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.