Fighters... I thought since it was a dead loadout it might mean "ballast" or "dead weight," but wrong again as usual...
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on February 11, 2012, 11:27:03 AM
Hmm, looks like time for an update, better get on with it.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on February 18, 2012, 01:07:51 PM
News: DCG 3.47 beta is available at Paul's site, and the loadout limitation is fixed, now up to 40 characters!

This will work as is for standard DCG campaigns (stock only), but don't use the old compat files. These are being updated for DBW 1.7 plane and loadout consolidations/changes, and now all loadouts will be available finally, once I've finished checking them...
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Lupus on February 22, 2012, 09:39:35 PM
So, really I did.  I tried reading the fine manual but . . .

After I downloaded and got DBW 1.7 working great.  I dl'd and installed DCG 3.46 and applied your updates, and no go.  Can't get a mission one to load from DCG.  I know I"m missing something obvious.  If you can see your way to help me i'd appreciate it.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on February 23, 2012, 06:06:38 PM
First thought is that the current files are for DBW1.6. 1.7 brings some changes to the plane list and loadouts so some may no longer work or cause the famous exploding spawns problem. The 1.7 files are in progress (bit overloaded right now) which will fix all that (along with the new DCG 3.47 beta, but to use it the loadout columns in payloads.dcg have to be extended to 40 characters, but doesn't fix the previous problem).

Without knowing how you have things set up, and any error messages, or exactly what happens in what sequence, it's hard to say what's going wrong.
Does the briefing screen come up, but can't load the actual mission, or not even the briefing? Does the campaign actually generate? Which campaign is it with which plane? Maybe I can reproduce it. Need some info!
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Lupus on February 23, 2012, 08:11:27 PM
You got it on the first go.  DBW 1.7 with DCG 3.46 and current files.  Thanks.  I'll try to be patient and let you sort through real life waiting on you to update your DCG files. . . .

. . . are they done yet?  ;)

I guess I'll have to back up and reload DBW 1.6 for now.  Oh well.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: kpn.kardif on February 23, 2012, 11:36:47 PM
Pretty sure this is putting the cart before the horse, seeing as how the new version of DCG and DBW are still getting sorted, but I would looooooove to see some of JastaV's campaigns redone for DBW.  His Great Patriotic War campaign was one of my favorites back when I was still playing vanilla 4.09.  Those campaigns were huge too, so I understand the amount of work that would be involved.

Still, just thought I'd throw it out there  :)
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on February 24, 2012, 01:35:23 AM
I'm up to my ears in stuff right now, but getting there.

Windweapon (hang on, changed name...) said he was working on updating some campaigns, so there needs to be some coordination to avoid duplicating effort, but maybe we need the author's permission first? Maybe ask at Paul's site if JastaV is still around there, but wouldn't be that difficult once granted.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: WindWpn on February 24, 2012, 09:00:17 AM
I'm up to my ears in stuff right now, but getting there.

Windweapon (hang on, changed name...) said he was working on updating some campaigns, so there needs to be some coordination to avoid duplicating effort, but maybe we need the author's permission first? Maybe ask at Paul's site if JastaV is still around there, but wouldn't be that difficult once granted.

Yes, I am currently working on a re-release of the Libya 41 campaign (http://www.sas1946.com/main/index.php/topic,17015.msg239765.html#msg239765) originally posted on Lowengrin's DCG site.  I have the permission call in for re-release and am awaiting response back.  I added a RAF component to this originally IT campaign as well as some other tweaks.  Additionally with DBW, and the Clean JGME Mod packs, this campaign really looks nice!   Just a few more tweaks and tests to run along with solving the Libyan traffic jam issue, and of course permission/credits, and we will be good to go!

Also, I have been working with Lonestar67 and his PTO theater campaigns for DBW.  Nice stuff there too such as the Aleutians campaign now features the Ryujo (http://www.sas1946.com/main/index.php/topic,17015.msg237252.html#msg237252), along with correct function in DBW!

stay tuned!

~S~
wind
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: sa_475th_Chaney on February 25, 2012, 08:22:38 AM
News: DCG 3.47 beta is available at Paul's site, and the loadout limitation is fixed, now up to 40 characters!

This will work as is for standard DCG campaigns (stock only), but don't use the old compat files. These are being updated for DBW 1.7 plane and loadout consolidations/changes, and now all loadouts will be available finally, once I've finished checking them...

Sorry but I'm a lil lost here. Maybe you guys are mainly dealing with issues for creating your own DCG campaigns. I haven't reached that level yet. Too much to read lol. but if I understand correctly, your mod" DCG4DBW" was intended to get the correct loadouts on planes where we had to add lines ourselves, which i get that. What I'm confused about is this 40 character thingy. As I know , there isn't a new DCG4DBW mod out there for the new DCG beta. Is one in the works or has the new beta fixed it where we no longer need it? Also, I do not see the TBD-1 at all listed in any DCG generated campaigns. It's not even on the list or is this simply a 4.11 option or do we need to add it like we did with the B-26? I dont even use 4.11 and that is the only place i even saw the TBD. Thanks and cheers.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on February 26, 2012, 06:35:56 AM
Chaney, this is where it's getting a bit complex now.

The original files are for DBW 1.6 & DCG 3.46, where we had the full plane set in DBW but the problem of 20 character max payload strings in DCG, which meant some had to be excluded, apart from sorting out the real ones from the dummies in weapons.properties.

Now we have DBW 1.7, where the plane list is reduced with some consolidated into a single slot and the payloads combined under the single plane entry, so the lists in DCG have to change too.

DCG 3.47 (beta) is actually for IL2 4.11 so includes the new planes which are however not in DBW 1.7 but can be added, and removes the payload character limit so we can now include the full list for all planes, but there are a couple of errors here too (beta).

Using the old files in DCG 3.47 will cause errors as the payloads.dcg list is still only 20 characters, you get broken entries.
The planes and payloads themselves no longer match those in DBW 1.7, so again errors.

DBW 1.7 still has a lot of dummy entries in the list so it all has to be checked, plus planes in 4.11/DCG3.47 but not in DBW1.7 (i.e. some which were combined) have to come out, plus some add-ons everybody wants (B-26, Do-17 etc.) all have to go in.

So a bit of juggling around, this version should come with an XL table so everone can see what's where. Or should that be Open Office?

However, while I'm pissing about drafting the new set I posted an alpha test version of the Clash of Eagles campaign (end of that thread) so there's something for everyone to play with on Sunday night. It's just a test, but will fill a few empty hours, and works with DBW 1.71 and DCG 3.47 beta.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: sa_475th_Chaney on February 26, 2012, 01:56:03 PM
Ok gosh now I am reeeeeally lost. I thought 4.11 was standalone with no UPsupport (which is the backbone for DBW in some aspects)and now we have a 4.12 out? So then the new dcg will only cater to ppl using 4.12?  ???
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on February 26, 2012, 02:02:08 PM
nah, just me getting ahead of myself, 4.11, 4.11, write 100 times on the blackboard Slink... but it's still a bit of a mix, DBW 1.8 will presumably support 4.11... but DCG 3.47 already does as it's based on stock. Confused, me too a bit sometimes, obviously...
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: sa_475th_Chaney on February 26, 2012, 02:20:55 PM
hahahaha. then disregard my frantic other post lol. Slink you rule. I get ahead of myself too. man just imagine 1.8 with 4.11 support. They'd have to feed me intravenously and give me a bed pan. I'd never leave my room. LOL
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on February 26, 2012, 02:37:44 PM
LOL, I just answered in the other post!

This will all be coming together eventually, things are just a bit out of synch at the moment, including me. When we get 1.8 (4.11) with the new goodies then I'll ask you for a spare bedpan too... I'll be chained to the compie doing the CoE update...
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Stonehouse on March 01, 2012, 03:10:45 PM
Hi,
I'm the author of the DCG for Darwin42, which is a fictional "what if" campaign centered around the Japanese attack on Darwin. Windweapon contacted me regarding permission to re-release the campaign with altered DBW config files etc. I'm happy for this to happen but should warn you that it's based on v1 of the Darwin map and the rds and srd etc info are built for that version and not v2 of the map. V2 had some major rewrites of road and rail system as well as considerable changes to land geometry around Darwin and repositioning of parts of the town and expansion to the open sea area north of Darwin. Redoing this to fit v2 of the map has been on my to-do list for the longest time because it will change the balance in the campaign considerably for the better but real life just hasn't given me any spare time to do it with job, house reno's and kids etc. Considering that there seems to be interest in the campaign I'll try to find time to do this stuff again so the community ends up with a campaign on the latest map but it will take a long while I'm sorry. In the meantime as I said I'm happy for you guys to DBWise it and re-release it. I'll also make a point of dropping by here as much as I can in case there are questions around the campaign during it's revamp.

Somewhere on one of my hard drives or burnt on a DVD I think I've also the beginnings of a Malta campaign too, again a what if scenario around the idea that Hitler approved Operation Herkules. Lots of research material gathered, concept notes, Malta airfields populated on a mod map of a few years ago etc etc. If I can find it all I'll send it over in case someone can finish it before I can ( hehe which is almost certain ;) )

Cheers,
Stonehouse
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: WindWpn on March 01, 2012, 03:45:22 PM
Hi,
I'm the author of the DCG for Darwin42, which is a fictional "what if" campaign centered around the Japanese attack on Darwin. Windweapon contacted me regarding permission to re-release the campaign with altered DBW config files etc. I'm happy for this to happen but should warn you that it's based on v1 of the Darwin map and the rds and srd etc info are built for that version and not v2 of the map. V2 had some major rewrites of road and rail system as well as considerable changes to land geometry around Darwin and repositioning of parts of the town and expansion to the open sea area north of Darwin. Redoing this to fit v2 of the map has been on my to-do list for the longest time because it will change the balance in the campaign considerably for the better but real life just hasn't given me any spare time to do it with job, house reno's and kids etc. Considering that there seems to be interest in the campaign I'll try to find time to do this stuff again so the community ends up with a campaign on the latest map but it will take a long while I'm sorry. In the meantime as I said I'm happy for you guys to DBWise it and re-release it. I'll also make a point of dropping by here as much as I can in case there are questions around the campaign during it's revamp.

Somewhere on one of my hard drives or burnt on a DVD I think I've also the beginnings of a Malta campaign too, again a what if scenario around the idea that Hitler approved Operation Herkules. Lots of research material gathered, concept notes, Malta airfields populated on a mod map of a few years ago etc etc. If I can find it all I'll send it over in case someone can finish it before I can ( hehe which is almost certain ;) )

Cheers,
Stonehouse

Hey Stonehouse,

Excellent, glad you approved the re-release!  The update for DBW continues to use the v1 Darwin map, as yea I did see the disconnects when trying v2 where everything fell out of place.  Therefore, I kept the update utilizing v1, which is not bad as there are a number of static objects added to populate the map as well as excellent aerial action to keep the eyes on the sky!   :)

If you would like to review the updated readme prior to release, let me know via PM.  I will be including it with the release archive in PDF format.

~S~

wind
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on March 01, 2012, 03:56:06 PM
Cool stuff guys, thanks to both Stonehouse and Wind, seems the ball is a rollin'...
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Stonehouse on March 01, 2012, 06:13:18 PM
Thanks Wind that'd be great. I figure that the v2 map version of the campaign would be a release for both vanilla and DBW IL2 so it would be good to keep up with your changes.

Cheers,
Stoney
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on March 03, 2012, 11:30:35 PM
New 1.7.1 version coming soon, getting there, with 1.7.1 optionals, must-have B-26, Do17 etc; but any specific requests for add-on planes?
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Lupus on March 03, 2012, 11:55:16 PM
All the Spitfire's would be great.  If they aren't already included.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on March 04, 2012, 12:02:50 AM
You mean all those removed in 171 but still there as optional? Or a specific add-on, thought they were all already there, PR types?
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Lupus on March 04, 2012, 10:06:51 AM
I'm not sure.  I haven't played a lot of 171 with DCG not being compatible with it, since I use that as my primary career DGen.  However, I primarily fly the variants of the Spitfire in career modes, so the more options there the better.
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Semor on March 04, 2012, 04:15:23 PM
I have a little fetisch for the Japan planes,so if you can add the folowing birds, it would be nice.

1. The hidden Ki-44s
http://www.sas1946.com/main/index.php/topic,17493.0.html

2.The Ki-10 Army Type95
http://www.sas1946.com/main/index.php/topic,19215.0.html

2.The JapanCats Pack
http://www.sas1946.com/main/index.php/topic,3204.0.html

...and of course the famous Ki-45 Tei
http://www.sas1946.com/main/index.php/topic,21019.0.html

cheers  ;)
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Slink on March 04, 2012, 05:13:11 PM
(Notes rotating avatar and comment...) a little fetish..? Me too actually, but mostly in 1/48...

OK, will check them out, and yes, windscreen is superb Gerax.
Will also look at the new Corsair & 190 packs, but then maybe I should concentrate on "stock" or "vanilla" and the built-in optionals first to get it out quicker, then follow up with an extras extension pack, seems to be quite a few goodies building up...
Have a lot of entries to get through again... but this time will come with XL table for the big picture and missing skin folders so everything should work smoothly.
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: Slink on March 11, 2012, 05:56:42 PM
New files for DBW171 & DCG347 available in first post.
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: tanda01 on March 12, 2012, 10:47:39 AM
Great news!

Does this mean we can play the older third party campaigns without exploding ? or is it meant for stock and new build third party campaigns?

Thanks for all your hard work!
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: Slink on March 12, 2012, 12:08:50 PM
'fraid it's not that simple tanda01, wish it was.
First thing is the current files only have the DBW171 WW2 planes (the jetset is coming...), but should be OK outside Korea etc, however; they are only for DCG347, and will not work with 346 (actually, only the payloads.dcg file would need editing back down to the old character limit, but losing a lot of long loadouts in the process).

Old campaigns that only use stock planes should generally be OK, including the stock DCG campaigns (unless Paul updates them to use 411 planes, but these will go into the files too).
Old campaigns using old mod planes, such as for UP2, or even DBW1.6, may well have problems as if they reference a plane or loadout which no longer exists in DBW171 then there will be an exploding spawns problem. This can only be fixed by updating the campaigns themselves, which is being done, gradually, but it's a big job.

The same is true for (old) static campaigns and missions of course, anything that references something which is not in the (current) game will cause problems.
Maybe missions & campaigns should use the label system too, like for 409/410 mods, showing which version they are compatible with, though if everything gets fixed eventually there should be no need as new DBW versions should only add stuff not take anything out so a 171 campaign should also work in 1.8, in theory.
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: sa_475th_Chaney on March 12, 2012, 07:53:00 PM
New files for DBW171 & DCG347 available in first post.

hahaha thanks mr. slink. but i will wait patiently for you to finish the classfiles before i even think of going into 3.47beta. I'm flying 1.7.1 with 3.46 and yes it is buggy but at least i'm able to fly a lil. but thank you for continuing to help us in having more fun. S!
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: Slink on March 13, 2012, 04:15:20 AM
Chaney, here's the same 171 data in DCG346 format if it helps. http://www.datafilehost.com/download-fc0e11ff.html
(without the over-long loadout strings, you need to set the loadouts, WW2 only as yet, will get the jetset out soon but I have a RL project to do...).
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: lokitexas on March 13, 2012, 08:36:01 AM
I am using DBW 1.71 and beta DCG 3.47.

Not sure if this makes sense or not, but when I installed the new files (the replacement Data files in the DCG folder), I am getting a few errors. I started a new campaign as Germany *Pilot in the Western Front (DCG). Picked Normandy '44, and the FW190 A-5. Got an error that shut down the game saying "Not a vaild integer". This also happened after one mission in another campaign as I hit "apply" at the end. It was a Pacific campaign as an American Navy pilot, using the Hellcat.

I was using what I guess is the the stock DCG campaigns. The only other I have was CoE (but disabled in the JSGME) in order to check out some different ones.

Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: Slink on March 13, 2012, 04:27:48 PM
Thanks mate, will check it out, found a few bugs already, check... squash... wipe... update coming...
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: Railer on March 13, 2012, 08:36:00 PM
I wanted to thank you for all of your efforts. They are appreciated!
I am flying DCG in Singapore (British) and everthing has been working great. I know there will be some bugs somewhere so thank you in advance for all of your work in finding them.
Railer
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: Slink on March 14, 2012, 09:27:30 AM
So, tried all the European campaigns in stock 171, and this error happens only with Normandy44, and also with the original files, so it doesn't seem to be related to the new files. Have to check it with original/modded 347 installed in 411, which is what it's actually meant for, but could be a bug in the beta. Needs to be confirmed before reporting though, but this did happen once before as I remember. Can't see anything obvious at first glance however, apart from the mismatched locations in campaigns and allcampaigns, but that didn't help either. Will have to look deeper and try the Pacific/Russian campaigns too, but this is where it gets complex doing files for a modded 171 based on 4101 for a beta version meant for 411, so we may be getting a bit ahead of ourselves here, having to differentiate between possible bugs in the beta and possible bugs in the files, but it will all come out in the wash eventually...
thinks, have to try it with the 171/346 files, and see if it happens there too, or not...
but thanks for the reports and support guys, a little bit of credit goes a long way... ;)
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: lokitexas on March 14, 2012, 10:07:09 AM
Let me clarify, in order to try and help narrow it down.

