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DCG 3.48 Open Beta Test


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#21 Lowengrin

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Posted 25 October 2013 - 05:12 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.

...

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


It would be if they flew off as singles or pairs and act as recons. But not as a flight of four....

Very strange.



#22 sniperton

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Posted 25 October 2013 - 10:02 AM

It would be if they flew off as singles or pairs and act as recons. But not as a flight of four....

Very strange.


Yep, it happened only once, and I reported this because it was the exact opposite to the case of the single Blenheim (see #14). That looked like a recon flight WITH bombs, while this seemed to be a bombing flight WITHOUT bombs and a target. Such oddities occurred twice out of 10 to 12 missions. Maybe my files were screwed, I don't know. I'll report if the problem still exists after a fresh install.

#23 sniperton

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Posted 29 October 2013 - 10:42 PM

It is possible to use the taxi feature from 4.12.1, but multiple flights at an airfield will cause total death and destruction.


AI planes already queuing on the taxi path are quite intelligent in avoiding collisions, in my experience. A full flight of 4-engine bombers (4 planes) requires a bit more than 2 minutes to leave their spawn location and to line up for take-off (this takes considerably less than 2 minutes for fighters and 2-engine aircraft). So if you start each consecutive flight with a 3 minutes interval/delay, everything should be OK, I think.

Implementing this feature would require that
IF the given airfield has an entry in airfields.dcg,
AND it contains a row beginning with "TRIGGERS",
THEN all flights from this airfield should start with a 3 minutes delay each.

Just an idea... :)

#24 sniperton

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Posted 30 October 2013 - 08:38 PM

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.


Made some tests. Watch it and test it: 4 flights of Pe-8 heavy bombers taking off with 2 minutes intervals. It works flawless 3 times out of 4. (Even then, no total annihilation, only two planes lost, out of 16, due to collision.) It works flawless with larger intervals (3 minutes) or smaller planes (fighters or medium bombers).

If Paul decides to implement it, a few hints for campaign designers:

1) take-off run start point should be situated TO THE LEFT of the spawn area;
2) taxi path should be long enough to accomodate 4 to 6 bombers queuing; therefore, spawn area should be around the middle of the runway or further (if it's closer to the start point, aircraft won't advance until another on the runway actually takes off, and therefore there will be a big bang when the next flight spawns);
3) distance between planes should be set to 45 m at least (bigger than the wingspan of heavy bombers);
4) distance between waypoint 0 and waypoint 1 should be 1.5 to 2 times of the wingspan of the aircraft involved, that is, 70 to 100 m.

These rules are for the safety of heavies. You can ignore them if you only want to field fighters and medium bombers.


