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DCG 3.48 Open Beta Test


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#1 Lowengrin

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Posted 24 March 2013 - 01:42 AM

A beta of the latest DCG is available here for those who wish to give it a try:

http://members.shaw....dcg348beta1.zip

Please post any bugs to this list.

Additions (so far) to Version 3.48

Fixed "Ace" AI pilot bug. Tweaked some static objects from a number of campaigns to avoid collision.

Note: Install over a complete copy of DCG 3.47 as this beta only includes files that have been modified from the previous build. After installing, remember to reset your basic options and, if using DGen or NGen Replacement modes, make sure these options are re-checked before running IL-2 Forgotten Battles, Pacific Fighters or 1946. Mods which have made changes to the event log may not work with IL2DCG.

 

 

 

[Note: the most recent DCG ver. 3.48 URL can be found at the end of this thread. -- Klaiber, 21 July 2014]


Edited by Klaiber, 21 July 2014 - 01:26 PM.
URL clarification


#2 idefix44

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Posted 10 April 2013 - 09:09 PM

As a reminder, this four bugs found using 3.47 in dogfight mode:

Normandy44
Gliders spawn in the trees

Kuban42
Ju-52/3mg5e seems unable to take-off and/or collied with ship at take-off

Prokhorovka
Trains collied

Mediterranean41
Ship waypoints on the beach

Have a good day.

Added 04/26/13:

MarethLine43
Planes damaged on the ground when mission begin

#3 berik

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Posted 03 August 2013 - 03:43 PM

hello, so I began to test new version of generator :-)

1. "clean" beta 1 gives "no message file found" (I read your note, but just in case...)

2. 3.47 overcopy- earlier started campaign run ok. seems allocation of diffrent AI skills in squadrons is now more correct. but I did't too much as I decided to begin new game with smoller maps (this was Singapore).

3. new campaign- starting leningrad 41 with finnish hawk 75a3 as active crashed the game, and in the long run after some tests I lost all my saved campaignes after one of crashes, both dcg as linear and dgen.
seems that you did't add new crafts in the game??? :-( noone is working.

and by the way, is there any way to make japanese not to jump with chute? in the start of the war this look not good...

#4 Lonestar

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Posted 08 August 2013 - 12:05 AM

Hi berik,
Its an older post but could may help for your message problem:
http://simhq.net/for...tml#Post1928154

DCG 3.48 beta1 is not yet adjusted for 4.12, so I would first remain at 4.11 with DCG!
Probably the class or payload entries of some (new flyable) aircrafts was changed so that they no longer coincide with the current DCG file entries!


#5 Lowengrin

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Posted 10 August 2013 - 04:56 AM

This beta was released before the latest IL-2 update. I haven't added any of the new planes nor updated any of the payloads...hopefully someone else will and send me the files....

#6 sniperton

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Posted 17 August 2013 - 12:41 PM

This beta was released before the latest IL-2 update. I haven't added any of the new planes nor updated any of the payloads...hopefully someone else will and send me the files....


New 4.12 payloads:

Beaufort1Early B 8x250lb
Beaufort1Early B 4x500lb
Beaufort1Early B 2x1000lb
Beaufort1Early T 1xtorp
Beaufort1Late B 8x250lb
Beaufort1Late B 4x500lb
Beaufort1Late B 2x1000lb
Beaufort1Late T 1xtorp
Beaufort2 B 8x250lb
Beaufort2 B 4x500lb
Beaufort2 B 2x1000lb
Beaufort2 T 1xtorp
Do217_M1 B 28xSC50
Do217_M1 B 4xSC250
Do217_M1 B 4xSC500
Do217_M1 B 4xSD500
Do217_M1 B 2xSC1000
Do217_M1 B 3xSD1000
Do217_M1 B 4xSD1000
Do217_M1 B 1xSC1800
Do217_M1 T 1xTorpedo
H_75A3 A 1x50+5x303
H_75A3 A 2x50+4x303
H_75A3 B 10x12kg_bombs
H_75A3 B 6x25kg_bombs
H_75A3 B 2x50+4x303+10x12kg_bombs
H_75A3 B 2x50+4x303+6x25kg_bombs
H_75A4 B 10x12kg_bombs
H_75A4 B 6x25kg_bombs
KI_45_KAIKO A 2xHo103_slanted
KI_45_KAIKO B 2x250kg
KI_45_OTSU A Type94_AP
KI_45_OTSU A 2xHo103_slanted
KI_45_OTSU B 2x250kg
KI_45_OTSU B Type94_AP_2x250kg
P_36A4 B 6x40lb_bombs
Wellington3 B 16x250lb
Wellington3 B 9x500lb
Wellington3 B 2x1000lb6x250lb
Wellington3 B 2x2000lb
Wellington3 B 1x4000lb

:)

#7 Lonestar

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Posted 18 August 2013 - 07:36 AM

Thanks for your work, sniperton!