When I picked the Normandy 44 DCG with the FW 190A-5 I got the error when I hit generate. After I restarted IL2, I went to to another campaign that was already started in the Pacific. So there might have been some conflict that a simple force close of IL2 and restart didnt fix. Like DCG was still "stuck" on that campaign I tried to start.

Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: Slink on March 14, 2012, 05:24:31 PM
You're right, same thing happened when I crashed it on Normandy44; DCG got stuck on the crashed campaign. Tried a bunch of other campaigns in the meantime, with the debugged files and a set of loadouts assigned in payloads.dcg, no problems so far. So, adding in all the other planes...
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: Slink on March 16, 2012, 03:02:04 PM
So, another glitch, this time France44 crashing out with a "not a decimal" error. Plane files are mostly done with optionals and some extras, but looks like I really need to do the 346 version too (without the long loadouts). Hang on, get there soon.
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: lokitexas on March 16, 2012, 07:06:22 PM
Awesome.
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: sa_475th_Chaney on March 17, 2012, 11:29:05 AM
Chaney, here's the same 171 data in DCG346 format if it helps. http://www.datafilehost.com/download-fc0e11ff.html
(without the over-long loadout strings, you need to set the loadouts, WW2 only as yet, will get the jetset out soon but I have a RL project to do...).

Hiya Slink. I am trying to understand this post and what you said on the next page. This link you gave me is for people running 1.7.1 and DCG 3.46 right? Because that is what i am running because I think you said there is still work that needs done for the 1.7.1 and 3.47 to work correctly.
Title: Re: DCG for Dark Blue World - new for DBW171 & DCG347
Post by: Slink on March 17, 2012, 01:27:10 PM
Yes, you got it, although the current files are just buggy drafts for testing, one for 171 with 346, the other for 171 with 347beta. You have to assign any loadouts yourself in the DCG control panel, but just assign them for the planes you're using in your current campaign, some planes have up to 40 loadouts, so the choice is yours... but there will be some problems with these files, the new ones will fix this.

The 2 new full versions are almost ready, just testing and polishing, with all 171 planes, optionals, a few classics (more later), vehicles and ships.
Two sets, one for DBW171 with DCG346, for reliability, but without the long loadouts, as before.
one for DBW171 with DCG347 beta, for the adventurous, but with all loadouts active.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on March 18, 2012, 04:24:51 PM
New files are up, see first post.

Note stupid mistake in first post/readme

These are currently the default stock/DCG set with NO FORGOTTEN COUNTRIES.
Ignore this, it's a load of crap. Should read DBW DEFAULT, i.e. not off, and not full, just as it came straight out of the box.
Title: First Fix for B-26
Post by: Slink on March 19, 2012, 01:49:54 PM

First fix!
Thanks to 78thFG_WindWpn for spotting this one.
The B26 loadout data is for the original version, v2.2 has new loadout data, just copy paste this over the entries in allpayloads.dcg (make sure the spaces line up) and set your own loadouts in the DCG control panel.

Code: [Select]
B_26B                                    B 20x100lbsB_26B                                    B *30x100lbsB_26B                                    B 10x250lbsB_26B                                    B *16x250lbsB_26B                                    B 10x260lbsFragBombsB_26B                                    B *16x260lbsFragBombsB_26B                                    B 10x300lbsB_26B                                    B *16x300lbsB_26B                                    B 6x500lbsB_26B                                    B *8x500lbsB_26B                                    B 4x1000lbsB_26B                                    B 2x2000lbsB_26B                                    B 4xSupplyBoxesB_26B                                    B 12xM26IncendiaryClustersB_26B                                    B 100xParaFB_26B                                    T 1xTorpMk13B_26B                                    T 1xTorpMk13Late
If you're using 346 with the 20 character limit delete the 12xM26IncendiaryClusters entry, it's too long, the rest are OK.
I'll wait and see if any more turn up before putting an update out, saves everyone downloading, or put an updated file in with the extended Xtraplanes data when it's ready.
Title: Re: First Fix for B-26
Post by: sa_475th_Chaney on March 21, 2012, 11:35:53 AM

First fix!
Thanks to 78thFG_WindWpn for spotting this one.
The B26 loadout data is for the original version, v2.2 has new loadout data, just copy paste this over the entries in allpayloads.dcg (make sure the spaces line up) and set your own loadouts in the DCG control panel.

Code: [Select]
B_26B                                    B 20x100lbsB_26B                                    B *30x100lbsB_26B                                    B 10x250lbsB_26B                                    B *16x250lbsB_26B                                    B 10x260lbsFragBombsB_26B                                    B *16x260lbsFragBombsB_26B                                    B 10x300lbsB_26B                                    B *16x300lbsB_26B                                    B 6x500lbsB_26B                                    B *8x500lbsB_26B                                    B 4x1000lbsB_26B                                    B 2x2000lbsB_26B                                    B 4xSupplyBoxesB_26B                                    B 12xM26IncendiaryClustersB_26B                                    B 100xParaFB_26B                                    T 1xTorpMk13B_26B                                    T 1xTorpMk13Late
If you're using 346 with the 20 character limit delete the 12xM26IncendiaryClusters entry, it's too long, the rest are OK.
I'll wait and see if any more turn up before putting an update out, saves everyone downloading, or put an updated file in with the extended Xtraplanes data when it's ready.

Hi Slink. First thanks a ton for your hard work. This is awesome. Next is that I am not sure how I'm supposed to open the allpayloads.dcg file and place in the B-26 data above. Would I open that file with notepad? I don't want to try it and totally screw this up so I'll wait for your response hehe. Also will I even need to bother with this if I'm running 1.7.1/3.46?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on March 21, 2012, 02:57:42 PM
You only have to bother on two counts,

you actually have the B-26 v2 installed, or will install it at some point (I still had the original... shame on me... but it's not 1940...) but we'll all install it eventually...

If you're not sure simplest would be to just download again so you know you have the updated version, fixes both 346 and 347 B-26 loadouts (thanks to 78thFG_WindWpn who provided the data) and fixes the timetable for the Poland campaign too. Just overwrite all the old files with the new download and you're in the clear.

You can open all of these in notepad, but it can be helpful to have a better editor that shows all the spaces, and has a proper undo function too.
Copying and pasting the B-26 line into class.dcg should be pretty straightforward, but do remember to ensure there is no empty line break at the end of the file, otherwise DCG screws up seriously.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: SlowBurn68 on March 21, 2012, 05:55:38 PM
I downloaded it but I'm afraid to install because I'll just mess it up. lol
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: sa_475th_Chaney on March 21, 2012, 06:09:16 PM
Awesome. I got the B-26 running good. No explosions on spawn anymore but for some reason, I still cant play 3rd party campaigns. I think it's still something to do with 1.7.1. All the 3rd party campaigns i used to play, I can no longer play like Solomons and Coral sea. I have to just generate a campaign. Sucks but I'm having fun anyways. Maybe this will work itself out I hope. I have everything done correctly like choosing DCG optional 3rd party folder but still i click the green launch button and nothin. lol.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on March 22, 2012, 01:10:33 AM
Slowburn68 - isn't it included in wind's easy install jsgme planes pack (if it's still available)?
An add-on jsgme planes pack with the DCG data included would be handy, but requires a standard DCG install location, so everyone would have to put it in the same place, although why not actually? Would make things easier. The whole thing could then be simply enabled in jsgme and everything would be there, but would be a much bigger download of course. IL2_Folder/IL2DCG would seem the obvious choice...

Chaney, you did enable "offline career generator" & "replace career generator (DGen)" under the Modes menu?
Just tried the Solomons campaign as USN fighter/T-bomber, generating from inside IL2, and works fine. Do you mean the "Start" or "Generate" button?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on March 22, 2012, 06:40:47 AM
Slink,I really like to thank you for your work.Guys like you,and the Campaign builders keeps this DCG thing alive.

Carry on mate.  8)
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: WindWpn on March 22, 2012, 07:58:04 AM
Awesome. I got the B-26 running good. No explosions on spawn anymore but for some reason, I still cant play 3rd party campaigns. I think it's still something to do with 1.7.1. All the 3rd party campaigns i used to play, I can no longer play like Solomons and Coral sea. I have to just generate a campaign. Sucks but I'm having fun anyways. Maybe this will work itself out I hope. I have everything done correctly like choosing DCG optional 3rd party folder but still i click the green launch button and nothin. lol.

Hey Chaney!

did you try out the updated Darwin DCG campaign (http://www.sas1946.com/main/index.php/topic,23997.0.html)?  Should work with DCG 3.4.7.  I also updated Lonestars Coral Sea for personal use (have not checked in for permission to release yet).  Basically the only thing required is to create a class and payloads dcg file for the custom campaign respective to the planes flown in the campaign (these can be derived from the timeline.dcg.  Grab yourself Notepad++ (http://notepad-plus-plus.org/download/v5.9.8.html) for editing dcg, mis, rds, etc files.  It maintains all relevant spacing and works very well for working with dcg files directly.  Allpayloads and squadids can be pulled from the master set and thus not needed in the custom campaign directory.

All in all, fun times!

~S~

wind
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: tanda01 on March 22, 2012, 11:27:31 AM
I believe Lonestar's third-party Pacific campaigns were all updated for DBW1.6 + DCG3.46.(which I'm still using)  I'm wondering the advantage of DBW1.7.1 + DCG3.47. It seems like a lot of work (I mean all the campaign updating) for something that will last until the next DBW (weeks maybe?) changes everything again.

I was thinking of updating an old third-party campaign myself (with permission) but if it will be rendered obsolete with the next update, why bother ?

I love all the improvements that UP and DBW and all the other modders bring to the game, but as a fan of dynamic off-line campaigns I'm wondering if potential campaign creators are put off by the rapid changes. Is DBW1.7.1 loadout and DCG3.47 supposed to be around for a while?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: WindWpn on March 22, 2012, 12:36:23 PM
I believe Lonestar's third-party Pacific campaigns were all updated for DBW1.6 + DCG3.46.(which I'm still using)  I'm wondering the advantage of DBW1.7.1 + DCG3.47. It seems like a lot of work (I mean all the campaign updating) for something that will last until the next DBW (weeks maybe?) changes everything again.

I was thinking of updating an old third-party campaign myself (with permission) but if it will be rendered obsolete with the next update, why bother ?

I love all the improvements that UP and DBW and all the other modders bring to the game, but as a fan of dynamic off-line campaigns I'm wondering if potential campaign creators are put off by the rapid changes. Is DBW1.7.1 loadout and DCG3.47 supposed to be around for a while?

The update process is really not that bad.  It boils down to the class.dcg, payloads.dcg, and timeline.dcg files.  Also the master .mis files will need to be checked.  1.7.1 reduced the plane set so the primary thing to look for is correct aircraft calls within the respective campaign files.  In most cases there is a set of planes which is usually quite easy to track (rarely more then 10 planes called up in a given campaign).  Once the planes are verified, the next its payloads.  Allpayloads should be good to go in the main DCG /data/ folder per Slink's work.  A custom class and payloads.dcg file will be necessary for the given 3rd party campaign for only the planes used in that campaign arena.  With 3.47 the main change with payload is the move from 20 to 40 character set for loadouts, and this has to be fixed for any custom campaign originally coming from 3.46.  Easy work though given Slink's starting point and most importantly, the Allpayloads.dcg update.

Squadids.dcg may cause issue, but again this is fairly tight as respective to the plane set for a given campaign arena.   Still experiencing exploding aircraft, check the java console and if squad id related, use FMB for the plane/country to identify a working squad id in DBW 1.7.1.

All in all, once you know what to look for, its quite easy to successfully update a campaign to run in DBW 1.7.1 and DCG 3.47.  Slink's work is key to this ease effort, especially with plane loadouts (allpayloads.dcg), however, luckily there is no need to touch the original campaign routes or map related files.  The mis files may need some tweaks, but it depends upon how the original campaign was built and how the mis vs. timeline files were used as the source for generating campaign missions.

A key new feature of DCG 3.47 is support for 40 char loadout strings.  A lot of new planes include these long strings (such as the AD4) therefore, certain loadouts would not function in 3.46.

As we move forward, old DCG campaigns will need to be updated to verify plane sets and loadouts, but luckily the process is not too difficult.  In fact, it is quite easy and if done correctly, actually improves the custom campaign code base from the DCG perspective since all the plane data not included in the campaign is stripped out (at least that is how I do my updates).

Additionally statics can be checked as is often the case, a "generic" may be called in an original campaign where in the latest DBW, the given object may have a designated representation.

All in all, it is definitely worthwhile to update DCG campaigns out there, especially great ones such as Lonestar's collection!

~S~
wind

Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on March 22, 2012, 02:28:49 PM
Semor, thanks mate, greatly appreciated,

Chaney and tanda

original post a couple of pages back under "Lonestar's DCG Pacific Campaigns for DBW1.6 - Download"

but as tanda points out these are for DCG3.46/DBW1.6

so I'll redo them for DBW1.7.1, just hang on a bit Chaney, no editing required, don't panic...

Also made a basic planes collection for anyone not comfortable with installing, just the classics and 411 planes is a gigabyte, which I can squeeze down to around a hundred megs, so how much can people download? Full pack is 3 gigs, which is overdoing it, especially in jsgme.

(Although with TotalMODder this is not a problem, all mods are static, loaded in any combination through simple profiles like DBW clean, modded, ETO, PTO, CoE, whatever you like, all on a clear and simple control panel, even lets you choose a different look... Only skins and campaigns actually need to use jsgme, it's so elegantly efficient and easy I love it, thanks again Pablo)

Is it all worthwhile? Sure, DBW may well expand but shouldn't contract, so anything in an updated campaign for 1.7.1 should also work for 1.8 (in theory...). There may just be some extra goodies to include in future campaign updates, actually positive for builders, so once the basic upgrade from UP2/HSFX is done (the grind, depends on which campaign...) we get to play with some new toys (the fun). Updating a campaign now means only having to do a bit of tweaking later if you want to include something new, and 1.8 doesn't seem likely to appear for a while yet anyway, but will bring loads of 411 goodies, and DCG3.47 is still a beta so we're ahead of the game a bit actually, next will come with 4.12..., so if you're keen go ahead tanda, nothing will be wasted, just ask if you need any help.

Wind, LOL, I never thought I'd hear moving forward outside of a meeting, don't do that to me...  :P
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: sa_475th_Chaney on March 24, 2012, 01:13:22 PM
Awesome. I got the B-26 running good. No explosions on spawn anymore but for some reason, I still cant play 3rd party campaigns. I think it's still something to do with 1.7.1. All the 3rd party campaigns i used to play, I can no longer play like Solomons and Coral sea. I have to just generate a campaign. Sucks but I'm having fun anyways. Maybe this will work itself out I hope. I have everything done correctly like choosing DCG optional 3rd party folder but still i click the green launch button and nothin. lol.

Hey Chaney!

did you try out the updated Darwin DCG campaign (http://www.sas1946.com/main/index.php/topic,23997.0.html)?  Should work with DCG 3.4.7.  I also updated Lonestars Coral Sea for personal use (have not checked in for permission to release yet).  Basically the only thing required is to create a class and payloads dcg file for the custom campaign respective to the planes flown in the campaign (these can be derived from the timeline.dcg.  Grab yourself Notepad++ (http://notepad-plus-plus.org/download/v5.9.8.html) for editing dcg, mis, rds, etc files.  It maintains all relevant spacing and works very well for working with dcg files directly.  Allpayloads and squadids can be pulled from the master set and thus not needed in the custom campaign directory.

All in all, fun times!

~S~

wind

Yes your campaign is awesome. Thanks a ton.

Hey Slink, I think I figured out my issue which still seems odd because I never had to actually go into each campaign folder in IL2DCG to select "allcampaigns".  I have to do that for each campaign I wish to run. I used to have it already come up when I clicked on "Select DCG Campaign Folder" . I thought it worked for every campaign by default or something lol. Well at any rate, my campaigns are back up and running. Having a blast again. Thanks guys.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on March 24, 2012, 04:22:32 PM
Ah, yes indeed Chaney, Lonestar originally made them all as separate campaigns, I just put all the updated campaigns together in one download.

However, the entire series (except the Aleutian campaign, which runs at the same time as Midway) is coming out as a combined single grand campaign you can play from 1942 to 1945, along with required planes already pre-installed so everything is set up ready to go.

Just needs a couple of bugs ironing out and some timetable tweaks and you'll be able to simply install, play all the way through, and then take it all out again afterwards, just like in CoE.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: lokitexas on March 24, 2012, 07:50:44 PM
Do the new files fix Normandy or is it still a no go?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on March 25, 2012, 11:30:25 AM
So, got it.
Edit the P-38J entry in class.dcg (you can edit entries directly in the DCG control panel, or notepad will do)

Change the end date to a month or two later:

P_38J                          P-38J Lightning                     us 1 4 1 194308 194408 P_38J15LO                      P-38J                               none                           7620 Meters 318.00 kph  Default     531.00 kph

On the planes panel change the update entry from the old P-38J which was removed from DBW to the J-15-LO, which is still there.