[MAIN]
MAP Normandy/load2.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
player 1GvIAP00
army 1
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[Wing]
1GvIAP00
1GvIAP01
1GvIAP02
1GvIAP03
[1GvIAP00]
Planes 4
Skill 1
Class air.PE_8
Fuel 100
weapons 1fab20002fab1000
[1GvIAP00_Way]
TAKEOFF_004 106117.49 15338.58 0 0 &0
TRIGGERS 0 0 45 0
TAKEOFF_004 106043.28 15395.46 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105652.66 14836.78 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105622.83 14823.33 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105589.70 14846.75 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105587.82 14866.13 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105618.69 14907.99 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF 106494.25 16160.87 0 0 &0
NORMFLY 111011.50 22533.63 500.00 0.00 &0
NORMFLY 108721.88 27033.88 600.00 300.00 &0
NORMFLY 102422.74 27150.28 700.00 300.00 &0
NORMFLY 100013.85 23292.51 800.00 300.00 &0
NORMFLY 100250.17 18168.53 900.00 300.00 &0
GATTACK 100263.61 14115.82 1000.00 300.00 Bridge217 0 &0
NORMFLY 100377.23 11146.76 1000.00 300.00 &0
[1GvIAP01]
Planes 4
Skill 1
Class air.PE_8
Fuel 100
weapons 1fab20002fab1000
StartTime 2
[1GvIAP01_Way]
TAKEOFF_004 106117.49 15338.58 0 0 &0
TRIGGERS 0 0 45 0
TAKEOFF_004 106043.28 15395.46 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105652.66 14836.78 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105622.83 14823.33 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105589.70 14846.75 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105587.82 14866.13 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105618.69 14907.99 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF 106494.25 16160.87 0 0 &0
NORMFLY 111011.50 22533.63 500.00 0.00 &0
NORMFLY 108721.88 27033.88 600.00 300.00 &0
NORMFLY 102422.74 27150.28 700.00 300.00 &0
NORMFLY 100013.85 23292.51 800.00 300.00 &0
NORMFLY 100250.17 18168.53 900.00 300.00 &0
GATTACK 100263.61 14115.82 1000.00 300.00 Bridge217 0 &0
NORMFLY 100377.23 11146.76 1000.00 300.00 &0
[1GvIAP02]
Planes 4
Skill 1
Class air.PE_8
Fuel 100
weapons 1fab20002fab1000
StartTime 4
[1GvIAP02_Way]
TAKEOFF_004 106117.49 15338.58 0 0 &0
TRIGGERS 0 0 45 0
TAKEOFF_004 106043.28 15395.46 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105652.66 14836.78 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105622.83 14823.33 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105589.70 14846.75 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105587.82 14866.13 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105618.69 14907.99 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF 106494.25 16160.87 0 0 &0
NORMFLY 111011.50 22533.63 500.00 0.00 &0
NORMFLY 108721.88 27033.88 600.00 300.00 &0
NORMFLY 102422.74 27150.28 700.00 300.00 &0
NORMFLY 100013.85 23292.51 800.00 300.00 &0
NORMFLY 100250.17 18168.53 900.00 300.00 &0
GATTACK 100263.61 14115.82 1000.00 300.00 Bridge217 0 &0
NORMFLY 100377.23 11146.76 1000.00 300.00 &0
[1GvIAP03]
Planes 4
Skill 1
Class air.PE_8
Fuel 100
weapons 1fab20002fab1000
StartTime 6
[1GvIAP03_Way]
TAKEOFF_004 106117.49 15338.58 0 0 &0
TRIGGERS 0 0 45 0
TAKEOFF_004 106043.28 15395.46 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105652.66 14836.78 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105622.83 14823.33 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105589.70 14846.75 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105587.82 14866.13 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105618.69 14907.99 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF 106494.25 16160.87 0 0 &0
NORMFLY 111011.50 22533.63 500.00 0.00 &0
NORMFLY 108721.88 27033.88 600.00 300.00 &0
NORMFLY 102422.74 27150.28 700.00 300.00 &0
NORMFLY 100013.85 23292.51 800.00 300.00 &0
NORMFLY 100250.17 18168.53 900.00 300.00 &0
GATTACK 100263.61 14115.82 1000.00 300.00 Bridge217 0 &0
NORMFLY 100377.23 11146.76 1000.00 300.00 &0
[NStationary]
0_Static vehicles.planes.Plane$PE_8 1 106042.50 15301.06 215.00 0.0 null 1 1.0 Pe8_44.bmp 1
[Buildings]
0_bld Plate$GroundParkingLarge 1 106195.69 15236.13 395.00
[StaticCamera]
106091 15266 100 0
[Bridge]
[House]



#25 Riksen

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Posted 01 November 2013 - 01:09 PM

I tested sniperton mission as well and obtained the same results as he described above, but I could see some problems with this approach when using it in a dogfight or any other type of online mission with a lot of players in it. First, the system would require the players to be rather fast to turn on and begin taxing otherwise the next generated AI group would cause destruction of the planes if one unfortunate player took too long to move out of the way. The other problem is actually related to the AI per se. In a campaign for example, the AI usually fly in a group of 8 aircrafts to complete the same objective. The spawning feature, however, only allows 4 aircraft to be created at a time which means that the first 4 aircrafts of the group would have a 8 hour advantage over the second created group of the remaining 4 aircraft. Consequently, they would not be flying in formation but rather two separate groups with a 3 min difference between them. Unless the first group has a patrol type of waypoint so it can circle around a couple of times so the second group may regroup to the leaders flight, I dont see any way to overcome this issue with your suggested system ...

It is a good idea though but it would require some tweaking of DCG engine.

#26 sniperton

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Posted 02 November 2013 - 10:49 PM

Hi Riksen, thanks for the testing and the feedback. I had offline campaigns in mind, but you’re completely right. Online or coop missions might be more problematic.

