Lowengrin Posted April 19, 2014 Author Report Share Posted April 19, 2014 The initial link was a cut and paste, but I fixed it pretty quick (but someone must have been quicker!) I don't generally update the "About/Version" except when I make an official update...but I suppose I could make an exception given how long it's been. I'll have another look at the carrier issue. My couple tests worked fine but I never did try it with a generic CV. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted April 19, 2014 Author Report Share Posted April 19, 2014 Thanks Lo, filename probably corrected since then, my download is il2dcg348beta9.zip. Exe timestamp 2014.04.17 20:42, but "About/Version" still reads "January 2012". Would be great to have it updated. However, I encounter the same problem as before. UN Coral Sea 1942 with stock template etc files still doesn't put me on USSCVGeneric. "Named" Lexington squads correctly deploy on Lexington, just like the Japanese ones. I just had a quick test and I have no problem getting the player's USN VF 11 squadron to start on a carrier. Are you sure you unchecked the DGEN replace mode and rechecked it before you started testing? Quote Link to comment Share on other sites More sharing options...
sniperton Posted April 19, 2014 Report Share Posted April 19, 2014 No, I haven't... This time VF-11 worked correctly, it deployed on Lexington. However, no squad deployed on USSCVGeneric ("Yorktown"), and some squads deployed on Townsville_Airfield, including VB_3A ("Yorktown"): [uSN_VF_11A0] Planes 16/16-0+3 Skill 1 Class air.F4F3 Active True Any Pilot Type 1default.bmp USS Lexington Radio [uSN_VF_3B1] Planes 16/16-0+3 Skill 1 Class air.F4F3 Active False Any Pilot Type 1default.bmp USS Lexington Radio [iJN_C_Shokaku_FS0] Planes 16/16-0+4 Skill 2 Class air.A6M2_21 Active False Any Pilot Type 1default.bmp Shokaku Radio [iJN_C_Shokaku_FS1] Planes 16/16-0+4 Skill 2 Class air.A6M2_21 Active False Any Pilot Type 1default.bmp Shokaku Radio [iJN_C_Zuikaku_FS0] Planes 16/16-0+4 Skill 3 Class air.A6M2_21 Active False Any Pilot Type 1default.bmp Zuikaku Radio [iJN_C_Zuikaku_FS1] Planes 16/16-0+4 Skill 2 Class air.A6M2_21 Active False Any Pilot Type 1default.bmp Zuikaku Radio [uSN_VF_42A0] Planes 16/16-0+3 Skill 1 Class air.F4F3 Active False Any Pilot Type 1default.bmp Townsville_Airfield Radio [uSN_VF_42A1] Planes 16/16-0+3 Skill 1 Class air.F4F3 Active False Any Pilot Type 1default.bmp Townsville_Airfield Radio [uSN_VB_2B0] Planes 16/16-0+3 Skill 1 Class air.SBD3 Active False Any Pilot Type 1default.bmp USS Lexington Radio [iJN_C_Shokaku_FS_VB0] Planes 16/16-0+4 Skill 2 Class air.D3A1 Active False Any Pilot Type 1default.bmp Shokaku Radio [uSN_VB_2B1] Planes 16/16-0+3 Skill 1 Class air.SBD3 Active False Any Pilot Type 1default.bmp USS Lexington Radio [iJN_C_Shokaku_FS_VT0] Planes 16/16-0+4 Skill 1 Class air.B5N2 Active False Any Pilot Type 1vp_bof.bmp Shokaku Radio [iJN_C_Zuikaku_FS_VB0] Planes 16/16-0+4 Skill 2 Class air.D3A1 Active False Any Pilot Type 1default.bmp Zuikaku Radio [iJN_C_Zuikaku_FS_VT0] Planes 16/16-0+4 Skill 2 Class air.B5N2 Active False Any Pilot Type 1vp_bof.bmp Zuikaku Radio [uSN_VB_3A0] Planes 16/16-0+3 Skill 1 Class air.SBD3 Active False Any Pilot Type 1default.bmp Townsville_Airfield Radio [uSN_VB_3A1] Planes 16/16-0+3 Skill 1 Class air.SBD3 Active False Any Pilot Type 1default.bmp Townsville_Airfield Radio BTW, Happy Easter Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted April 20, 2014 Author Report Share Posted April 20, 2014 Okay, more tweaking on my end. Happy Easter! Quote Link to comment Share on other sites More sharing options...