The old date, 194406, was precisely the point where the campaign starts, and the squad using this plane was then without an assigned aircraft as DCG was looking for an update which no longer exists.
All my mistake, will have to blank and redo all the upgrades/downgrades as I clearly missed that one and they can be more important than it seems apparently, though this one is quite a coincidence...
Still, solved, will go in the next update along with some other tweaks.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: lokitexas on March 27, 2012, 07:04:52 AM
Looking forward to the next update. Wish I knew more than diddly about class files, and could be more help than just "This dont work" lol.

Also hoping some more 3rd party campaigns start coming out for DCG/DBW.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on March 28, 2012, 05:02:50 PM
working on it, but there's a lot of up and downgrades to get through... thought of downgrading two places, so you really do fly an earlier type, or swapping types completely on downgrade say from 190s to 109s so it's not strictly linear, but maybe I should just keep it simple...
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lonestar67 on March 30, 2012, 06:01:04 PM
Paul Lowengrin has released a new version of the 3.47 beta!

http://www.jg1.org/tabid/116/g/posts/m/2933/DCG-3-47-Open-Beta-Test.aspx#post2933
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on April 01, 2012, 07:59:50 AM
Nice. Thank you!
Will have a look.

:)
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Whacker on April 02, 2012, 12:07:28 AM
Just wanted to say a bit THANK YOU! to Slinkster for your work on this.  All you DBW wizards make this mod that much more fun.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on April 02, 2012, 05:20:22 PM
Thanks Whacker, we all do our best!

Big update in the pipeline, lots of bugfixes and some more on top...
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on April 03, 2012, 09:54:16 AM
I know,you are very busy at the moment,but...

I´ve found a strange bug 3.47 beta 3, seems like DCG didn´t find the dynamic weather object anymore  ???  ???
I can place the object in the FMB and it shows up in the masters section like normal,but when I create a campaign and make a re-check in the DCG MIS-file,the object dosen´t  appear.
The same goes from time to time for the random planes. I tested this for different nations in different scenarios,but it´s always the same. hmmmm,very strange. Maybe the problem is the new weather section that comes with the 3.47 ?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on April 03, 2012, 11:54:11 AM
Oh god yes I am, just seen the upcoming stuff Anto presented; anyone for DCG WWI? Maybe! Have to check it out... later... not now... but maybe...

Semor, sounds like a bug report for Paul, but check first, he said off the top of his head, whether it's not disappearing over the front line like I made the stormfronts behave in CoE. If it's red then it won't appear on the blue side and vice-versa. It's red by default so can simply go in a red corner, or make it none so it can go anywhere (possible? Have to look again), but that's my first guess. Have to check that one. The new settings in DCG only affect wind, so shouldn't be a problem there. Check in the campaign files to see if it's in the campaign, mission files only show what's in that mission, or look on the control panel under column and static objects, there's a list box at the bottom showing everything in the campaign and it's active/inactive status, but put the weather object at the top of the master template first (and regenerate) to avoid having to scroll through the list to find it...

Random planes? You mean stationary planes at airfields? They don't always appear, DCG actually checks if any planes are at that airfield (not in flight) and which squad/type, and will also deduct any destroyed, in proportion, from the squads on the ground at that airfield... smart stuff...
Of course if there is no static plane object then you can't show them... putting some into the DCG expansion pack right now thanks to Epervier... Equally reducing objects density will also reduce the number of static plane objects.. or did you mean something else?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on April 04, 2012, 06:23:30 AM
Ok, I check what you said,and look again,and I can not make it "none".so,the weather object stays always red.no matter in wich corner I put it.
I double check the MIS file in the masters section,and like I sayed in my post above,the weather shows correctly,but after the campaign genaration there is nothing in the campaign files,no sweet dynamic weather,nada.the funny thing is,as I look at the stationary objects in the column section in the DCG pannel and.....now it shows up!! but not in the campaign files at all.... this drive me nuts  :P
maybe you´re right and this is really a bug report for Paul,but as you know,unfortunatly his site is down.so,I have to be patient and looking straight forward for your next update surprise.

and the random planes? no,no.sorry for this,yesterday it was late. I mean the vector objects. but these things are luckyly still funktional.

Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on April 04, 2012, 06:18:22 PM
So it is there, if it shows in the stationary list, but is it active? That was indeed the point, it can only be red, so if you put it on the blue side of the map, or in the middle, DCG may deactivate it like any other red object on the wrong side of the front line. Try putting on the far red side where it won't cross the line. Actually I think I did this one myself once when I was making CoE...
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on April 05, 2012, 06:49:40 AM
so..here it is,the final battle report...
after hours and hours of testing the feeling is that DCG have a little bug with the singapore2 MIS file. because in all other pacific files like burma,wake,okinawa,etc, the weather object works fine so far.I don´t know whats the cause is,and I can´t find a solution at the moment.
Anyway. Now I have set the weather for all scenarios in the masters list,and I hope it works well so far.

If it´s ok for you slink,and if anyone is intersting,I can upload the modified masters file for DCG 3.47. so that everbody can fly with dynamic weather! It´s a real challange especially with HUD & map icons of when the weather turns bad.  :D

semor.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on April 05, 2012, 03:02:24 PM
AH, what a relief... online again, thanks Semor.

Sure it's OK with me, (LOL, I don't own DCG...) and it's an open thread, so please, feel free.
Actually, if it's OK with you I'll include them in the next update pack too which should install the C&C objects along with some classic missing planes, Wellington, B26, etc. Well, actually in two parts, postwar/jet age will come as a second pack for Korea etc, as the planes are different and the red/blue assignments too, but more on all that later, some major releases are in the pipeline so could be some more essential campaign stuff, but it's already getting too big... but eventually we'll get all the standard campaigns reworked and updated, so you might find a reduced CoE version replacing BoB40 too, but all within the DCG grand campaign system, but not quite yet of course.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: ol' Navy on April 07, 2012, 07:53:53 AM
Paul Lowengrin has released a new version of the 3.47 beta!

http://www.jg1.org/tabid/116/g/posts/m/2933/DCG-3-47-Open-Beta-Test.aspx#post2933

I have a probably stupid question concerning the DCG things.  Does the old one need to be removed if you are going to install the new one, or does it just overwrite everything?  Are there any other factors (like saving any files, etc) to consider?  Thanks for any help.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lonestar67 on April 07, 2012, 09:20:26 AM
Hi Bob!
Yes, first uncheck "Auto-Generation" and "Replace DGen", eventually "Optional Third party Data folder"!
Then delete the old "IL2DCG" folder except the 3rd party campaigns and maybe aces.dcg and "aces" folder, If you should have edited it! Also the "dcg.ini" in the IL-2 main folder!
Then you can install the new one! But dont try to continue old campaigns, start a new one!

BTW: A new version is out: http://www.jg1.org/tabid/116/g/posts/m/3016/DCG-3-47-Open-Beta-Test.aspx#post3016

Hope it helps!
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: ol' Navy on April 07, 2012, 09:38:16 AM
Hi Bob!
Yes, first uncheck "Auto-Generation" and "Replace DGen", eventually "Optional Third party Data folder"!
Then delete the old "IL2DCG" folder except the 3rd party campaigns and maybe aces.dcg and "aces" folder, If you should have edited it! Also the "dcg.ini" in the IL-2 main folder!
Then you can install the new one! But dont try to continue old campaigns, start a new one!

BTW: A new version is out: http://www.jg1.org/tabid/116/g/posts/m/3016/DCG-3-47-Open-Beta-Test.aspx#post3016

Hope it helps!

Thanks.  I'm gonna give it a try.  Noticed you are "Lonestar67".  Are you in Texas?  I live in Seguin.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lonestar67 on April 07, 2012, 09:41:42 AM
No, I live in Germany and I love the "Spaceballs" movie! :D
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: ol' Navy on April 07, 2012, 11:24:40 AM
No, I live in Germany and I love the "Spaceballs" movie! :D

Thought maybe you were one of my "neighbors".  Beautiful country, yours, really enjoyed cruising the Rhine, but probably getting too old to return.  Too long to sit on an airplane (70 yr old rear end).  Take care, and thanks again for the help with DCG.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lupus on April 07, 2012, 12:19:44 PM
So do we have to use DCG 3.47  beta or will this 'DCG Modpack' work with DCG 3.46?  And just for clarification, will wither or both of these work with DBW 1.71?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on April 07, 2012, 05:47:53 PM
The current release works with DBW 171 and either DCG346 or 347beta, the default files are for 347 beta, but there is a directory inside with the files needed for 346 (different format, and some loadouts are disabled because of this, 347 uses all available loadouts... except one which is still too long... the new version will support both too until 347 is finalised.

Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lonestar67 on April 07, 2012, 08:08:49 PM
Thought maybe you were one of my "neighbors".  Beautiful country, yours, really enjoyed cruising the Rhine, but probably getting too old to return.  Too long to sit on an airplane (70 yr old rear end).  Take care, and thanks again for the help with DCG.

You're welcome!
All the best and stay healthy, Bob!
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: lokitexas on April 09, 2012, 10:46:45 PM
I am having an issue with the JU-88's. Using DBW 1.71 DCG 3.47beta3, and the WindWpn clean JSGME's files.

Everytime I go on a mission to escort the JU-88's if they start in the air thats fine, but if they start on the runway, they "drop" onto it, and crash. They dont blow up, but they are totaled. Kinda like they spawned without their gear down, and just slam into the ground. The big issue with this is, if 1/2 are in the air, and 1/2 are on the ground they circle waiting for the others....and endless loop.

On a semi-related note, when I am doing escorts now and then, my flight wont "escort" but just run the waypoints and let the bombers go get killed.

This happens on every stock DCG mission as well as the stock Dgen campaigns using DCG. Am I missing something? Anyway to work around it?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on April 10, 2012, 04:19:52 AM
Ok guys,I have made a little addition for all the stock Campaings in 3.47 untill Slink has finished his big update.
Hope you enjoy. http://www.sas1946.com/main/index.php/topic,24820.0.html

semor
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on April 10, 2012, 01:52:56 PM
Thanks Semor, that's a lot of effort there, very appreciated! Maybe I should put out a quick update with the bugfixes for the base dcg files until the biggie is ready, so nothing gets in the way of enjoying the weather...

lokitexas, the collapsing undercarriage comes from the gear damage mod included in Wind's clean jsgme pack.
The gd mod itself has some problems, CrazyFlak is updating it I believe, but it can be made to work if it comes after the XTD folder in #DBW, so all the standard classes override those in the mod, and then it seems to work fine (had it working without problems for, well a long time, when did it come out?). The problem is that the clean jsgme pack is designed to come as the first mod in #DBW, which is the opposite of what's needed to make gd work.

A workaround is to rename your XTD folder to !XTD, (note !) which will make it come first in the list, so the clean jsgme pack should then come second, and all the classes should now be overridden as required. This shouldn't affect any ini files needed in clean jsgme so it should make no difference to the working of the pack. Try it and tell me if it works or I'm just ranting on again...

The escorts seem odd, did this only start happening with the beta? You can download beta4 now, maybe it's already fixed, otherwise I think that's an error report for Paul himself...
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: lokitexas on April 10, 2012, 03:19:55 PM
Thanks Slink. I was going crazy, and even did a re-install from scratch, trying to figure it out lol.

I think I can just remove that mod until its updated. Shouldnt be too hard.

Again thanks soooo much for the help in solving that!

Ill mess around some more on the escorts tonight and see if I can find it happening more. I noticed it started happening on Murmansk map, when asked to escort some JU-88's to attack a ship, and my flight just flew the waypoints, not staying with them. Then I noticed it again on Lvov escorting some Stukas...same thing. It seems random.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: WindWpn on April 11, 2012, 08:30:25 AM
lokitexas, the collapsing undercarriage comes from the gear damage mod included in Wind's clean jsgme pack.
The gd mod itself has some problems, CrazyFlak is updating it I believe, but it can be made to work if it comes after the XTD folder in #DBW, so all the standard classes override those in the mod, and then it seems to work fine (had it working without problems for, well a long time, when did it come out?). The problem is that the clean jsgme pack is designed to come as the first mod in #DBW, which is the opposite of what's needed to make gd work.

A workaround is to rename your XTD folder to !XTD, (note !) which will make it come first in the list, so the clean jsgme pack should then come second, and all the classes should now be overridden as required. This shouldn't affect any ini files needed in clean jsgme so it should make no difference to the working of the pack. Try it and tell me if it works or I'm just ranting on again...

Yes, I have confirmed the issue with the JU-88 A series and conflict with the Landing Gear Damage Mod.  I have got around the issue by changing to the JU-88 C Series for anywhere that an A Series was called in DCG Squadrons panel.  Though, if I can identify the specific class in the mod which is defective for the A-series, I/users can delete it and keep the mod active (since it does work well for all other planes).  So far this is the only plane series (JU-88 A variants) which is defective.

Of course, if anyone finds issues with any other planes, let me know.  If more are known, I can likely try a few different techniques to identify the bad class files, and remove them from the LGD mod.

UPDATE:  Defective Class Found:
Please delete the following class found in the LGD mod included in the #DBW_MOD_Aircraft pack  "_0_0GearDamageFX V 1.3"

F5F37ACE5B99838E

By deleting this class, the JU-88 A variants will work correctly.  (of course, be sure to disable the Aircraft pack in GME before making this edit)

~S~
wind
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Slink on April 11, 2012, 02:40:31 PM
Excellent Wind, fast work there mate, thanks! Solved!
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on April 11, 2012, 03:15:10 PM
Yes,from me too.Thanks,problem solved.  ;)
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lupus on April 13, 2012, 07:10:00 PM
Ok, have a problem. I"m flying DBW 1.71 with the following mods activated:

#DBW_6dofTrackIR_ClassFiles
#DBW_MOD_Effects

I'm flying DCG 3.47 (tried with 3.46 as well) with the Poland39 campaign, as the RAF flying the Spitfire Mk 1a.  I keep getting exploding planes on the runway.  Any ideas?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on April 14, 2012, 12:56:26 AM
The #DBW_6dofTrackIR_ClassFiles
#DBW_MOD_Effects don´t harm or effect the way DCG works in your installation.
Have you updated your 3.47 with the actual files from page one?It fixes the loadouts for each plane that causes the exploding planes on the runway.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lupus on April 14, 2012, 02:22:43 PM
I did install the files from page one of this thread.  I assume dragging and dropping the files inside the install folder (the data, paint schemes, etc, into the root dcg folder and overwriting is what is required).  I've never had a problem with the 6dofTrackIR files before, are you suggesting this may be the issue?

*edit*

Tried disabling the mods, same issue.  Interesting thing is, I click the arming button before I click fly and nothing happens.  Not sure what that's about, but I'm sure it's related.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on April 14, 2012, 03:42:05 PM
Sorry for the late reply.I´m a bit busy with another DCG project...

Ok. personally,I don´t use this 6dofTrackIR..but it sounds really like a mod conflict with any of the mods in your installation.
Try the following: (the "old way")
Disable all mods in your JSGME folder,then do the same with all additional mods (if you have some...)in the DBW folder,by putting a - in front of the folder names.In the end,you have a "clean" DBW game.Now launch IL2 and see if you can get acess to the arming screen and if you can fly a mission.when everything works ok so far,re-enable your mods,one by one,and see who the bad guy is.
I can´t imagine that DCG itself has to do with your bugs.Because it generates only the campaign from outside of IL2,and with Slink´s updates should the nasty Explode bug be solved.
I had a similar issue in the past with Planes exploding in the air,and as far as I can remember,the problem was unfortunatly the Landing gear damage mod.

Hope you can sort it out.  ;)
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lupus on April 14, 2012, 04:10:52 PM
Ok, disabled all mods.  Started a new campaign with DCG, same issue.  Started a campaign with the DGEN (not DCG), could fly just fine.  It is definitely something in DCG with the missions that it is creating.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Semor on April 14, 2012, 05:30:51 PM
Strange...maybe I should ask more specific.In which Campaign and plane does this happens? in a stock one,or a 3rd party campaign.try different campaigns with various planes and see if you can reproduce this bug.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lonestar67 on April 14, 2012, 05:53:35 PM
@Lupus

Hi,
When you have next time exploding aircrafts at mission start, press the "Pause" key and then "shift" + "Tab"!
Some messages will appear but you should look like lines similar as marked in the example below!
Then maybe we can help better!

(http://www.mediafire.com/conv/1ccfa7826988f28740160d5e973422b3c5fd7740b26a96871429098dc6b1ef475g.jpg) (http://www.mediafire.com/imageview.php?thumb=5&quickkey=pdokvpvmir6813n)
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lupus on April 14, 2012, 07:54:34 PM
Ok, thank you.  I figured out what the problem was.  I had added my squad, RAF-65, which exists in IL-2 and DBW by default, but which was not included in the original DCG release by Lowengrin.  I added the squad ID to the squadid file using a technique that Lowengrin told me about.  It works fine with the standard DCG, but not with the modified version.  The error I get is a Javascript error saying that Squad RAF-65 does not exist.