Anyway, as to the delay between flights (2 to 3 minutes), this shouldn’t be a problem for humans: the 1st flight could simply wait off (e.g. circling) until the rest gets airborne (as in RL). For the AI, perhaps the AttackRandezvous feature can also do the trick. Target waypoint calculation should be done according to the spawn and take-off time of the LAST flight.

As to the next flight spawning into the previous (and causing total destruction), this cannot be avoided unless we have more spawn zones, one for each flight (or a corresponding number of stationaries to spawn from). This would require more recoding, the latter much, much more. But apart from that, simultaneous spawning would result in a take-off order different from the flight order. Just imagine how difficult it would be to regroup after a take-off sequence of, say, #5-1-6-2-7-3-8-4, particularly if you have HUD icons off.

Maybe a better solution would be to have 4 spawn zones, the closest to the runway (in terms of taxi path) for the 1st, the second closest for the 2nd, etc., where each flight would spawn 1 minute after the previous, thus enabling flight members to taxi and to take off together, one flight after the other.

OK, test #2, four spawn zones, 1 minute intervals. Safe for heavies, but flights get mixed occasionally. Flawless for fighters and medium bombers.

[MAIN]
MAP Normandy/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
player r0102
army 1
playerNum 3
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[Wing]
r0100
r0101
r0102
r0103
[r0100]
Planes 4
Skill 1
Class air.HE_111H2
Fuel 100
weapons default
[r0100_Way]
TAKEOFF_004 106116.68 16055.83 0 0 &0
TRIGGERS 0 0 45 0
TAKEOFF_004 106202.27 16002.89 0 0 &0
TRIGGERS 0 0 45 0
TAKEOFF_004 106271.83 15957.33 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106386.01 16130.07 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106397.04 16139.66 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106410.94 16143.01 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106424.85 16139.18 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106451.22 16120.96 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106449.78 16100.82 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106409.98 16041.84 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF 105515.91 14766.09 0 0 &0
NORMFLY 104541.11 13788.12 500.00 150.00 &0
[r0101]
Planes 4
Skill 1
Class air.HE_111H2
Fuel 100
weapons default
[r0101_Way]
TAKEOFF_004 105991.98 15864.79 0 0 &0
TRIGGERS 0 1 45 0
TAKEOFF_004 106067.29 15816.84 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106134.41 15771.16 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106386.01 16130.07 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106397.04 16139.66 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106410.94 16143.01 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106424.85 16139.18 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106451.22 16120.96 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106449.78 16100.82 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106409.98 16041.84 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF 105515.91 14766.09 0 0 &0
NORMFLY 104541.11 13788.12 500.00 150.00 &0
[r0102]
Planes 4
Skill 1
Class air.HE_111H2
Fuel 100
weapons default
[r0102_Way]
TAKEOFF_004 105848.00 15671.16 0 0 &0
TRIGGERS 0 2 45 0
TAKEOFF_004 105934.60 15612.58 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106002.96 15574.31 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106386.01 16130.07 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106397.04 16139.66 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106410.94 16143.01 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106424.85 16139.18 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106451.22 16120.96 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106449.78 16100.82 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106409.98 16041.84 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF 105515.91 14766.09 0 0 &0
NORMFLY 104541.11 13788.12 500.00 150.00 &0
[r0103]
Planes 4
Skill 1
Class air.HE_111H2
Fuel 100
weapons default
[r0103_Way]
TAKEOFF_004 105721.77 15507.97 0 0 &0
TRIGGERS 0 3 45 0
TAKEOFF_004 105797.09 15460.72 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 105878.66 15404.70 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106386.01 16130.07 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106397.04 16139.66 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106410.94 16143.01 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106424.85 16139.18 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106451.22 16120.96 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106449.78 16100.82 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 106409.98 16041.84 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF 105515.91 14766.09 0 0 &0
NORMFLY 104541.11 13788.12 500.00 150.00 &0
[NStationary]
[Buildings]
0_bld Plate$Pac_GrParkingLarge 1 106023.84 15640.74 395.00
1_bld Plate$Pac_GrParkingLarge 1 105892.41 15455.36 395.00
2_bld Plate$Pac_GrParkingLarge 1 105759.28 15279.95 395.00
3_bld Plate$Pac_GrParkingLarge 1 106155.49 15824.10 395.00
[StaticCamera]
106489 16200 100 0
106163 15629 100 0
[Bridge]
[House]



#27 Lowengrin

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Posted 12 November 2013 - 03:55 AM

Have made the nationality code more intuitive. It should now set the nationality of the squadron depending on it's position within the squadids.dcg file. For example, if it falls after the "g01" entry but before the "r01" entry, it will be German.