#8 sniperton

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Posted 18 August 2013 - 09:41 AM

Every little bit adds to the whole... ;)
Just check and freely revise my A/B/T classifications, I made them rather intuitively.



#9 Lowengrin

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Posted 21 September 2013 - 10:44 PM

A quick fix for MDS users....

http://members.shaw....dcg384beta2.zip

Please post any bugs to this list.

Additions (so far) to Version 3.48

Fixed formula that evaluates pilot skill. Fixed bug which would crash DCG if a AI squadron in MDS Dogfight mode attempted to intercept a "Human Only" squadron (with no predetermined flight path). Various small fixes to some mission files and roads (compliments of idefix44).

Note: After installing, remember to reset your basic options and, if using DGen or NGen Replacement modes, make sure these options are re-checked before running IL-2 Forgotten Battles, Pacific Fighters or 1946. Mods which have made changes to the event log may not work with IL2DCG.

#10 WindWeapon

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Posted 24 September 2013 - 02:32 PM

Note, picked up latest beta, thx! Wondering if possible to update the month/year to correspond with the latest release when checking the version, or is the month/year only updated once the version moves from beta to RC?

~S~
wind

PS: also any updates regarding 4.12.1 and the AI taxing/spawn capability? Saw note where its possible to use this new feature for a single flight takeoff from an airfield; however, issue in place with address multiple flights from airfield. Also, is there a template/instruction for how test/configure this feature?

#11 Lowengrin

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Posted 25 September 2013 - 06:22 AM

I don't usually update the release date for a beta (but I probably should).

It is possible to use the taxi feature from 4.12.1, but multiple flights at an airfield will cause total death and destruction. You can test it by creating a taxi and takeoff path in the FMB and then copy it into the AIRFIELDS.DCG file with the header named after the airfield (you can find the airfield names in the xxxxx.rds file - where xxxxx = the campaign map of the campaign).

Even if I modified the code to ensure only one flight spawn at an airfield at a time, it would be a huge task to add a taxi/take off path for every airfield in every campaign.

#12 Nephris

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Posted 25 September 2013 - 07:10 AM

Could you imagine to add this feature optional only to be activated via gui or timetable?
I see the point that it would nearly be impossible to add each taxi path to every airfield of default maps, however i could imagine to add each airfields taxi path to the airfield.dcg of those fields i use in a campaign. That way it is the campaigns' creator/editor task to add the paths of each needed airfield.

But I dont know much about the effort needed to change the code to add that optional feature.

Basically I like the idea to use the taxiing feature and much more the idea to create start delays between each flight. Taxiing planes more population on airfields and thus another layer of immersion again - imho.

#13 WindWeapon

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Posted 25 September 2013 - 01:20 PM

Agreed, like the idea of the toggle to enable the taxi feature or disable. Then depending upon the campaign and the associated airfield.dcg file the taxiway paths can be defined at campaign designer's choice. Likely, with the DCG stock campaigns, since the dcg files are editable, likely the community could help in the effort to create the taxi way paths for the stock campaigns?

All in all, if the feature could be added that would be excellent to see taxiing aircraft at spawn along with spawning in at the ramp rather then on the runway. All in all, a key edition in 4.12.1 and leveraging it in DCG would be excellent for offline immersion.

~S~
wind

#14 sniperton

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Posted 22 October 2013 - 12:32 AM

beta 2:

[RAF_No121SQN0]
Planes 11/12-4+4
Skill 1
Class air.BLENHEIM4
Active False AI Only
1up_mto.bmp
Tobruk_Airfield
Radio

[RAF_No121SQN00]
Planes 1
Skill0 2
Skin0 up_mto.bmp
numberOn0 1
pilot0 gb_17.bmp
Parachute 0
OnlyAI 1
Class air.BLENHEIM4
Fuel 100
weapons 2x500

RAF_No121SQN00 Blenheim4s are bomber type of aircrafts, so I don't understand why only one goes out for mission here.
Edit: (Squadron density is NOT set to 'full').