Is there someplace else in the 'new' files that I should add it besides the squadid file?

I'll look and see what I can find as well.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lonestar67 on April 14, 2012, 08:44:35 PM
Yes, if present also in the .mis files, timetable.dcg and maybe "DGen/squadronsXXX.dat" file for the certain squadron!
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: sa_475th_Chaney on April 15, 2012, 07:43:39 AM
Hi Slink. I looked on here for a P47 D10 issue but actually I had a crash on runway in DCG with the ChannelBattles120 DCG campaign. I thought it was my missing B-26 files which I had no clue was missing hehe. So i added those from Windwpn's post and I still get exploding spawn. Are the 47's really hurting right now? I could find no error in my report. Here is my dcg error report:

[2012-04-15 09:05:21.355] Parameter String0 = C:\IL-2 Sturmovik  1946\DGen.exe
[2012-04-15 09:05:21.355] Parameter String1 = debrief
[2012-04-15 09:05:21.356] Parameter String2 = missions/campaign/us/DGen_8_Channel43corbett13/
[2012-04-15 09:05:21.356] DCG.ini processed.
[2012-04-15 09:05:21.363] Game version checked [1946].
[2012-04-15 09:05:21.363] Game version includes IL2AEP [True].
[2012-04-15 09:05:21.363] Game version successfully set up.
[2012-04-15 09:05:21.366] Begin Parameter Check
[2012-04-15 09:05:21.370] Debrief Routine.
[2012-04-15 09:05:21.487] Campaign Data Files = C:\IL-2 Sturmovik  1946\IL2DCG\ChannelBattles120\
[2012-04-15 09:05:21.488] Campaign Backup Files = C:\IL-2 Sturmovik  1946\IL2DCG\Backup\Channel43_US\
[2012-04-15 09:05:21.576] Campaign Info processed.
[2012-04-15 09:05:21.594] Target Locations processed.
[2012-04-15 09:05:21.595] Patrol Area check has reset the Minimum Action Radius to 80 Kilometers.
[2012-04-15 09:05:21.597] Set Target Nation Began.
[2012-04-15 09:05:21.624] Set Target Nation Ended.
[2012-04-15 09:05:21.626] Checking Stationary List
[2012-04-15 09:05:22.654] Minimum Action Radius reset to 140 Kilometers.
[2012-04-15 09:05:22.654] Squadron base routine ended.
[2012-04-15 09:05:22.792] Stationary Objects Check.
[2012-04-15 09:05:22.810] Master Log routine begins.
[2012-04-15 09:05:22.814] Game Path = C:\IL-2 Sturmovik  1946\
[2012-04-15 09:05:22.815] Finding configuration file to determine log file name.
[2012-04-15 09:05:22.816] Logfile = eventlog.lst
[2012-04-15 09:05:22.818] Copying Eventlog to log.dcg.
[2012-04-15 09:05:22.831] Mission Path = campaign\us\dgen_8_channel43corbett13\
[2012-04-15 09:05:22.832] Player seat = 8AF_056FG_0HQ001
[2012-04-15 09:05:22.848] Player was killed and mission scrubbed.
[2012-04-15 09:05:22.996] Debriefing Compiled and Saved.
[2012-04-15 09:05:23.136] Events Log Written.
[2012-04-15 09:05:23.280] Log Parsed.
[2012-04-15 09:05:23.281] Master Log routine ended.
[2012-04-15 09:05:23.281] Checking Bridge Status.
[2012-04-15 09:05:23.284] Parameters processed.
[2012-04-15 09:05:23.284] Form Create Complete

I'm flying other DCG 3rd party campaigns well so I don't know if it's some files you are still working on, this new campaign, or something else I haven't seen yet. Just thought I'd share and maybe others have the same issue. Thanks.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: sa_475th_Chaney on April 15, 2012, 08:09:13 AM
Ok it was just a certain airfield I guess. I chose the 47 D10 on another mission and I was fine. This is weird. hmmm. Well I guess I'll have to see what the response to this is because I have been down this road before and it's usually loadout issues. Now I'm running 1.7.1 with 3.47 and current DCG for DBW it seems odd. However I only got 3.47 beta 2. Your link to beta 3 I looked everywhere and couldn't find on Lowengrin's site.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lupus on April 15, 2012, 11:16:44 AM
How did you copy and paste that info?  I couldn't seem to get it selected.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: sa_475th_Chaney on April 15, 2012, 11:20:08 AM
How did you copy and paste that info?  I couldn't seem to get it selected.

I went into my DCG folder and pulled up "dcgerror.txt"  It was in note pad or text pad form and I went to edit at the top, selected all and then clicked copy and pasted it here.

*** I even took a shot at the Libia41 campaign which I know is being redone but I took my chances and same thing. Planes exploded as soon as spawn. This could be that these campaigns were created on the 4.09 template and not 4.10m. These are very old campaigns for DCG and is probably why they aint workin. But I'm a stickler on trying to investigate exactly how and why they aren't working. My goal is to one day create mods and campaigns. I'm still studying hehe.
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Aioros on April 16, 2012, 08:18:02 PM
Hi to all!! A new beta (6) of DCG is available. check here (Check post#49):

Quote from: Lowengrin
...Some fixes between this and beta 4 (there's no public release of 5)...

http://www.jg1.org/tabid/116/g/posts/t/547/DCG-3-47-Open-Beta-Test.aspx?p=3
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Lupus on April 16, 2012, 10:15:14 PM
Does this version of the DBW mod for DCG work with DCG 3.47b6?
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: GOA_Topo on April 17, 2012, 09:15:48 AM
Title: Re: DCG for Dark Blue World - new updated complete files for DBW171 & DCG346/7
Post by: Aioros on April 17, 2012, 01:30:33 PM
Quote from: Lupus
Does this version of the DBW mod for DCG work with DCG 3.47b6?

Yes I installed the beta 6, pasted the compatiblity files for DBW 1.7 (Thanks a lot Slink!), started a campaign in the crimea and my plane didn't explode ;D unfortunately I can't do more testing but for me it seems to work.
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Slink on April 19, 2012, 05:41:15 PM
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: lokitexas on April 19, 2012, 08:23:15 PM
Awesome. Thanks much for the work.
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Semor on April 20, 2012, 03:33:10 AM
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Slink on April 20, 2012, 04:20:43 AM
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Semor on April 20, 2012, 01:24:12 PM
This is what I called a cool service!  8)
Thanx mate and have a nice evening/weekend.
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Slink on April 20, 2012, 03:14:43 PM
Should not go boom now if you change a loadout to one of those few I gross negligently omitted to cut out at the end of the list (learn to scroll properly man...)
The defaults in payloads.dcg are OK, but should avoid some unpleasant surprises. If you already downloaded you can always manually count any over twenty characters (at the end of the allpayloads.dcg list) and cut them out. Unfortunately all the turret_as_gunpod loadouts for the P61 are gone... but there's always 347...  ;D

1936 data for the new planes recently released en mass: this can be done if there's demand, but not overnight though!
Thought of making separate versions to keep the lists shorter;

1916 (when the big update comes out)
1936 (with all the new old planes for the period)
1946 (WW2 up to 1946, inc the new packs coming out)
1956 (postwar planes)

since flying as the Red Baron against an F4E can easily be done in QMB, but is it really necessary in DCG!?
The other side of the coin is having everything in one install and not having to swap, although it would be easy to do in jsgme.
Thoughts?
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Lupus on April 20, 2012, 04:35:24 PM
First, Since your the one doing all the work, Which way is easier to build?

If it's all the same, then I would personally prefer an all in one pack, would make building those 'cross era' campaigns easier, like a spanish civil war campaign, or an early korea.

If it's easier on you to build it as a JSGME multipack install, then I'd break it out like this:
1916 to 1936
1936 to 1946
1947 to present(latest planes released so far)
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 20, 2012, 07:03:19 PM
Hiya there Slink. Hope all is well. Good stuff ya doing here as usual. hehe.  :) Big question here. I was trying to play the DCG Battle of Midway 1942 and I got the " all planes crashed and the giant pink floating plane in the middle of my screen. I've seen this before with the B-26 and that was because at that current time, it wasn't in the class.dcg or allpayloads.dcg files. I believe the guilty culprit is the PBY-5. It's not listed nor mentioned in any future involvement in DCG. The PBN is all in there but nothing for the PBY. Anything happening with that? I reinstalled DCG because it became corrupted which has happened before. I blamed it on beta6 so i wiped the install and dropped back to beta4. I haven't heard hardly any feedback on beta 6 from anyone except for coop and DF servers. I'm not running the newest DCG4DBW in fear that I might hit a wall again. I'm a fiend and I handle my DCG like a newborn baby hehe. I'm sure you understand lol. Okies thanks for any incite. S!
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 20, 2012, 09:17:52 PM
Ok I'm completely drained of this already. This way to run 3rd party campaigns does not work for me:

In the 3rd Party Campaigns Download Section of this website, you can find a number of campaigns designed by DCG enthusiasts. Most 3rd Party Campaigns can be installed following these simple instructions.

2. Unzip the contents of the download into a new folder within your main IL2DCG installation. (To do this, either create a new folder or make sure your unzip software creates a folder when decompressing the files).
3. If the contents of the download included a folder called DGEN, copy these files over to your game's DGEN folder. Note: be very careful about overwriting files in your DGEN folder as they may prohibit your from starting other DCG or DGEN campaigns. In fact, you may want to make a backup of this folder before adding 3rd Party Campaign files. There may be other files that need to be copied at this time. Consult the readme that accompanies the download for more information.
4. Run IL2DCG.
5. Under Files select Optional 3rd Party Data Folder. Browse to the campaign you wish to start and select the allcampaigns.dcg file to activate it.
6. If you wish to run a Career (DGen Replace Mode) campaign or On-line Campaign (NGen Replace Mode), check these now. If they are checked already, uncheck them and recheck them.

At this point, you should be able to run the 3rd Party Campaign just like any "stock" campaign. Please refer to the article on Modes for more information on running DCG in various methods of running DCG campaigns.

I have to go into the optional 3rd party campaign folder, open the campaign i want to run, select allcampaigns and then click run, then generate a campaign which then will give me the campaign i selected listed in the window with cooresponding nation. Then I have to singuraly decide which sub campaign i want to Choose. it's like WTF happened to the grand campaign?!!?!?!?! This has been happening over and over and over to the point that it's annoying. this is my second time uninstalling dcg and all it's thousands of files. what the hell am i doing wrong? None of my 3rd party campaigns run correctly unless i do this bootleg way of getting them to run unless out of 20 DCG campaigns, only 3 work. All these new changes are too much. Damn i got a headache lol. nite all.
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Slink on April 21, 2012, 01:24:12 AM
Hiya Chaney, you're right, the PBY no longer exists and I missed it, along with the C47_A/B as it turns out... have to update...

[garbage removed, I'm taking an obviously needed break... ]
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 21, 2012, 05:55:42 AM
Hiya Chaney, you're right, the PBY no longer exists and I missed it, along with the C47_A/B as it turns out... have to update...

That's is however the basic reason for the confusion, in that 3rd party campaigns can come in both forms but are not usually labelled to show which type they are. It's stated in the readme of course, but not always completely clearly, so if you're not really aware of the difference you might end up wondering why some don't work as per Paul's instructions and some do...

Thanks for the info on the PBY. I thought I was slowly losin it lol. Also, I understand that some campaigns need to be generated certain ways but even Lonestar's wonderful campaigns require a lil more than just clicking "start". Often I click generate and then start and the "start" radio button come unclicked and nothing happens. I thought this was for reasons of the grAnd campaign. What I believe is happening here is a conflict between DCG and the old campaigns. Some of these campaigns been around for ages and in the last few months, we have exploded with better everything. well, i will try again and if it dont act right, i will uninstall and start over. i'm good at one thing at least and that's uninstalling lol.
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: FÜrstSieg on April 21, 2012, 03:23:07 PM
Hallo pilots,

I am new with DCGen and DBW 1.7.1 and the DCG-Campaigns for it.

What files do I need for DCG with DBW 1.7.1 and where do I get them ?
Where are the links to DCG 3.47 ??

Gerhard
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Lonestar67 on April 21, 2012, 05:03:37 PM
Hi Gerhard!

DCG (Dynamic Campaign Generator) homepage: http://www.lowengrin.com/news.php

DCG 3.47beta6: http://www.jg1.org/tabid/116/g/posts/m/3060/DCG-3-47-Open-Beta-Test.aspx#post3060

DCG and 3rd party campaign installation: http://www.sas1946.com/main/index.php/topic,20872.0.html   (Is also valid for DBW)

Hope it helps for the start!
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 21, 2012, 08:00:25 PM
Hi Gerhard!

DCG (Dynamic Campaign Generator) homepage: http://www.lowengrin.com/news.php

DCG 3.47beta6: http://www.jg1.org/tabid/116/g/posts/m/3060/DCG-3-47-Open-Beta-Test.aspx#post3060

DCG and 3rd party campaign installation: http://www.sas1946.com/main/index.php/topic,20872.0.html   (Is also valid for DBW)

Hope it helps for the start!

Hiya Lonestar and hi Gerhard. Once you go DCG, you will never return. It's highly addicting. Same with DBW. Hey Lonestar, ever thought about doing a PTO with the japanese attack on Russia? My wife is Russian and from Khabarovsk which is far east Russia. She says while growing up, history classes told of the attacks on her city by the Japanese. I haven't really researched this much but I'm sure ready to! Maybe we can work on this together although I know you are very busy. This could be neat. I think somewhere there may be a campaign (not DCG) that is a Japanese attack on  Russia. My wife thinks I'm insane for playing this game but she would be falling out of the chair laughing if she saw me in a Yak fighting the IJN. She has translated MANY IL2 Russian websites and actually audio. Especially when I watched the Oleg interviews hehe. She just thinks this game is ridiculous is why lol. You are the reason I even play this game. PTO is the only thing I ever want to fly and you have covered about every major timeset in the Pacific war. Good stuff m8. Cheers!

Oh yeah, where in the world is the 5thAAF in this game and especially the B-25 skip bombing raids they did on IJN shipping?  :(
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Whacker on April 22, 2012, 12:32:16 AM
Friends, I apologize if this has been asked before, but I can't seem to find a solid answer to this searching the forums.

In short, is it possible to utilize any of the outstanding new maps in a dynamic campaign using DCG and these updated DBW files?  If so, can someone tell me how to go about doing it?  I've got some of DCG figured out running as a dgen replacement and standalone, but that's about it.
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: FÜrstSieg on April 22, 2012, 04:01:20 AM
Hallo Lonestar67,

I got all !!

And to sa_475th_Chaney:
Since about 11 years I play IL-2; the best CombatFlightS I think.
And with DBW and all the outstanding mods from the memebers here I will leave this world  with this game !!
Now I am  working to play some campaigns with DCG !!

Cheers
Gerhard
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 22, 2012, 05:59:02 AM
Friends, I apologize if this has been asked before, but I can't seem to find a solid answer to this searching the forums.

In short, is it possible to utilize any of the outstanding new maps in a dynamic campaign using DCG and these updated DBW files?  If so, can someone tell me how to go about doing it?  I've got some of DCG figured out running as a dgen replacement and standalone, but that's about it.

Hiya m8. I have used some modded maps and YES they work. 78thFG_windwpn is really good at making mod packs for ummm like EVERYTHING. haha. Try this link and hope you find all you need and want. All you do when it comes time to add a modded map is put it in your #DBW/Mapmods/Maps folder. Then Whammo!!! Hope this helps.

P.S. be aware! This is enormous eye candy!  ;D

http://www.sas1946.com/main/index.php/topic,19921.0.html
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 22, 2012, 07:39:54 AM
Slink I am completely lost to your notes for the new classfiles for DCG4DBW. I dont know what your asteriks means next to the notes. Are these planes in the works or should they only be added if you have a mod folder for that plane (not just air.ini)? None of my campaigns (PTO, Lonestar's) are working. They work but my plane in airstart engine isnt even running. I drop to the earth. Non e of my blue planes even generate but 1 hot pink SBD (which is on the blue side). This is for the Solomons campaign and all the other Lonestar one's as well. I have tried everything to troubleshoot this and nothing! I am so confused on your notes. From what I gathered from your notes is that most planes there that aren't in the class.dcg list have to be downloaded. That's a bunch of planes. But if they are AI then i think all they need is entries in air.ini and class.dcg or both. (scratches head). All night I fought this. My campaigns start but they dont work right. I have 3.47beta6 and your latest DCG4DBW from like yesterday. This is my 3rd uninstall/reinstall in the last 2 days. This sucks. Can you or anyone help me? I need some comparison notes so I can at least see what people are running and all mod planes ppl are running in jsgme as well. I'll meet anyone on teamspeak3 as well. Just tell me win. If i dont get my dcg/dbw fix by today, i will get withdrawals and go into detox. lol.
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Lonestar67 on April 22, 2012, 08:37:06 AM
Friends, I apologize if this has been asked before, but I can't seem to find a solid answer to this searching the forums.