Should help with squadrons with non-standard IDs.

http://members.shaw....dcg384beta3.zip

#28 ColHut

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Posted 12 November 2013 - 10:22 AM

Thanks Lo

Fast work. Will test it tonight

regards

Wol

#29 sniperton

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Posted 12 November 2013 - 10:55 AM

Thank you very much!

#30 ColHut

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Posted 13 November 2013 - 04:15 PM

Works fine

much appreciated

Wol

#31 Lowengrin

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Posted 14 November 2013 - 05:29 AM

Added some code to recognize MDS Scout tags in mission file headers. Added _ru.properties to help editing in the FMB.

http://members.shaw....dcg384beta4.zip



#32 ColHut

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Posted 14 November 2013 - 10:55 AM

Outstanding - Downloaded already!

regards

#33 WindWeapon

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Posted 22 November 2013 - 03:26 PM

Added _ru.properties to help editing in the FMB.


I believe this update may conflict with 4.12.2. When attempting to start a DCG campaign with the latest update, I receive an incorrect file name error from DCG. 4.12.2 appears to function without the language extensions (or english is default with no extension) thus the _ru is not found.

I rolled back to the earlier beta and all works well.

Will try some more tests to see if manually following campaign creation, the _ru can be removed and the mission generator will function.

~S~
wind

#34 Lowengrin

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Posted 22 November 2013 - 07:52 PM

If it's just the _ru.prop file, the quick test would be to delete it and then run the mission generator.

#35 WindWeapon

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Posted 22 November 2013 - 08:55 PM

If it's just the _ru.prop file, the quick test would be to delete it and then run the mission generator.


Tried it, but no joy. Still regenerates the _ru file when running the mission generator and the "file not found" alert pops up. Roll back to beta 3 and it works ok.

~S~
wind

#36 Lowengrin

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Posted 22 November 2013 - 11:09 PM

I just gave it a try myself and it worked fine. Are you sure it's the _ru.prop file that's causing you grief?

#37 sniperton

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Posted 24 November 2013 - 11:33 AM

I just gave it a try myself and it worked fine. Are you sure it's the _ru.prop file that's causing you grief?


I can replicate it with 3.48 beta 4, stock 4.12.2, and 3rd party campaign folder. DCG correctly generates the files, including the _ru, but all this makes il2fb.exe freeze, and DCG quits with a message "invalid file". Manually deleting the _ru.prop file doesn't help, the mission files are there, but the campaign cannot be resumed after restarting Il-2.

#38 sniperton

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Posted 24 November 2013 - 04:31 PM

Dear Paul, Lonestar wrote elsewhere that ships are considered destroyers when they are not positively identified as something else, either individually (like the Tirpitz, the Kirov, or Tral) or by means of an ID-tag in their designation (like CV, CA, BB, etc). Can you confirm, please? Or is it only true in relation to the "Ships remain sunk" option?

(That is, if DCG finds an "unknown" naval unit called "boat1" or "carrier1", what happens: will it regard it as a destroyer or something else? All this is related, again, to mod contents; see if you wish http://www.sas1946.c...ic,20774.0.html)

Thank you again

#39 sniperton

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Posted 30 November 2013 - 12:43 AM

Two small wishes, in case you have time for such vanities:

1) When carrier is sunk, and squads on board are transferred to a land-based airfield, ActivePlanes = 0.
2) Custom Mission Selection, if Day/Night is set to "day", the earliest hour should be 6 instead of 5. At 5 it's bloody dark on most maps at most dates.

#40 Lowengrin

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Posted 30 November 2013 - 08:03 PM

Dear Paul, Lonestar wrote elsewhere that ships are considered destroyers when they are not positively identified as something else, either individually (like the Tirpitz, the Kirov, or Tral) or by means of an ID-tag in their designation (like CV, CA, BB, etc). Can you confirm, please? Or is it only true in relation to the "Ships remain sunk" option.


This is another one of those, it's been so long I'll have to check the code.

Edit: yes, capital ships are hard coded. Looks like it's time to create a new data file.




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