#15 sniperton

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Posted 22 October 2013 - 12:56 AM

Now with 4.12 we have the possibility to have custom skins on stationary planes. Here it goes:

... 1.0 null 0,

where

1.0: not the faintest idea what it could be for;
"null": a string for the custom skin in the folder for the plane; could be the same as in allpaints.dcg;
0/1: whether the plane has markings off/on.

Looks like:

117_Static vehicles.planes.Plane$IL_4_IL4 2 18561.45 94968.07 225.00 0.0 it 2 1.0 UP_IL-4\as\Br-20\IT\copy.bmp 1

where "\" stands for a space.

#16 sniperton

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Posted 22 October 2013 - 09:49 AM

4.12 aircraft data files for DCG 3.48:

http://www.mission4t...nloads&get=4405

New items are put at the end of each file to make testing easier. Paul, please check and use at your will.
New ship 'Coastal steamer' (from 4.12.1) is not included.

#17 sniperton

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Posted 23 October 2013 - 01:16 AM

Just a question. This is something I've never seen before -- bombers on a sightseeing tour: They fly off without bombs, visit the battlefield, and return. Have not modified their class.

[193squadriglia00]
Planes 4
Skill0 0
Skill1 0
Skill2 0
Skill3 0
pilot0 photo.bmp
pilot1 photo.bmp
pilot2 photo.bmp
pilot3 photo.bmp
Parachute 0
OnlyAI 1
Class air.CantZ1007bis
Fuel 100
weapons default
StartTime 8
[193squadriglia00_Way]
TAKEOFF 75837.49 187747.38 0 0 &1
NORMFLY 73595.02 190457.19 1000.00 300.00 &1
NORMFLY 69356.66 191026.94 2000.00 300.00 &1
NORMFLY 65414.98 187243.01 3000.00 300.00 &1
NORMFLY 70827.00 176235.00 6000.0 360.00 &1
NORMFLY 57978.00 156912.00 6000.0 360.00 &1
NORMFLY 41229.00 133689.00 6000.0 360.00 &1
NORMFLY 32279.00 118265.00 5000.0 360.00 &1
NORMFLY 20880.00 81918.00 5000.0 360.00 &1
NORMFLY 1681.00 37772.00 5000.0 360.00 &1
NORMFLY 6681.00 28773.00 5000.0 360.00 &1
NORMFLY 10181.00 27773.00 5000.0 360.00 &1
NORMFLY 17681.17 27772.16 5000.0 360.00 &1
NORMFLY 25181.00 27773.00 5000.0 360.00 &1
NORMFLY 28681.00 28773.00 5000.0 360.00 &1
NORMFLY 33681.00 37772.00 5000.0 360.00 &1
NORMFLY 38630.00 73168.00 5000.0 360.00 &1
NORMFLY 51779.00 110765.00 5000.0 360.00 &1
NORMFLY 67728.00 153162.00 5000.0 360.00 &1
LANDING 75877.39 187759.52 0 0 &1

Is it theoretically possible, according to your code, that something like this may happen?
I mean is this a planned behavour under some conditions?

#18 Nephris

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Posted 23 October 2013 - 04:56 PM

What weapon did u define for level bomb,ground attack etc?
Looks like there is no weapon defined for your CantZ.
Of course it will only load those wepons which got defined before in the files.

Thx for the 4.12 files.

#19 sniperton

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Posted 23 October 2013 - 09:27 PM

What weapon did u define for level bomb,ground attack etc?
Looks like there is no weapon defined for your CantZ.
Of course it will only load those wepons which got defined before in the files.

Thx for the 4.12 files.


I'm not that stupid ;), you can check this in my 4.12 files (this section has been taken over from Paul's 'stock' 4.11 files):

CantZ1007bis 2x250+3x100 default 2x250+3x100 none 2xMotobombaFFF default

The problem is that DCG seems to ignore this (or, to be correct, did ignore it on one occassion, the reasons of which seem to me unexplicable; hence my question).

#20 Lowengrin

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Posted 25 October 2013 - 05:09 AM

4.12 aircraft data files for DCG 3.48:

http://www.mission4t...nloads&get=4405

New items are put at the end of each file to make testing easier. Paul, please check and use at your will.
New ship 'Coastal steamer' (from 4.12.1) is not included.


Thanks! :)





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