In short, is it possible to utilize any of the outstanding new maps in a dynamic campaign using DCG and these updated DBW files?  If so, can someone tell me how to go about doing it?  I've got some of DCG figured out running as a dgen replacement and standalone, but that's about it.

Hi whacker!
Here are some documents, that should help to make your own campaigns:
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 22, 2012, 09:31:07 AM
Slink I am completely lost to your notes for the new classfiles for DCG4DBW. I dont know what your asteriks means next to the notes. Are these planes in the works or should they only be added if you have a mod folder for that plane (not just air.ini)? None of my campaigns (PTO, Lonestar's) are working. They work but my plane in airstart engine isnt even running. I drop to the earth. Non e of my blue planes even generate but 1 hot pink SBD (which is on the blue side). This is for the Solomons campaign and all the other Lonestar one's as well. I have tried everything to troubleshoot this and nothing! I am so confused on your notes. From what I gathered from your notes is that most planes there that aren't in the class.dcg list have to be downloaded. That's a bunch of planes. But if they are AI then i think all they need is entries in air.ini and class.dcg or both. (scratches head). All night I fought this. My campaigns start but they dont work right. I have 3.47beta6 and your latest DCG4DBW from like yesterday. This is my 3rd uninstall/reinstall in the last 2 days. This sucks. Can you or anyone help me? I need some comparison notes so I can at least see what people are running and all mod planes ppl are running in jsgme as well. I'll meet anyone on teamspeak3 as well. Just tell me win. If i dont get my dcg/dbw fix by today, i will get withdrawals and go into detox. lol.

Ok I talked to Lonestar. All is good. I'm only half crazy haha. I just need to sit back and let you and Lonestar work your magic. My end was good but there was some old campaign classfile conflicts with planes and what not. That was strictly out of my control. Hey I aint at the level where I can change a lot of code. Getting there tho. But I completely understand your notes. I was not reading into it correctly. I refixed all my planes and all was good. I just had a bunch of freakin planes lol. I added some planes I didnt have which I left the asteriks on and well, that didnt work. At any rate, I managed to destroy my game in the process. LMAO. I'll be back in a few days with a fresh copy but like I said, I will wait patiently for all the new changes to get reworked into the 3rd party campaigns. I'm going to try and make a campaign here but I need some people to give me a hand. Japanese attack on Russia. I have a lot of research to do. At any rate, thanks for all your hard work.
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: Slink on April 22, 2012, 03:03:39 PM

sorry Chaney, up to my ears again, and thanks for helping out Lonestar!
Title: Re: DCG for Dark Blue World - updated files for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 23, 2012, 08:48:17 AM

sorry Chaney, up to my ears again, and thanks for helping out Lonestar!

Hehe Slink take all the time you need my friend. If it wasn't for you and Lonestar, a lot of us would be uhhhh well maybe flying online (looks around innocent, hehe). And thanks a ton for reworking that. The good thing about me destroying my game is that I made a fresh workable copy of the vanilla IL2 with DBW current and pasted that bad boy to another harddrive. I aint lettin that happen again lol. I think I will just go with windwpn's packs this time tho. Heck, he has like everything I had minus maybe 2 mods  :P. Big cheers!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Slink on April 24, 2012, 04:44:27 PM

DCG 4 DBW Standard is the usual format updated, but now as a jsgme pack installed through an exe, you only need to have DCG installed at the "standard" location; IL2DBW / IL2DCG, and everything should work automatically.
You can also disable it in jsgme, update DCG, and re-enable, but back up your payloads and class.dcg first if you made any changes.

DCG 4 DBW Mod/Campaign pack is rather larger, including a bunch of mod planes for campaigns and Lonestar's Pacific campaign pack updated to DBW 171 (finally) - original versions only).
This should all work automatically as above, all you need to do is install, enable, select your 3rd party campaign in DCG, start the game and go!

This should hopefully make things a bit easier, and installing campaigns through jsgme allows you to avoid conflicts in your DGEN folder too. New campaigns can be added in, only note that all DGEN files must have unique names, so don't overwrite any when adding a new campaign.

This is the precursor to DCG1946, (+ 36, 56) which will expand into specialised packs designed for playing period DCG campaigns without trying to cover everything possible at the same time... but for now it's time for a break before I write any more confusing garbage...
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Semor on April 24, 2012, 05:15:47 PM
I´m speechless... ;D
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 24, 2012, 08:59:30 PM

DCG 4 DBW Standard is the usual format updated, but now as a jsgme pack installed through an exe, you only need to have DCG installed at the "standard" location; IL2DBW / IL2DCG, and everything should work automatically.
You can also disable it in jsgme, update DCG, and re-enable, but back up your payloads and class.dcg first if you made any changes.

DCG 4 DBW Mod/Campaign pack is rather larger, including a bunch of mod planes for campaigns and Lonestar's Pacific campaign pack updated to DBW 171 (finally) - original versions only).
This should all work automatically as above, all you need to do is install, enable, select your 3rd party campaign in DCG, start the game and go!

This should hopefully make things a bit easier, and installing campaigns through jsgme allows you to avoid conflicts in your DGEN folder too. New campaigns can be added in, only note that all DGEN files must have unique names, so don't overwrite any when adding a new campaign.

This is the precursor to DCG1946, (+ 36, 56) which will expand into specialised packs designed for playing period DCG campaigns without trying to cover everything possible at the same time... but for now it's time for a break before I write any more confusing garbage...

Hahaha Slink I am not worthy lol. We are not worthy but you will probably hate me. please don't sned hitmen out to break my legs lol. You didn't really give any instructions as how to load these. We have 2 instances or files of IL2DCG (one which we create ) and the one that is in your pack. Since your packs didn't come with an executable, I pretty much figured that it ,ost likely wouldnt work. My question is how can we enable the dcg.exe from 3.47beta6 and at the same time we have dcg files enabled in jsgme? I'm not done testing but it seems that would be a conflict. However, I did add your plane files to Windwpn's Airplane pack which helped alot. You just have to delete the skin folders for wellinton, walrus, p-47D-ps, Ki 30-51 in the dcg4dbw mod pack you created to get the pack to load without error. That's only if you do it the way I did. But your idea is awesome. Just not sure how I'm supposed to incorporate it. Waiting to hear back for complete install instructions from 3.47 to your packs. thanks much and when you come to town (if ever) you got free lodging hehe.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Slink on April 24, 2012, 11:13:00 PM
Thanks Semor, but this is kind of just a test (actually built for Chaney...), DCG46 is currently 5 gigs...

Chaney, DCG itself is not included as it's still beta, and belongs to Paul, so I'd have to ask, but this way you can update anytime.
Install DCG as usual but to the location specified, [IL2-Install] / IL2DCG, so your DCG folder is inside your IL2 folder and called... IL2DCG... This way it can be accessed by jsgme. The exe file should be pointed to your IL2 install, wherever that is, but the main IL2 install directory. All the files will then be installed into jsgmemods, from where you can enable it and it will overwrite the standard DCG files in the IL2DCG folder you installed earlier. Disable it and you have standard DCG again, which you can update when a new version comes out. You only have to install DCG yourself, at this "standard" location with the standard folder name, and then install the mod pack (to your IL2 folder), and then run jsgme and enable it.

This does only include the mods and an air.ini, so you can indeed add it into Wind's pack as an extension. The skin folders are all empty, just there so DCG recognises the planes...
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 24, 2012, 11:19:14 PM
Thanks Semor, but this is kind of just a test (actually built for Chaney...), DCG46 is currently 5 gigs...

Chaney, DCG itself is not included as it's still beta, and belongs to Paul, so I'd have to ask, but this way you can update anytime.
Install DCG as usual but to the location specified, [IL2-Install] / IL2DCG, so your DCG folder is inside your IL2 folder and called... IL2DCG... This way it can be accessed by jsgme. The exe file should be pointed to your IL2 install, wherever that is, but the main IL2 install directory. All the files will then be installed into jsgmemods, from where you can enable it and it will overwrite the standard DCG files in the IL2DCG folder you installed earlier. Disable it and you have standard DCG again, which you can update when a new version comes out. You only have to install DCG yourself, at this "standard" location with the standard folder name, and then install the mod pack (to your IL2 folder), and then run jsgme and enable it.

This does only include the mods and an air.ini, so you can indeed add it into Wind's pack as an extension. The skin folders are all empty, just there so DCG recognises the planes...

Awesome. that clears it up completely sir. I feel so bad that you made this just for me.  :( . I mean I hope other people find this very useful. It will help a ton with later campaign builders and testers. What you did here is remarkable Slink. complete brilliant. Yeah I had the dcg installed outside of IL2 so that makes complete sense. This is a fine piece of work here. It's sad but I'm not sure Paul understands the magnitude of what SAS and you guys are doing to make DCG a complete masterpiece. I guarantee that this new pack will be the standard for months to come. Thanks again my friend.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: vonofterdingen on April 25, 2012, 09:31:50 AM
I have an unusual DCG issue that appears to have begun with the 3.47 beta and was wondering if anyone else has seen it. If I create a campaign using a lower rank, such as Pilot Offficer, I may quickly lead my flight ahead of other AI pilots with much higher ranks.

In general, pilots seem to be assigned positions in the flight randonly rather than according to rank.

I don't know if this is uique to my install, or perhaps something to be resolved in the beta version.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on April 25, 2012, 11:02:12 AM
o boy. Well thanks all for your help. Here I am again and now nothing is working on the DCG end. I think I will go back to stock DCG and leave it at that. I havent flown now in the last several days and it's really annoying. I'm probably just not cut out for this. Being ex military I always like instructions that are precise and complete. Seems that to enjoy the 3rd party stuff, you need to have a lot of prior knowledge and I thought I was good to go. I'm uninstall everything and just going to just run basic DCG and maybe that wont work as well lol. If I run into anymore issues, well, that would be my que to probably find a different game to play even tho it's not what I want. I really appreciate what you all are trying to do here. I just feel that there isn't a workable way to explain installs here that are easy enough that a baby could do it lol. There is a lot of beta stuff here so i believe that makes it frustrating and difficult for the average joe to understand how this all works. I'm not happy but then again I feel a lot of stress is lifted off me because I'm leaving this battle. Can't win em all hehe. Maybe one day, things may be easier but I'm not going to fill up these forums with my posts because seems like I'm the only one having such a difficult time. It's not fair to everyone else. Slink you have done a good job and your patience with me is immeasurable. Same goes for you too Lonestar and Windwpn. I'm just tired and exhausted. I want to have fun so I'm done with 3rd party. I'll check here time to time for updates to DCG4DBW but no need to even respond to this. Thanks again guys and God bless.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: WindWpn on April 25, 2012, 11:47:57 AM
o boy. Well thanks all for your help. Here I am again and now nothing is working on the DCG end. I think I will go back to stock DCG and leave it at that. I havent flown now in the last several days and it's really annoying. I'm probably just not cut out for this. Being ex military I always like instructions that are precise and complete. Seems that to enjoy the 3rd party stuff, you need to have a lot of prior knowledge and I thought I was good to go. I'm uninstall everything and just going to just run basic DCG and maybe that wont work as well lol. If I run into anymore issues, well, that would be my que to probably find a different game to play even tho it's not what I want. I really appreciate what you all are trying to do here. I just feel that there isn't a workable way to explain installs here that are easy enough that a baby could do it lol. There is a lot of beta stuff here so i believe that makes it frustrating and difficult for the average joe to understand how this all works. I'm not happy but then again I feel a lot of stress is lifted off me because I'm leaving this battle. Can't win em all hehe. Maybe one day, things may be easier but I'm not going to fill up these forums with my posts because seems like I'm the only one having such a difficult time. It's not fair to everyone else. Slink you have done a good job and your patience with me is immeasurable. Same goes for you too Lonestar and Windwpn. I'm just tired and exhausted. I want to have fun so I'm done with 3rd party. I'll check here time to time for updates to DCG4DBW but no need to even respond to this. Thanks again guys and God bless.

I'll look for you on WoP TS Chaney and get you hooked up.  I am sure you can be flying over any of the number of custom DCG campaigns soon!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: tanda01 on April 26, 2012, 08:32:59 AM
Quote
I have an unusual DCG issue that appears to have begun with the 3.47 beta and was wondering if anyone else has seen it. If I create a campaign using a lower rank, such as Pilot Offficer, I may quickly lead my flight ahead of other AI pilots with much higher ranks.

If you have Squadron Management checked, the flight order starts with your player (regardless of rank) and then highest to lowest rank. You can set whatever flight order you like on the Squadron Editor panel.

Not sure if it was always like this, but this works well.

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: vonofterdingen on April 26, 2012, 09:54:10 AM
Thanks Tanda; I will give that a try.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Semor on April 28, 2012, 04:59:56 AM
Guys,I think I need help!!!!  ???

Here is the situation: this morning I make a small test and copied my DCG 3.47 folder into the IL-2 main game folder to get acess via JSGME. so far,so good, but as I try to start DCG I get a very strange error message..(you can see it in the screenshot!) and to copy the whole process back dosen´t help,This error message stay´s on my screen.I try to delite DCG and install a fresh version...no luck  :-X

(http://i1247.photobucket.com/albums/gg632/chiefrogger76/Screenshots/Bildschirminhalterfassen-1-1.jpg)

I´m completly lost in space....
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: WindWpn on April 28, 2012, 03:07:07 PM
yes, I am getting this too, though it does not seem to affect DCG.  I have the latest beta of dcg.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Semor on April 28, 2012, 07:21:52 PM
Hi WindWpn

you have the same problem? ok..I´m talkin with Lonestar via pm´s,we both speak german and this make´s a bit easyer.If we find a solution,I post it ASAP!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: tanda01 on April 28, 2012, 07:45:06 PM
I also get the same message (DCG 3.47beta6). I also just close it - and DCG functions fine.

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Semor on April 28, 2012, 07:51:52 PM
oookay....You too? this is very strange,and absolutley NOT normal ???
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: lokitexas on April 28, 2012, 11:48:27 PM
I get it as well. Doesnt seem to effect anything, but yup, everytime I pull up DCG it happens.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lupus on April 29, 2012, 08:27:48 PM
Ditto.  Same here.  Seems to show up after a while flying the same campaign.  Tried a reboot, doesn't help.

*edit*

Deleted the DCG install, after backing up/moving the current campaign files, re-installed DCG and added the DBW mod files, moved the Campaign files back inside the new install of DCG, problem fixed.  Not sure what it is, but something within DCG itself is going bad, but it's not the campaign.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on May 02, 2012, 07:17:40 AM
anyone using the old way for dcg4dbw? i never got the new install to work. been looking for you windwpn and cant find you on TS, i have that same error message too and an I/O error message when selecting aircraft. But then again I've had nothing but problems with dcg.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Semor on May 02, 2012, 08:31:36 AM
After spending so many hours,here is my solution for this error message and the bugs:
To make it short..
Re-installed DCG-- doesent help
Re-installed DBW--doesent help  ??? ???
Re-install DBW+Re-install DCG 3.46--works fine.
After this...delite 3.46 and Re-install 3.47 and..now it works fine!  ???

At the end,and to save my nerves..I will never Install my DCG into the IL-2 main game folder again! No more.
I think this is the best way for me.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: tanda01 on May 02, 2012, 03:51:11 PM
You'll probably get the error message again eventually - I did.

After re-installing DCG it went away for awhile - but after messing around in DCG panels ( changing A/C, flight order, etc. ) it popped back up !? Since it doen't really effect anything (besides being annoying) I'm not going to worry about it anymore.

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Slink on May 03, 2012, 01:25:38 AM
This is just a little glitch in DCG, not a bug as such as it doesn't stop anything working, it's just annoying.
Must be something within the DCG code itself as once it comes up it doesn't matter whether you move DCG back outside of DCG, it will still happen.
Tried all kinds of variations, edited the ini files, DCG directly inside IL2 with no sub-folder, etc; it will still happen, and apparently always come back eventually.

Still, it's harmless, just a P in the A, I'll have to ask Paul if he has any ideas but hunting a pig in the code like this is also a P in the A...
Why DCG should be referencing such low-level memory in the first place is also a good question, and it's not always the same block, but what the hell is it doing down there?

For now it's an unavoidable evil if the files are going to be replaced through jsgme, which isn't the problem itself, just the installation location. It's also required for installing through the exe, as everything has to be pointed at the IL2 directory, with 2 separate folders it could only be pointed at the drive, and then everyone would have to install IL2 to a "standard" folder aswell... so for now ignore it, or manually move the DCG files out of the jsgme folder, you can install the aces files permanently into the DGEN folder too, but that wasn't the idea... but it won't hurt.