WindWeapon Posted April 25, 2014 Report Share Posted April 25, 2014 Did some toying around last night with DCG and carrier ops for a custom Ironclad operation rework campaign. Indeed, I found that I could get dcg to recognize carrier basing by using the MoveSquad parameter in the timeline.dcg; however, when dcg generates the mission, the takeoff line for the given squad is messed up. Thus, causing immediate explosion of aircraft or others to sea dive with wings folded. I can manually edit the takeoff line to correct the defect and allow correct carrier basing. The take from this testing is that with the current beta 9, squads can be correctly based at carriers via the timeline.dcg. However, the mission generation does not correctly write the takeoff line for carrier takeoff in the .mis file. ~S~ wind Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted April 25, 2014 Author Report Share Posted April 25, 2014 Very strange since I'm pretty sure the takeoff line on a carrier is ignored by the game until the planes are airborne. Quote Link to comment Share on other sites More sharing options...
WindWeapon Posted April 25, 2014 Report Share Posted April 25, 2014 Here is the generated mission line for the possible defect: [827sq00_Way]TAKEOFF 935.91 207042.11 NORMFLY 938.00 207045.00 4000.0 241.00 820sq00 1 &0 when it should be? [827sq00_Way] TAKEOFF 110653.00 237945.00 0 0 1_Chief 0 &1 There is also no landing route noted in the generated mission. In the timetable, I included the following: 19420503 MoveSquad 827sq0 HMS_Illustrious Squad 827 is defined in the base mission file. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted April 25, 2014 Author Report Share Posted April 25, 2014 Somehow the takeoff entry got prematurely chopped. That makes a bit more sense. Question is, why? Quote Link to comment Share on other sites More sharing options...
WindWeapon Posted April 26, 2014 Report Share Posted April 26, 2014 also, for some reason there is a squadid (820sq00) in the normfly coordinates. I do not think that is correct is it? Quote Link to comment Share on other sites More sharing options...
Nephris Posted April 29, 2014 Report Share Posted April 29, 2014 Hi Paul, just let you know I am aswell following this topic with highest interests. I was aswell still not able to get the allied planes take off from carriers in our still existing Multiplayer Campaign. Hope you can fix the issue, which got imho introduced by 4.12. Let me know if u need any help in detailed testing. Keep up the fantastic work...still suprised how long DCG survives the time, I think I got first contact with it in 2006 - great peace of code! Quote Link to comment Share on other sites More sharing options...
WindWeapon Posted April 30, 2014 Report Share Posted April 30, 2014 Hi Paul, just let you know I am aswell following this topic with highest interests. I was aswell still not able to get the allied planes take off from carriers in our still existing Multiplayer Campaign. Hope you can fix the issue, which got imho introduced by 4.12. Let me know if u need any help in detailed testing. Keep up the fantastic work...still suprised how long DCG survives the time, I think I got first contact with it in 2006 - great peace of code! Indeed, DCG is literally the best offline campaign option out there for driving something with consequence mission to mission. Additionally, it has a solid online niche for both Coop and event campaigns such as GS. Without DCG evolving with IL2 (which is also an amazing achievement for how long the sim has been around), it simply would not be the same without it. DGEN though good, is not DCG. All in all, yes great to see DCG alive, and evolving with IL2. Once the carrier bug is solved, that will be excellent as I look forward to time on the carrier deck again. Though in the mean time, train/tank busting in central Europe right now is a nice way to pass some time when offline and at the sticks! Hats off to Paul for keeping it alive! ~S~ wind Quote Link to comment Share on other sites More sharing options...
idefix44 Posted April 30, 2014 Report Share Posted April 30, 2014 Hats off to Paul for keeping it alive! +1. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted May 9, 2014 Author Report Share Posted May 9, 2014 Hi Paul, just let you know I am aswell following this topic with highest interests. I was aswell still not able to get the allied planes take off from carriers in our still existing Multiplayer Campaign. Hope you can fix the issue, which got imho introduced by 4.12. Let me know if u need any help in detailed testing. Keep up the fantastic work...still suprised how long DCG survives the time, I think I got first contact with it in 2006 - great peace of code! I hope to have some time tomorrow to have a look at the issue (again). 2006 is nothing. I think I started this back in 2001 as a way to embarrass Maddox into making their own dynamic campaign generator. It was never meant to be anything more than a demo. Quote Link to comment Share on other sites More sharing options...
