Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 10 [11] 12 13 14 ... 33   Go Down

Author Topic: DCG for Dark Blue World - New Packs for DBW 171 & DCG 346/7  (Read 120983 times)

0 Members and 1 Guest are viewing this topic.

tanda01

  • member
  • Offline Offline
  • Posts: 82
Re: DCG for Dark Blue World - Version 06.1
« Reply #120 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.
Logged

vonofterdingen

  • Missioneer
  • member
  • Offline Offline
  • Posts: 986
Re: DCG for Dark Blue World - Version 06.1
« Reply #121 on: December 29, 2011, 11:13:51 AM »

Slink,

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.
Logged

Slink

  • member
  • Offline Offline
  • Posts: 275
  • Cosmetic to some; to others a nightmare! - Merlin
Re: DCG for Dark Blue World - Version 06.1
« Reply #122 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...
Logged

SLAWEK1971WAWA

  • member
  • Offline Offline
  • Posts: 61
Re: DCG for Dark Blue World - Version 06.1
« Reply #123 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/
Logged

vonofterdingen

  • Missioneer
  • member
  • Offline Offline
  • Posts: 986
Re: DCG for Dark Blue World - Version 06.1
« Reply #124 on: December 29, 2011, 08:12:34 PM »

Thanks  guys.  I will give this Bob version a trial.
Logged

Slink

  • member
  • Offline Offline
  • Posts: 275
  • Cosmetic to some; to others a nightmare! - Merlin
Re: DCG for Dark Blue World - Version 06.1
« Reply #125 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.
Logged

vpalmer

  • member
  • Offline Offline
  • Posts: 7
Re: DCG for Dark Blue World - Version 06.1
« Reply #126 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? =)
Logged

Slink

  • member
  • Offline Offline
  • Posts: 275
  • Cosmetic to some; to others a nightmare! - Merlin
Re: DCG for Dark Blue World - Version 06.1
« Reply #127 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.
Logged

vpalmer

  • member
  • Offline Offline
  • Posts: 7
Re: DCG for Dark Blue World - Version 06.1
« Reply #128 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 =))
Logged

vpalmer

  • member
  • Offline Offline
  • Posts: 7
Re: DCG for Dark Blue World - Version 06.1
« Reply #129 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
Logged

Ducon321

  • member
  • Offline Offline
  • Posts: 5
Re: DCG for Dark Blue World - Version 06.1
« Reply #130 on: January 10, 2012, 04:58:31 PM »

Hello Slink

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?
Logged

Lonestar67

  • Modder
  • member
  • Offline Offline
  • Posts: 610
Re: DCG for Dark Blue World - Version 06.1
« Reply #131 on: January 10, 2012, 05:19:07 PM »

Hello Slink

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
Logged
DCG And Third Party Campaign Installation Manual: http://www.sas1946.com/main/index.php?topic=20872.0
Pages: 1 ... 8 9 10 [11] 12 13 14 ... 33   Go Up
 

Page created in 0.054 seconds with 24 queries.