Incidentally, some points on aces.
The additional Pacific aces are Lonestars work. These were originally included to go with the campaigns, but credit given where credit is due.
The BoB aces will work but need the start and end dates extending, lots of history to do there...

and a "fascinating" integer value error...
if anyone is getting errors in campaigns using Germany & LG2, it's the Herbert Ihlefeld entry in Aces.dcg. Delete and it works. Strangely enough this is the same entry which already worked before, and there is actually no (visible) error in this entry, not even in the hex code... but one of the spaces appears not to be a space... had this a couple of times now, once with "04 S" is not a valid integer value, which was the end of a date and beginning of Set, 19400804 Setxxxx, so again a bad space, but also again no error in the hex code... so this is something very weird. Question is whether this is only on my system or transfers to everyone else too? Could be a fragmented file? Makes it very difficult to trace of course, but if it's only me on my system then it's my problem, but if everyone is getting it...

Still, the memory error is as said just annoying, but I better ask Paul before Semor goes nuts, though it's really just an annoying glitch, ignore it as Tanda01 says, just an extra click...
Also saw that the 2 Do17 skin folders are missing... said it was time I took a break...
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on May 04, 2012, 04:01:36 AM
You'll probably get the error message again eventually - I did.

After re-installing DCG it went away for awhile - but after messing around in DCG panels ( changing A/C, flight order, etc. ) it popped back up !? Since it doen't really effect anything (besides being annoying) I'm not going to worry about it anymore.

but is anyone getting I/O error 32 when trying to use different skins ingame? Bottom line to this whole dcg thing, I had to result to installing it the old way and not thru a jsme pack because it never even worked. So tired of this not working so I just leave it how it is for now. As far as I know, it still could be broken. All I did basically was copied and replaced Slink's new data folder with his old dcg4dbw one. And I added all the modded planes I was actually using. what is broken with 3rd party campaigns i have found is when you carry the campaign's dgen  folder to the games. Do you copy and paste or choose to add the dgen files to the existing ones. if that's the case then i can finally have fun in this game. it's love hate but mostly hate. sorry I'm bitter but there is no easy way i have seen yet that simply explains "how to" install or any exe that "does it all" so screw it lol.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Slink on May 05, 2012, 03:54:04 PM

(if you moved DCG out of jsgme/IL2folder just point the exe to a temp directory and install manually from there, overwriting the old files).
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on May 05, 2012, 04:42:02 PM

Lonestar, for not wringing my neck...

:D
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on May 06, 2012, 09:50:35 AM
in the !DCGConfigs folder, do we copy and past the com and il8n to the ones inside the DBW/STD folder? Maybe that is why this isnt working for me. I'm still lost in the installation process maybe. This is a nightmare lol. Dump a bucket of ice water on my head so I can wake up please. hehe.

Ok's game loads now. Stupid me. There was some ticks next to some planes I didn't want to load and I just unticked them all since I have your new class.dcg file activated. Gonna give this a whirl again. check my pm please Slink. okies ttyl
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Slink on May 06, 2012, 10:59:49 AM
Actually, note that the patches use the same directory names in jsgme as the new downloads;

jsgmemods/!!DCG-4-DBW Standard
jsgmemods/!!DCG-4-DBW ModPack2

when they should really be the original folder names... but just changing the old names to the new will bring everything up to date if you have the original download installed. Just drop the content of the new folder into the old one and overwrite, and update the name for any future patch.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on May 06, 2012, 12:49:09 PM
roger that! thanks
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Mushr00m on May 06, 2012, 03:03:00 PM
In the Poland39 test campign the added Polish squadrons comes up as German in DCG. Ingame they are still Polish, this means big mess at takeoff  :P

Using DCG 3.47 beta 6
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Whacker on May 06, 2012, 06:21:45 PM
Actually, note that the patches use the same directory names in jsgme as the new downloads;

jsgmemods/!!DCG-4-DBW Standard
jsgmemods/!!DCG-4-DBW ModPack2

when they should really be the original folder names... but just changing the old names to the new will bring everything up to date if you have the original download installed. Just drop the content of the new folder into the old one and overwrite, and update the name for any future patch.

Quick question Slink.  Aren't we supposed to activate only one of those in JSGME?  I've only been downloading and using the Modpack2 package.  Are we supposed to get the standard and modpack and then activate them in that order?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Slink on May 07, 2012, 01:49:21 AM
No, just one or the other.

Standard has no mod plane package included and just vanilla DBW planes in class.dcg.

Modpack2 has the mod planes included and all the entries already in class.dcg (but not the original FUBARed campaign set...)

The patches update a few things, like a typo in the PZL42 loadout, carried over into payloads and timetable...

#1 disable in jsgme first of course,

#2 If you have one of the original downloads your jsgme DCG directory will still be called something like "DCG for DBW 171" so you'll need to rename it to either:

jsgmemods/!!DCG-4-DBW Standard   (for the standard no extras patch)

jsgmemods/!!DCG-4-DBW ModPack2  (for the full mod planes included patch)

easiest to copy the name from here and paste to rename the folder.

#3 run the patch exe (whichever one you're using, which will drop the patched files into the newly renamed directory in jsgmemods.

The patches should write directly into the original folders, it's just my mistake for using the same folder names as in the new full downloads (which already include the new files), which was meant to be consistent but was actually dumb... so I better take a time out...

It's quite possible to have both sets installed simultaneously (no need, but if someone wants to...), as the folder names in jsgmemods are different so you can have the basic standard pack and the fullmods pack installed too, but you can only enable one or the other in jsgme of course, not both at the same time.

Mushr00m - indeed, seems DCG still can't handle the new squads, thought it was the old Polish/German bug again, but it's only the new ones, so...
I'll just extend the stock units out to 4 squads each and move all the units to these. Will need new mis and timetable files... hang on a bit, but this time I'll just put the files up directly... need to fix the traffic jam at Yaroslav too...

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: tanda01 on May 07, 2012, 08:58:56 AM
Does the Modpack2 included the latest Solomon (1.6) and Phillipine campaigns by Lonestar ?

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: kpn.kardif on May 14, 2012, 01:11:37 AM
I have some questions regarding frame rate and time compression when using DCG.  I've got Lonestar's Philippines campaign loaded with squadron density set to heavy, static objects at dense, and columns at full.  2x TC drops me to about 15 fps, 4x drops it to about 5 fps, and 8x just stays at 5 fps and looks to be about the same as 4x as far as time passage goes.  Heck, 4x doesn't seem to be that much faster than 2x.  I know real pilots had to sit in their cockpits for hours on end before they reached their targets, but for me this is a way to let off some steam, and staring at my screen for 10 minutes while it stutters at 5-6 fps on my way to target just isn't fun.  Smaller campaigns with fewer objects obviously don't have this problem.  I guess I would like to know which settings I can change that have the least impact on the campaign while increasing my fps while in time compression.  Any tips?  I love the randomness of DCG and I really like the large scale battles it can create, it just takes so long to get to them sometimes  ::)

My system:
Win7x64
12gb ram
AMD Phenom II x4 B50, oc'd 3.6ghz
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: tanda01 on May 14, 2012, 08:53:05 AM
For me, squadron density is the big killer. I never set it above moderate - and that still gives you lots of air activety (random or otherwise) and you'll also have problems if you fly more than 2 flights per squadron with some maps.

Static objects never seem to make too much difference - so I put that at full.

Columns, I also put to full because anything else (I'm told) can screw up the land battles and change the outcome too drastically.

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: oldschoolie on May 17, 2012, 08:42:50 AM
Much as I try I still can't understand the installation instructions for DCG. I run DBW 1.71. Has anyone produced a step by step idiots' guide (for an idiot like me)?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: tanda01 on May 17, 2012, 09:46:22 AM
Bit of a learning curve - but definitely worth it when it all comes together

http://allaircraftsimulations.com/forum/viewtopic.php?f=94&t=29320&sid=992fafa6182e5bfa4f73e552184d796b (http://allaircraftsimulations.com/forum/viewtopic.php?f=94&t=29320&sid=992fafa6182e5bfa4f73e552184d796b)

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: oldschoolie on May 17, 2012, 02:14:05 PM
What a useful link,tanda01. Thank you. I am going inside and I may be some time...
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: tanda01 on May 17, 2012, 02:49:20 PM
This worked best for me:

1. Install DBW 1.71

2. Install Lowengrins DCG 3.47

3. Install Slink's DCG 4 DBW Standard package (first post)

I didn't have much luck with Slink's DCG 4 DBW Mod package (the big one) - don't know why ?? It just never worked for me. Maybe I'll play around with it again and see what I did wrong . . .

If you like dynamic campaigns and controlling your own squadron with the some of the newer maps, DCG is the way to go - stick with it

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: tomoose on June 01, 2012, 08:01:39 PM
Someone has probably asked and I missed it but are some or all of the modded maps in 1.71 useable with the DCG mod????
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on June 02, 2012, 10:33:23 AM
All standard and modded maps!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: tomoose on June 02, 2012, 03:18:20 PM
Trying to download 'standard' DCG mod but mediafire says the file is set to 'private'????
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: arquillos on June 04, 2012, 08:16:46 AM
Trying to download 'standard' DCG mod but mediafire says the file is set to 'private'????

It must be a temporary error. I´ve just downloaded the two versions from mediafire without any errors.
Try it again mate!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: ifailsomuchalot on June 11, 2012, 03:35:50 PM
hey the pacth mfor mo2 and standard is now set to private again i tired different browsers already please upload again
Title: Re: DCG for Dark Blue World - Version 06.1
Post by: Chrival on June 12, 2012, 10:16:32 AM
It's not the MS410, though it should be 406;

"While the 406s were entering service in 1939, an upgrade series was started to improve the design. The result was the M.S.410, which included a stronger wing, simpler fixed radiator in place of the earlier retractable design, four belt-fed MAC guns in place of the earlier two drum-fed weapons, and exhaust ejectors for additional thrust. The added thrust boosted the top speed to 316 mph (509 km/h), an improvement of about 10 mph (16 km/h) over the 406.
Production had just started when France fell, and only five examples had been completed. Production was allowed to continue under German supervision, converting earlier 406s to the 410 standard, but many of these received only the new wings."

Still, DCG still only supports the two stock French squads, fr01 and NN. Shouldn't there really be more French squads in the stock game? I mean, honestly, hasn't the French community requested anything here? Am I missing something again?

However, tried the 410 out, can go anywhere, and with the two squads above comes out as French, but if you try and assign it to any of the other French squads (forgotten countries) they will come out as whatever the previously selected squad ID was, Russian for red or German for blue.

So yes, it's a limitation in DCG, if you look in the squadrons.dcg file there are only these two, new squads don't seem to work. Seems to be still hard-coded in DCG.
On the other hand I've created new gb squads with no limitations, so what's going on? Have to delve a bit deeper.

You can still have multiple squads though, use NN for fighters and fr01 for bombers and assign each squad individually in FMB or timetable.

fr0100 = fr0100 + fr0101 + fr0102 + fr0103 = 4 flights of 3 or 4  (i.e. XX00, XX01, XX02, XX03, squadron 1, flights 1-4)
fr0110 = fr0110 + fr0111 + fr0112 + fr0113
fr0120 ...
fr0130 ...

and the same again for NN using fighters, gives you 8 operational squads, so the Brits will have to fill in the numbers. (and/or use the 3 Dutch squads too?)

I got exactly the same problem than ducon321, that's why I would like to complete this post.
It seems that DCG accept more than 4 squadrons.
Following the above example I tried with <fr0180> for example, and the campaign generates with no problem.
However I didn't test in the game to see wether the squadron spawn with no problem or not.

If this works fine that means that we may use 20 frenches squadrons : fr0100, fr0110, fr0120 ... fr0190 plus same with NN : NN0100 through NN0190.
A bit hacky but better than nothing before an update comes out.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Chrival on June 13, 2012, 05:20:09 AM
Forget my previous post.
That works very well... only if you like to explode on the runway as soon as the mission starts!  ;D
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Semor on June 18, 2012, 04:45:01 AM

Greets. Semor
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on July 09, 2012, 09:31:10 PM
Are there no 20-line configurations for the Judy and the Ki-45 for 3.46? If not then I can't fly these planes in DCG. Also my question is that you said if you add a plane to class.dcg that there can't be any empty space but when I downloaded DCG4DBW there was at least 2 blank lines at the end of that file.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: lam on August 04, 2012, 11:04:41 PM
Thanks for putting this dcg for dbw pack. I've got dcg and dbw working together with the instructions (thank you). But I do have a question (and please forgive me if I'm not asking it correctly and with the correct terms because I'm still trying to get my mind around this whole dcg thing).

I was messing (two steps down from expertly playing  ???) with DCG and clicked on generate campaign and got a new DCG campaign in the pilot career in il2, but now I want to delete this dcg campaign. How do I delete it?? I'm searching through lowengrin site and here, but can't seem to find the obvious. Please help...deleting the dcg and dgen campaigns within the missions>campaign>UN folder (it was for USN that I generated the dcg) didn't make the campaign inside il2 go away.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on August 05, 2012, 08:42:29 AM
Hi,
Choose the pilot, go to the "Pilot Career" menue of Il-2 and press the "Delete" button!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: lam on August 05, 2012, 01:23:36 PM
Thanks for responding Lonestar67. No, that's not where I meant. Sorry that I wasn't clearer. I meant that when I clicked on generate campaign in the DCG program (I didn't quite know what I was doing and didn't quite understand the DCG help :-[), DCG has generated a new "Player Defined DCG Campaign" in IL2's "New Pilot Career" screen.

This is the "Player Defined DCG Campaign" listed with other campaigns in a drop down menu, on the same screen as the countries drop down menu (in my case USN because I chose USN when I clicked on generate campaign in the DCG program)  in the "New Pilot Career" screen that I hope to delete. How can I delete this?

Thanks again.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on August 05, 2012, 01:48:39 PM
Ah, okay!
The files are in your ".../IL-2 Sturmovik 1946/DGen" folder and should look like this for the USN:

campaignsun&.dat
planesun&.dat

Delete them!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: lam on August 05, 2012, 04:27:23 PM
That worked! Thank you Lonestar67! :)
I'm still not understanding the help file... I would not have easily figured that out...how did you know how to do that?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on August 06, 2012, 06:27:14 PM
I was also already been faced with the problem!
One day, I sorted the files in the DGen folder by modified date and found finally these files!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: IJNfan_PL on August 22, 2012, 09:34:07 AM
Hello,

I installed DCG for DBW. In files like class, payloads, all payloads are present entries about D4Y's and DO 217E. I also added those planes to files "planeDEQ.dat" and "planeINF.dat" in "Il 2 Sturmovik 1946\IL2DCG\Data\dgen\" and in "Il 2 Sturmovik 1946\dgen\" directories. I can choose those planes on the list on the campaign selection screen. But after starting campaign DCG switching those planes with D3A or FW 200 when mission is created.
Planes are present in DCG in "aircraft class settings panel" but not in "squadron editor panel".
It looks like only those "newer" planes are switched all the time.

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Semor on August 22, 2012, 10:23:50 AM
Hi, IJNfan_PL

First of all.. NO PANIC!  :D

Follow my steps and it should work as you like.

1.Make sure you have the DO-217 & D4Ys installed in DBW and flyable....Check!

2.Get a working copy of DCG 3.47 beta6 (get it here,if you dont have it: http://www.mediafire.com/?h3rhhfgc483xw6v) Install as usual....Check!

3.Download Slinks complete pack from the first page and copy the Date & Masters files into DCG,say yes to override....Check!

4.Inside the Data folder you wil found a small text file,called "ClassExtra" this is the important part,cause Slinks pack was made to work with the standard DBW 1.7.1. and this "ClassExtra" file provided the entrys for many additional planes.(there is a little help text inside!)

5.Take the needed entrys from this text file and copy it into the main class file.But please take care and make sure you DO NOT LEAVE AN EMPTY LINE AT THE END OF CLASS.DCG. Save and you are ready to generate the next campaign successfully. (and..SET PAYLOADS ON DCG CONTROL PANEL AFTER INSTALLING! if needed)

6.Thats it!! You dont have to edit anything in the DGen files or things like that,this is DCG and not DGen.
Here,the things are a bit easyer...(I hope so :D )

Cheers. Semor
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: IJNfan_PL on August 22, 2012, 01:17:25 PM
Hello Semor,

Step by step I did all what you recommended. Still I cant' choose in squadron panel those planes and still DCG is replacing those planes.
So is it now time to panic? ;D
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on August 22, 2012, 05:13:23 PM
Hi,
Matches the period of the aircraft with the campaign (Aircraft class setting: Start and End Year/Month)?
Also set the "Down- and Upgrade" option to none of those aircraft!
To have in the first mission no other aircraft type, you must also change the class name of the standard aircrafts in the .mis file of that campaign with the new one! They are included in the "Masters" folder of DCG! But before make a safe copy of that folder!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: IJNfan_PL on August 23, 2012, 07:44:02 AM
Hello,

Nothing works.  :(
It seems that I can only manually change those planes in FMB in the missions generated by DCG...
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: NS~mati140 on September 10, 2012, 11:44:04 AM
Hi, I have a strange problem with DCG... I'm playing Palau 1944 in F-4U1A with these packs and everytime I start mission (which is usally tank busting/destroying convoy. Everytime I start the mission I almost instantly (about 30 seconds into mission) get "Mission Failed" messege. I checked that mission in FMB and it looks fine, there is only one primary target (destroy) aimed at existing target with no timeout set - the same setting normally works everytime, so the game is not broken. Any idea what's wrong here?