Riksen Posted May 9, 2014 Report Share Posted May 9, 2014 You indeed did put them on their knees w DCG! Long live ur DCG and our beloved iL-2 ... Regards Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted May 10, 2014 Author Report Share Posted May 10, 2014 I did some testing today and except for bug reported by WindWeapon (which I haven't replicated), I can't find anything wrong with DCG and carrier takeoffs. They worked perfectly fine in the off-line campaign...but a funny thing happened when I tried to fly the same campaigns in online coop mode...all planes started airborne. I'm a bit confused by it all. Quote Link to comment Share on other sites More sharing options...
sniperton Posted May 10, 2014 Report Share Posted May 10, 2014 Dear Lo, as to offline missions, player squad seems to be okay now, but some allied AI squads are still allocated to Townsville Airfield. Good old Coral See scenario: [uSN_VF_10A0] Planes 16/16-0+3 Skill 1 Class air.F4F3 Active True Any Pilot Type 1default.bmp USS Lexington Radio ... [uSN_VF_42A0] Planes 16/16-0+3 Skill 1 Class air.F4F3 Active False Any Pilot Type 1default.bmp Townsville_Airfield Radio [uSN_VF_42A1] Planes 16/16-0+3 Skill 1 Class air.F4F3 Active False Any Pilot Type 1default.bmp Townsville_Airfield Radio ... [uSN_VB_3A0] Planes 16/16-0+3 Skill 1 Class air.SBD3 Active False Any Pilot Type 1default.bmp Townsville_Airfield Radio [uSN_VB_3A1] Planes 16/16-0+3 Skill 1 Class air.SBD3 Active False Any Pilot Type 1default.bmp Townsville_Airfield Radio Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted May 11, 2014 Author Report Share Posted May 11, 2014 Weird, I don't have that happening. I will have another look. Quote Link to comment Share on other sites More sharing options...
sniperton Posted May 11, 2014 Report Share Posted May 11, 2014 Sorry for the inconvenience... Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted May 18, 2014 Author Report Share Posted May 18, 2014 It's not like you're responsible for it. Quote Link to comment Share on other sites More sharing options...
WindWeapon Posted May 23, 2014 Report Share Posted May 23, 2014 Is it possible the carrier spawn issue could be tied to a mod such as SAS engine mod or other? I am not sure if a given mod may affect mission generation relative to DCG. Edit: not issue. I tried stock DCG in HSFX 7 and stock 4.12.2 and in all cases, airstarts only with flights based out of offmap airfields. hope a cure is found soon! LS just released an updated Carrier Operations DCG campaign and looking fwd to carrier ops in campaign. ~S~ wind Quote Link to comment Share on other sites More sharing options...
Nephris Posted June 25, 2014 Report Share Posted June 25, 2014 I just left a post to the Debugging Forum of Team Daidalous in 1 C forum. Maybe one or another wants to support the reported issue there aswell, as it looks like it has sth to do with 4.12.2 and not DCG? Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted July 9, 2014 Author Report Share Posted July 9, 2014 I'm not convinced DCG is the issue when it comes to spawning on aircraft carriers...Sniperton has a specific example with squadrons being relocated to land bases, but my testing of online missions shows that they are all spawning in the air - even missions I make from scratch in the FMB. Quote Link to comment Share on other sites More sharing options...
Nephris Posted July 11, 2014 Report Share Posted July 11, 2014 I am pretty sure DCG is not the point to look for that issue. However, I cant force the error on demand. I yesterday wrote a small test campaign with some carriers and Seafires operating on it. Working so far. Same on stock maps. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted July 19, 2014 Author Report Share Posted July 19, 2014 Minor fix to the Ground Objects Panel but it may have been the reason weird things are happening to the armor upgrade/downgrade and spawning. http://members.shaw.ca/lowengrin/il2dcg348beta10.zip Feedback always welcomed. Nephris 1 Quote Link to comment Share on other sites More sharing options...
Pisces Posted August 26, 2014 Report Share Posted August 26, 2014 Playing beta 10, Russian manchuria Campaign. Everything works great so far. I was wondering if it would be possible to include a hidden landing target for when the option "Primary Targets" is on? It would reward the player for landing his crate. PS: Excellent work on the DCG so far, keep it up. A wonderful program! EDIT: I played a mission today in Manchuria Campaign. For some reason the ground attack mission pointed me to my own vehicles. After I shot two of them, I realised I shot friendlies, but got a mission complete for this!? Also, the Japanese are based only in the upper left corner of the map. I expected they would be in the lower right considering the geography and the fact Russia invaded Manchuko from land... Any thoughts? Quote Link to comment Share on other sites More sharing options...
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