NOTE: I replaced the carrier I start mission on (US Generic CV) with modded one (USS Yorktown CV10 1944) before generating the campaign. It produced some Access Violation error, which is annoying as it pops up everytime I launch DCG, but it doesn't seem to break anything. I use DGen replacement and Auto Generation modes.

EDIT: Something strange that didn't happen when I previously generated this campaign - campaign victory condition is none for both sides.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on September 11, 2012, 01:11:35 AM
Hi,
Its not really necessary for this campaign to have victory conditions! The Japanese have only one regular airfield in this campaign, so if the american capture this field, the winner will be the red party!
And the other way, when the american lost both of their carriers, the Japanese will win this campaign!
Your message problem is really strange! Which options have you activated in DCG?
When you uncheck "Primary objectives" works all as normal?
Maybe it has something to do with the "No instant success" option in IL-2?
Sorry, more questions then answers! :-X
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: NS~mati140 on September 11, 2012, 09:41:08 AM
Hi,
1 Its not really necessary for this campaign to have victory conditions! The Japanese have only one regular airfield in this campaign, so if the american capture this field, the winner will be the red party!
And the other way, when the american lost both of their carriers, the Japanese will win this campaign!
2 Your message problem is really strange! Which options have you activated in DCG?
3 When you uncheck "Primary objectives" works all as normal?
4 Maybe it has something to do with the "No instant success" option in IL-2?
Sorry, more questions then answers! :-X

1. When I generated this campaign previously the victory condition was to take Ngebescus point.

2. My dcg.ini (after few test I've just done, though settings are back as they were when error happened):
Code: [Select]
E:\Ubisoft\IL-2 Sturmovik 1946\IL2DCG\E:\Ubisoft\IL-2 Sturmovik 1946\missions\campaign\um\DGen_X_Palaudoe2\E:\Ubisoft\IL-2 Sturmovik 1946\ThreeThreeDefaultDefaultModerateFullFullSquadron Defaults50 KilometersDefaultDefaultMassedBombers=TrueFrontMovement=TrueCopyMission=FalseDogfight=FalseCoop=FalseFBDActive=NoAutoGeneration=TruePrimary=TrueDSTimes=TrueParas=TrueBriefing=TrueShipRoF=5.0HistDates=TrueIL2SCUse=FalseLogFileDate=[11.09.2012 15:23:06]Tracking=TrueNoTransfers=FalseNight=FalseDGEN_Replacement=TrueTankDG=TrueTransitAlt=DefaultTgtEgressAlt=Transit AltitudeTgtAlt=Transit AltitudeTgtIngressAlt=Transit AltitudeIPAlt=Transit AltitudeTgtIngressOffset=DefaultIPOffset=DefaultTOStepAltBox=DefaultNormandyBase=FalseDeath=FalseAirStarts=TrueTOCircle=Only Escorts & EscortedIECoordinates=Only Level Bombers UseCruiseSpeed=DefaultLanguage=EnglishGameID=1946NGEN_Replacement=FalseSingleMap=FalsePalmTrees=TrueRuSupplyRate=1/Squadron/DayDeSupplyRate=1/Squadron/DayTrackPlayerRanks=TrueAircraftDowngrades=TrueLinkMax=FalseDataFiles=E:\Ubisoft\IL-2 Sturmovik 1946\IL2DCG\Data\DeShipSkill=RookieRuShipSkill=RookieShipSunk=FalseActiveFront=TrueDDRoF=1.0BridgeRepairTime=1 MissionBornPlaceRadius=3000TimePassage=NormalServerInfo=ServerActive=FalseBalance=DefaultSCPlaneLimits=NoSCTimeLimits=No Time LimitSquadronManagement=FalseIngressSpeed=DefaultFixedStartDates=TrueCountStaticPlanes=YesVoteLevel=100Radio=Campaign DefaultRandomNoseArt=TrueNoUserLoadout=FalseBeachheadResets=FalseMDS=FalseRUProp=NoStaticPlanes=No Spawn
3. Yup

4. Maybe, I left it turned off.

Now for the mindf**k:
1. I tried launching those missions through FMB and they worked fine.
2. I generated this campaign at seperate account with all possible "Primary Objective" and "No instant success" combinations (both off, both on, first off, second off), each time I skipped the first mission (except both on) right at the beginning, before any messege appeared. All worked fine.
3. I also generated campaign with exactly the same settings and it worked fine.
4. There are only 2 differences between broken campaign and other generations:
I: in broken one for some reason I was chosen leader of flight no. 1 (and all 12 planes) in every missions (having captains under my command as 1st lieutnant). However I was also leader in FMB tests and it worked fine...
II: in broken campaign I changed ammount of fuel in my flights from 100% to 75% during campaign in DCG window, though I think it was after the problem first appeared.

What do you think? Maybe I should simply restart the campaign?

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on September 11, 2012, 09:20:19 PM
I would say, go back to the roots! Deactivate all additional mods (also Slinks DCG files) for your DBW/DCG installation, back to your standard carrier, then reinstall completly DCG and try it again!
When it works, add your mods one by one to see, if you get stuck! Of course only an advice!
I have tested your configs in my DCG installation with this campaign and had no problems!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: NS~mati140 on September 12, 2012, 07:55:39 AM
I would say, go back to the roots! Deactivate all additional mods (also Slinks DCG files) for your DBW/DCG installation, back to your standard carrier, then reinstall completly DCG and try it again!
When it works, add your mods one by one to see, if you get stuck! Of course only an advice!
I have tested your configs in my DCG installation with this campaign and had no problems!

As I said, I didn't have problems either, when I generated campaign for second time. I also tried reinstalling DCG. Anyway, I'm gonna try simply restarting campaign. Maybe it was a single error. Too bad I'll lose my kills though...
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: RealDarko on October 04, 2012, 02:24:03 PM
How can I make the modded planes appear as selectable in Squadron editor? Currently only il2 vanilla planes appear on the plane list.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: electroman on November 26, 2012, 09:03:14 PM
i have the same problem installed the dcg mod for dbw and still can not use planes that are in dbw. always says non flyable
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: veneto on December 06, 2012, 01:09:29 PM
hey great thing this but I dont understand something :
so I have got il 2 4.11.1m and dcg3.46 right .
but must I download also up3.0rc4 and DBW or not or what ?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on December 06, 2012, 05:47:24 PM
Hi veneto and welcome!
Latest DCG Version is V3.47beta8 and works with unmodded IL-2 1946 V4.11 without any additional files:
http://www.jg1.org/tabid/116/g/posts/m/5314/DCG-3-47-Open-Beta-Test.aspx#post5314
If you want to play the standard campaigns of DCG 3.47beta8 with Modpack DBW 1.71, then you need additional the modded files by "Slink"!

But before you install DCG and more, please start first here: http://www.sas1946.com/main/index.php/topic,16523.0.html

Hope it helps!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: veneto on December 07, 2012, 02:07:15 AM
hello to you !!!!

yes thanks

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: bobik4000 on January 26, 2013, 06:33:40 AM
Hello,

Great add-on thank you for this. Starting new Poland1939 campaign I encountered a problem - all new planes - Lublin RXIII, PZL23, PZL37 etc. are generated at German airfields and of course are immediately destroyed by AA. When I went to squadron editor panel I saw that all these are as the German squadrons - do you know what could be the reason of it?

Grzegorz
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: vegetarian on January 26, 2013, 07:15:00 PM
Quote
Starting new Poland1939 campaign I encountered a problem - all new planes - Lublin RXIII, PZL23, PZL37 etc. are generated at German airfields and of course are immediately destroyed by AA. When I went to squadron editor panel I saw that all these are as the German squadrons - do you know what could be the reason of it?

Yep, I had the same problem. Would also be happy for the solution.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Mad026 on January 30, 2013, 02:08:50 AM
Hi
So first how is this working anyway, is it like the Dgen? The first post said something about the air ini, will it modify my air ini when I download it? Will it kill the DGEN or they can work together? What are the standard problems with this? and for last What's the difference beween this and the DGEN?

thanks for the help!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Semor on January 30, 2013, 02:49:32 AM
Have a look at here:

http://www.lowengrin.com/news.php

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: bobik4000 on February 03, 2013, 05:50:55 AM
Yep, I had the same problem. Would also be happy for the solution.

I changed P.23 & P.37 sqns into fighter ones and it helped. Nevertheless it is no solution.

Grzegorz
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: vegetarian on February 04, 2013, 05:00:34 AM
Thanks Grzegorz. I will give that a try.

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Alex840 on February 12, 2013, 03:34:00 PM
Hello,

Great add-on thank you for this. Starting new Poland1939 campaign I encountered a problem - all new planes - Lublin RXIII, PZL23, PZL37 etc. are generated at German airfields and of course are immediately destroyed by AA. When I went to squadron editor panel I saw that all these are as the German squadrons - do you know what could be the reason of it?

Grzegorz

Correct me if i'm wrong.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: indio on February 20, 2013, 12:50:22 PM

I always used your mod for DCG with DBW, now I'm trying The Full Monty pack but I would like to know if your mod is going to work.

The Full Monty has a huge list of new ships so I think (if I understood what your mod does) that many of them are going to miss in dcg.

Am I wrong? What should I do to have this awesome DCG pack upgraded for TFM?

Thanks so much for help
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Parmenides on March 28, 2013, 01:26:38 PM
Yep, I had the same problem. Would also be happy for the solution.

I changed P.23 & P.37 sqns into fighter ones and it helped. Nevertheless it is no solution.

Grzegorz

Sorry to ask but how did you do this. I have no clue which file I have to change.

Is there maybe any other solution around?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Makhno on May 12, 2013, 04:52:07 AM
Hi,
thank you for this pack.
I'm trying to make it works. Yesterday I downloaded DCG last version from lowengrin site and extracted it in the default folder inside IL2-installation-folder/IL2DCG then I downloaded here the standard and the modpack2 files and extracted them inside the IL2-installation-folder. I then ran the game and it was working. I then activated the "standard" version via JSGE (modpack2 freezes the selector) and today created via DCG a Mediterranean campaign, just to test. Then I ran the game and it CTD at 70%.
I closed DCG but still crashes. I deleted "Mediterranean_1941" folder inside IL2DCG and still crashes, I disabled every mod in JSGE and still crashes.
I read this (http://www.sas1946.com/main/index.php?topic=22.0) topic for troubleshooting but was not able to deal with the error.
Any hint?

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Bonez on May 12, 2013, 06:16:26 AM
post the last part of your log.lst using the code (#) button.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Makhno on May 14, 2013, 12:15:19 PM
Hi Bonez,
I reinstalled everything and now it works.
Actually my problem is to make DCG works in auto-full-generation mode.
I replaced DGen and set "Off-line career" in "mode".
I'm trying to Generate a Campaign "French Fighter Pilot (DCG)": when I click to generate, nothing happens.
I'll report the log of DCG dcgerror.txt:
Code: [Select]
[2013/05/14 20:14:35.344] Parameter String0 = D:\Giochi\IL-2 Sturmovik 1946\DGen.exe[2013/05/14 20:14:35.345] Parameter String1 = fr[2013/05/14 20:14:35.346] Parameter String2 = 0[2013/05/14 20:14:35.347] DCG.ini processed.[2013/05/14 20:14:35.361] Loaded messages processed.[2013/05/14 20:14:35.368] Game version checked [1946].[2013/05/14 20:14:35.369] Game version includes IL2AEP [True].[2013/05/14 20:14:35.370] Game version successfully set up.[2013/05/14 20:14:35.379] Begin Parameter Check[2013/05/14 20:14:35.384] Setting new log file date.[2013/05/14 20:14:35.385] Game Path = D:\Giochi\IL-2 Sturmovik 1946\[2013/05/14 20:14:35.396] Finding configuration file to determine log file name.[2013/05/14 20:14:35.399] Logfile = eventlog.lst[2013/05/14 20:14:36.549] No "France40/" Campaign Found. Creation Failed.[2013/05/14 20:14:36.551] Parameters processed.[2013/05/14 20:14:36.552] Form Create Complete
Thank you :)
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on May 14, 2013, 06:40:32 PM
Hi,
Have you unchecked "Optional Third party Data folder" under "Files" in DCG?
Uncheck the option and then try it again!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Makhno on May 17, 2013, 10:15:44 AM
Thank you Lonestar67,
now it works!
Now the only thing is that missions are always the same: I'm in the fourth mission and it's still a "Sweep" mission..
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on May 17, 2013, 10:56:52 AM
Open DCG, go to the "Custom Mission Selection" panel and choose one of the "Custom Mission Preference" options!
Then you have the probability that you get one of those mission types for the next generated Mission!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on May 17, 2013, 01:29:11 PM
Another option is to increase the action radius. If the action radius can reach your airfield or an important location then there might be an enemy bomber flight for you to intercept.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: vegetarian on May 27, 2013, 02:10:44 AM

Did you ever get the DCG Pack working with TFM? I would be interested to know, as I am thinking of giving it a try.

Cheers
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on May 27, 2013, 02:29:44 AM
If you wanted to add some or all of the new objects and planes from TFM you would need to edit the following DCG files from Slinks pack:

armor.dcg (tanks and armoured vehicles)
class.dcg (new planes go here)
crewseats.dcg (any new multiseat planes need an entry in here)
gobjects.dcg (any kind of ground object that you want DCG to track)
gunits.dcg (all moving ground units)

and optionally fobjects.dcg and shipnames.dcg

Don't forget to add the skin folders for the new planes if they aren't there already.

A lot of data entry to get it up and running.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: vegetarian on May 27, 2013, 04:45:00 AM
Yep, you're right about the data entry Moezilla!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Sinu on June 09, 2013, 07:49:20 PM
If you wanted to add some or all of the new objects and planes from TFM you would need to edit the following DCG files from Slinks pack:

armor.dcg (tanks and armoured vehicles)
class.dcg (new planes go here)
crewseats.dcg (any new multiseat planes need an entry in here)
gobjects.dcg (any kind of ground object that you want DCG to track)
gunits.dcg (all moving ground units)

and optionally fobjects.dcg and shipnames.dcg

Don't forget to add the skin folders for the new planes if they aren't there already.

A lot of data entry to get it up and running.

How would one go about locating all the necessary lines for a aircraft to be able to edit all these files?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Whiskey_Sierra_972 on June 10, 2013, 01:47:44 AM
Slink is no more active....hope that someone 'll continue his work....
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on June 10, 2013, 09:14:15 AM
Ok, to get you started...

allpayloads.dcg - you only need to add payloads other than default and none - one line for each. Data would come from DBW/STD/i18n/weapons_ru.properties
Code: [Select]
BF_109G6                                    A                                                                                       U3-MK108[Name of plane from air.ini - air.xxx]       [Type of loadout: A|B|D|T for Air/Bomb/Droptank/Torpedo]                    [Loadout name from weapons_ru.properties]
armor.dcg - data from DBW/STD/com/maddox/il2/objects/chief.ini and internet/books
Code: [Select]
1-PzIVF2                                 2                194208          194408      1-PzIVJ                          06/06[Name of chief from chief.ini]      [Side 1|2]    [Entered service]   [Retired]    [Upgrade type or none]     [+friendly troops/-enemy troops]
class.dcg - data from air.ini, internet/books and IL2 folder but also compare to similar type in class.dcg already
Code: [Select]
BF_109G6                               Bf 109G-6                       de      2       1       1           194211             194412     BF_109G6Late   Bf-109G-6      BF_109G2       5000 Meters          410.00 kph  Default     410.00 kph[Name of plane from air.ini - air.xxx] [Text friendly name] [country code] [side 1|2] [type] [flyable 1|0] [entered service] [retired] [upgrade type] [skin folder] [downgrade type] [transit altitude] [cruise speed] [range] [ingress speed][type]1 = fighter2 = level bomber3 = transport4 = ground attack/torpedo5 = recon6 = floatplane7 = dive bomber

EDIT:
A few more...

gobjects.dcg - data from Chief.ini and Stationary.ini
Code: [Select]
artillery.Artillery\$ZIS3                              1 0 0 0 0 0 1  None[object name]                                     [First number is side 1|2, next five digits should be 0, then a 1 and then None]
gunits.dcg - data from Chief.ini and Stationary.ini
Code: [Select]
Vehicles.M3_Halftrack 1[object name] [side 1|2]
payloads.dcg - data from weapons_ru.properties and air.ini
Code: [Select]
BF_109G6                              R1-AB250                                R6-MG151-20                             R1-SC500                                R3-DROPTANK                             R1-SC250                                default[Name of plane from air.ini - air.xxx]  [Ground attack loadout]                     [Fighter loadout]                   [Bomber loadout]                     [Long range fighter loadout]                  [Anti-ship loadout]            [?Recon loadout]

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on June 10, 2013, 03:34:24 PM
First of all thanks for the explanations here, Moezilla!
I have followed your advice and used all three dcg files (gobjects,gunits,armor)!
The British tanks now work without problems in the Overlord Campaign, thanks again! :)
The only thing that is not working properly are the Infantry units!
If a unit was destroyed in the campaign she no longer goes back into the respawn pool and stay with each other mission in the last position!
But its no problem, as you can see these units from the air bad anyway!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on June 12, 2013, 09:23:43 AM

I was just checking your Second Front files and noticed that you have the stationary objects in the gunits.dcg and not in the gobjects.dcg. Check DCGs stock files for comparison.
Without knowing exactly when DCG uses these files it's hard to know if it would cause a problem.

As for the infantry, Slink seemed to have got them working for his Poland39 update, I'll have a look at the entries in technics.ini and chief.ini and see if there is anything strange. Did you add the entries for the infantry to armor.dcg? They actually come under the tank class so they may need entries there to work properly.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on June 12, 2013, 11:37:31 AM

I was just checking your Second Front files and noticed that you have the stationary objects in the gunits.dcg and not in the gobjects.dcg. Check DCGs stock files for comparison.
Without knowing exactly when DCG uses these files it's hard to know if it would cause a problem.

Strange . . . these are the .dcg files (except fobjects+crewseats) from Slink (!!DCG-4-DBW ModPack2/IL2DCG/Data folder) and I modified nothing!

As for the infantry, Slink seemed to have got them working for his Poland39 update, I'll have a look at the entries in technics.ini and chief.ini and see if there is anything strange. Did you add the entries for the infantry to armor.dcg? They actually come under the tank class so they may need entries there to work properly.

Yes, I have tried it in the seperate Overlord campaign but it didnt worked properly as above discripted!
I dont believe that he get the infantry working in Poland39 properly, because his Poland39.mis file or the timetable.dcg includes any infantry chiefs!
At least what I have saw in his files I have downloaded!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on June 12, 2013, 02:02:25 PM
Well if you've been testing it that way and there have been no problems then maybe DCG doesn't use those files except to populate the drop-down menu on the "Ground Object Settings" panel.

Hmm, let me think about the infantry some more. Maybe something hardcoded in  DCG is stopping it from working. Back to the lab.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on July 11, 2013, 05:31:58 AM
I just loaded this stuff back up again after a very long hiatus. Well i entered the game for carrier ops called marcus island and as soon as i spawned , my plane exploded. any idea to what is causing this?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on July 11, 2013, 07:51:46 AM
I just fired up the USN fighter and torpedo bomber campaigns in Marcus Islands v1.2 and there were no problems with exploding planes.

Which campaign did you try and which plane did you choose?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: BravoFxTrt on July 11, 2013, 11:49:07 AM
If you were spawning in an F4F4 on a Carrier with more than one Plane, and you have   fix Cowling Engines & prop Mod, you need to delete these from the

fix Cowling Engines & prop Mod\3do\Plane\F-4F4  delete all highlighted these: (The Blue arrows)

(http://www.sas1946.com/images/imageshit/a/img12/2333/6dx3.jpg)

Then no more explosing F-4F4's

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on July 11, 2013, 01:11:33 PM
Good call Bravo! I was in the F3 which is the default choice for the fighter campaign.

Should this also be mentioned on the NewTFM thread as I think the cowlings and props files are in there too?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: BravoFxTrt on July 11, 2013, 01:22:56 PM
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: BravoFxTrt on July 11, 2013, 01:35:43 PM
p.s.  The reason for the Planes exploding is that the AI Planes who spawn with you are spawning with their wings unfolded on the Carrier Deck. The above modification is the only way I read or tried that works.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on July 13, 2013, 06:13:00 AM
p.s.  The reason for the Planes exploding is that the AI Planes who spawn with you are spawning with their wings unfolded on the Carrier Deck. The above modification is the only way I read or tried that works.

Still exploding. When i went to the 3do for the F4, it didn't have any data about the wings in it. Could it be BT wheel fix? This really has me confused. maybe too many planes on deck? I think there was a carrier fix patch that made the planes wings retracted. i dunno. And it's happening with the F4F-3
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on July 13, 2013, 06:24:13 AM
I'm also using the modpack for dcg4dbw. I always had problems with this since i already had most if not all of the mod planes already installed through windweapon's mod packs. I don't recall having issue when i used the standard version of dcg4dbw. Pretty lost on this one.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on July 13, 2013, 09:28:08 AM
Chaney can you upload the mission file to mediafire? It should be at IL2/Missions/Campaign/UN/DGen_x_Marcus42xxxxx0. Grab any .mis files in there then zip and upload them and post the link here.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on July 13, 2013, 10:07:52 AM
Chaney can you upload the mission file to mediafire? It should be at IL2/Missions/Campaign/UN/DGen_x_Marcus42xxxxx0. Grab any .mis files in there then zip and upload them and post the link here.

Well now I know I'm not going completely insane. I'm only having issues with Carrier Operations campaign. Any of them i try and fly, my plane explodes. Now if I make a standard non-third party dcg campaign, I never have an issue.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on July 13, 2013, 10:54:05 AM
Hmm....do you have the carrier takeoff mod? Either as a standalone mod or as part of the SAS_AI_Engine mod? Did you add any custom carriers? Strange one.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on July 13, 2013, 02:13:08 PM
Hmm....do you have the carrier takeoff mod? Either as a standalone mod or as part of the SAS_AI_Engine mod? Did you add any custom carriers? Strange one.

Can't seem to find that mod? can you point me in that direction?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on July 13, 2013, 03:33:38 PM
I was going to ask you to disable it temporarily anyway to see if there was some sort of conflict.

Still might be a loadout issue. After the plane explodes press shift+tab to bring up the console. Press pagedown to make sure you're at the bottom of the log and have a look at the last 30 or 40 lines to see if there's anything jumping out saying "bad loadout" or "can't load xxx.yyy" or something to help us diagnose the problem.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on July 14, 2013, 08:11:38 AM
I was going to ask you to disable it temporarily anyway to see if there was some sort of conflict.

Still might be a loadout issue. After the plane explodes press shift+tab to bring up the console. Press pagedown to make sure you're at the bottom of the log and have a look at the last 30 or 40 lines to see if there's anything jumping out saying "bad loadout" or "can't load xxx.yyy" or something to help us diagnose the problem.

Only error is : 'Can't open file 'paintschemes/pilots/un/03 ..............etc.

and then:  Mission:wrong chief's type [ships.UssYorktownCV5_42]
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on July 14, 2013, 08:42:25 AM
...and then:  Mission:wrong chief's type [ships.UssYorktownCV5_42]

Aha!

Looks like you installed the files to use the Yorktown mod by Asheshouse into your DCG campaign but maybe don't have the mod anymore in your IL2 install?

Easiest way to check is to open the timetable.dcg file in /DCG/Marcus Island 1942 V1.2 DBW and find USSYorktownCV5_42 and replace it with USSCVGeneric. Should only be 2 instances on lines 30 and 100. Then generate a new campaign and see if things still go boom.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: sa_475th_Chaney on July 15, 2013, 09:24:48 AM
...and then:  Mission:wrong chief's type [ships.UssYorktownCV5_42]

Aha!

Looks like you installed the files to use the Yorktown mod by Asheshouse into your DCG campaign but maybe don't have the mod anymore in your IL2 install?

Easiest way to check is to open the timetable.dcg file in /DCG/Marcus Island 1942 V1.2 DBW and find USSYorktownCV5_42 and replace it with USSCVGeneric. Should only be 2 instances on lines 30 and 100. Then generate a new campaign and see if things still go boom.

That was it. Thanks man.  :)
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: pandacat on July 19, 2013, 12:59:46 PM
If you wanted to add some or all of the new objects and planes from TFM you would need to edit the following DCG files from Slinks pack:

armor.dcg (tanks and armoured vehicles)
class.dcg (new planes go here)
crewseats.dcg (any new multiseat planes need an entry in here)
gobjects.dcg (any kind of ground object that you want DCG to track)
gunits.dcg (all moving ground units)

and optionally fobjects.dcg and shipnames.dcg

Don't forget to add the skin folders for the new planes if they aren't there already.

A lot of data entry to get it up and running.

Hi Moezilla, I did a clean install of the game and patched it up to 4.11.1m.  Then I applied the latest 6.017 HSFX to the game.  In order to add some of the new planes (just planes only, no other objects) in HSFX into DCG, I tried your method.  Theoretically, you only need change class.dcg, loadout.dcg and allpayload.dcg, right?  What I found out is somehow by changing those 3 files, it won't work.  You can enter the 3D world, but graphics are all messed up(you won't see cockpit, just a big pink engine cowling).  However, I also tried just install the mod you provided on the first post wholesale.  Then it worked.  Therefore, I believe there is something else you need change besides those 3 files in order to get it to work.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: WindWpn on July 19, 2013, 02:19:07 PM
You can enter the 3D world, but graphics are all messed up(you won't see cockpit, just a big pink engine cowling).  However, I also tried just install the mod you provided on the first post wholesale.  Then it worked.  Therefore, I believe there is something else you need change besides those 3 files in order to get it to work.

If you are seeing a big pink engine cowling, that means that the java failed.  The log.lst will have the answer.  Likely a plane, squadron id, or loadout which DCG is attempting to use, does not exist or is named differently in the game code.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on July 19, 2013, 03:04:58 PM
Hi pandacat, the mod on the first post is by Slink, not me.

My advice was for people who want to add the objects/planes from NewTFM to their DCG install if they already use the mod on the first post.

As WindWpn said, it's most likely that the squadid was the problem, or a missed loadout.

Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: pandacat on July 20, 2013, 02:31:07 AM
I see. I just uninstalled all DCG stuff.  There are so many bugs and incompatibility.  Now I am getting "not valid integer value" error and planes explodes at start issues.  I rolled back to dgen and tried to add the planes into dgen.  What files do I need change in order to add planes to dgen?
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Moezilla on July 20, 2013, 07:28:27 AM
I have no knowledge of DGen, sorry.

As for DCG - it is pretty much 100% compatible with stock IL2. With the pack from the first post installed, DCG will then be compatible with DCG campaigns made and tested with DBW 1.71. The stock DCG campaigns won't always work with modded installs due to changes in planes, loadouts, squads, units, ships, maps, etc.

If you are not using DBW or stock then you probably need updated .dcg files, either provided with a campaign like Lonestar/WindWpns HSFX version of Battle Of Britain, or manually edited by the end user.

"not a valid integer value" errors are due to a unrecognised value in one of the .dcg files. Exploding planes are usually down to something missing from IL2 that DCG expects (loadout, squadid, plane, unit, ship) or a map change has moved the spawn point of the airfield. With the exploding planes you can hit shift+tab and then hit pagedown to make sure you are at the bottom of the log and check the last 30-40 lines and look for things like "can't load xxx" or "missing xxx" or something like that.

Most of these errors are fixable but enjoyment is what we are after and if getting this working is keeping you from flying then you may not feel it is worth it.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: pandacat on July 22, 2013, 08:53:09 AM
I know HSFX is primarily a mod for online multiplayer.  But DBW and UP don't keep up with new patches, leaving HSFX the only option out there. Also, HSFX's FM and AI are well-done.  For the those who only have time for a few hours per week of single player offline stick time, the choices are very limited.  If you want better graphics, improved AI and FM, then you need go online.  If you just want to go single then you have to give up some of good improvements brought in by the mods.  It's really frustrating to see the two parts (game itself and campaign generator) of the same game don't talk to each other.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Flying H on July 23, 2013, 01:58:21 PM
pandacat, the "not valid integer value"  is usually connected to what language your  KB is set to. You should go to Paul Lowengrins site and ask there, this has been an issue back and forth thoughout the years. http://www.jg1.org/tabid/116/g/forum/c/8/DCG.aspx (http://www.jg1.org/tabid/116/g/forum/c/8/DCG.aspx) you need toregister but that´s a breeze.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: SAS~Gerax on August 09, 2013, 12:32:11 AM
Pandacat, although I am not an expert with this slinks pack
I a wondering why you come with HSFX questions

"DCG for Dark Blue World - New Packs for DBW 1.71 & DCG 346/7"

...But DBW and UP don't keep up with new patches, leaving HSFX the only option out there. Also, HSFX's FM and AI are well-done. ...If you want better graphics, improved AI and FM, then you need go online. .....

maybe, but why telling us this here, in a DBW thread? DBW is for offliners,
for members who do not want to go online for several reasons.  ;D

we have a section for HSFX users and their questions, please ask your HSFX related questions there, I'm pretty sure for your kind of problems you will get the more useful answers there.  ;)

so plase go here:
http://www.sas1946.com/main/index.php/board,188.0.html (http://www.sas1946.com/main/index.php/board,188.0.html)
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: dietz on November 05, 2013, 05:13:51 PM
@Lupus

Hi,
When you have next time exploding aircrafts at mission start, press the "Pause" key and then "shift" + "Tab"!
Some messages will appear but you should look like lines similar as marked in the example below!
Will do!
Then maybe we can help better!

(http://www.mediafire.com/conv/1ccfa7826988f28740160d5e973422b3c5fd7740b26a96871429098dc6b1ef475g.jpg) (http://www.mediafire.com/imageview.php?thumb=5&quickkey=pdokvpvmir6813n)
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: pandacat on December 22, 2013, 10:24:29 AM
I just joined the DBW, cheers.  However, I don't quite understand the difference between the standard package and mod package on page 1 of this thread.  Do I need install both to get DBW mod planes and ships?  Or just install one of the two.  Thanks
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on January 25, 2014, 01:39:33 AM
Sorry to hear that, Hamm!
To get DCG to work has nothing to do with the IQ level, you need more practice with this generator!
Its true, the instructions in my manuals includes not the best English (I am german, nobody is perfect),
but I got also the help of other people for the accuracy and language in my tutorials, like Lowengrin (He is Canadian)!

DCG is a mission generator, which reads the results of the last mission from the log file and generates from that a new one!
He does not write data in the installation, except in their own files that were created in the new campaign folder under "/Missions/Campaign/Service (Like US)/Current DCG Campaign folder"!

I dont know how your DCG settings was or which campaigns you have played, so if you want PM me and I will try to help you!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 &amp; DCG 346/7
Post by: WindWpn on January 25, 2014, 06:31:36 AM
Note, dcg should not affect your install.   Dcg only generates mission files.  Exploding planes, mission freezes points to dcg creating mission with a parameter your install does not have such as specific plane loadout. Recommend sticking with default dcg campaigns until u become familiar with how the mission generator works.   Once u become familiar its the best option out there for open ended consequence based flying/fighting.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: peter_poppers on December 01, 2014, 09:44:17 AM
Hi all,

I'm new with DCG and I have a question, I'm running version 3.46 with DBW 1.71 and NewTFM.

I would like to play the French campaign 1940 and I would like to fly the Dewoitine D.520 but it doesn't appear in the aircarfts list (like some other aircrafts) of the Squadron editor even if I uncheck the Historical Prduction Dates.

What should I do?

Thanks.
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: Lonestar67 on December 01, 2014, 02:01:13 PM
Hi and welcome!
I personally dont have this aircraft installed so I have the enties from here:
http://www.sas1946.com/main/index.php/topic,34573.0.html

First make a safe copy of the class.dcg and payloads.dcg from your "DCG installation/Data" folder!
Then copy and paste these lines into both files:

class.dcg:
Code: [Select]
D520                            Dewoitine D.520                    fr 1 1 1 193901 194612 none                           D520                               none                           5000 Meters 320.00 kph  Default     320.00 kph
Code: [Select]
D520                               default                                 default                                 default                                 none                                    none                                    default`

You need also a new skin folder in Paintshemes/skins of your DBW installation with the naming:
D520

For your own future installations of aircrafts in DCG some explanations,

air.ini:
D520         air.D520 1                        NOINFO   f01  SUMMER

You need the first designation of this aircraft for the skin folder, the second is the class name for the fist entry in the class.dcg!
(Mostly the designations are different but in this case both have the same naming!)

Class.dcg:
Class name / designation (For the mission Briefing)  / nationality / side(blue/red) / aircraft type (fighter/bomber . ..) / Flyable (Yes/No) / Active date period / upgrade type / Skin folder / downgrade type / cruise height / speed limits

The designations for the aircraft payload are mostly in the read.me of the aircraft (weapons_ru.properties entries)
or you must make some selfmade flights with each payload of this aircraft! Save the mission and copy then the payload designations

Hope it helps!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: peter_poppers on December 03, 2014, 03:26:54 PM
It works just fine! Thanks a lot for your help!
Title: Re: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7
Post by: SLAWEK1971WAWA on December 15, 2014, 01:16:43 PM
Hi,
I'm tryig to play dcg campaign War over Italy, but very often the planes explode at the mission start.

(http://s21.postimg.cc/kz7hip5br/error_explode.jpg) (http://postimage.org/)

What's happening?