Lowengrin Posted July 30, 2012 Author Report Share Posted July 30, 2012 Very strange. I'll see if I can replicated it on my end and then fix it. Quote Link to comment Share on other sites More sharing options...
Lonestar Posted July 31, 2012 Report Share Posted July 31, 2012 I have tested both options in my campaign seperately and both causes the reactivation of the ships! The only thing that can prevent this is to enable the option "Ships Remain Sunk"! However, the campaign ended shortly when I made the changes (Allied supply Zone, Allied Supply, Ships Remain Sunk "On" via timetable)! And the campaign has lost the party, which owned the ships, the Allied?! Quote Link to comment Share on other sites More sharing options...
Riksen Posted August 2, 2012 Report Share Posted August 2, 2012 The download link provided no longer works Paul, please update it so new users like myself can download it as well thxs Quote Link to comment Share on other sites More sharing options...
Riksen Posted August 2, 2012 Report Share Posted August 2, 2012 Nevre mind i guess it was my browsers fault... thank u for this great addition to the il-2 gaming Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted August 8, 2012 Author Report Share Posted August 8, 2012 I have tested both options in my campaign seperately and both causes the reactivation of the ships! The only thing that can prevent this is to enable the option "Ships Remain Sunk"! However' date=' the campaign ended shortly when I made the changes (Allied supply Zone, Allied Supply, Ships Remain Sunk "On" via timetable)! And the campaign has lost the party, which owned the ships, the Allied?![/quote'] Have you done any further testing? Â It's true that even if you use the time table to remove ships, if you do not also enable the option "Ships Remain Sunk", the removed ships will reappear. But you can enable the "Ships Remain Sunk" through a time table command so you can always add it right at the beginning of your campaign. Â I see some other issues with "sinking" removed ships (victory conditions being the big one), but I'm a bit hesitant to change it at this time. Â Â Â Quote Link to comment Share on other sites More sharing options...
Lonestar Posted August 8, 2012 Report Share Posted August 8, 2012 No, I must admit I have not tested other possibilities!  Till now, I must never changed in my campaigns the option "Supply Zone"! But this time I had to provide three .rds routes simultaneously, because the map is pretty big! I think, the problem is probably more individually in this campaign! The supply runs roughly like this:  Supply Zone ------- 3 ship routes -------3 "Camp" positions ---- (Maybe too many locations) ------ Endlocation  Now I wanted to move during the campaign the Supply Zone to one of the "Camp" positions!  I have the problem now bypassed while I have divided this campaign into two subcampaigns, and could thus move the Allied Supply Zone with no problems! And the allied have now shorter routes to provide! Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted August 9, 2012 Author Report Share Posted August 9, 2012 I have the problem now bypassed while I have divided this campaign into two subcampaigns' date=' and could thus move the Allied Supply Zone with no problems!And the allied have now shorter routes to provide![/quote'] This is exactly what I did with the Kurland campaign. The map was just too big to do it properly with just one large campaign so it's three separate ones. Quote Link to comment Share on other sites More sharing options...
berik Posted September 30, 2012 Report Share Posted September 30, 2012 sorry I bring up the subject again, but I will talk about how AI level generates in DCG. I played a lot of campaigns, with diffrent squadron skill settings- result is absolutely crude. as I understand it, reasoning from books i read, in real WW2, typical ratio of pilot skill is something like: most abundant- Average, next- Veteran, next- Rookie, least often - Ace. Â O.K. and what we have today? campagn- tobruk 41. all squadrons are averige. typical mission. [RAF_No486SQN00] Planes 4 Skill0 3 Skill1 3 Skill2 3 Skill3 0 Â [iI_JG310] Planes 4 Skill0 3 Skill1 3 Skill2 3 Skill3 1 Â [RAF_No081SQN11] Planes 4 Skill0 3 Skill1 0 Skill2 3 Skill3 3 Â and so on. O.K. but may be if we set them to Rookie, all will be fine? well, let's see all squadrons are Rookie, after some missions passed with intense fights and heavy looses. Â [RAF_No033SQN00] Planes 4 Skill0 3 Skill1 3 Skill2 0 Skill3 0 Â [RAF_No033SQN01] Planes 4 Skill0 0 Skill1 2 Skill2 2 Skill3 3 Â [iI_JG310] Planes 4 Skill0 3 Skill1 0 Skill2 3 Skill3 1 Â [RAF_No081SQN11] Planes 4 Skill0 3 Skill1 0 Skill2 3 Skill3 0 Â i dont know why, but most common skills with any settings, on any map are 3 and 0, after sometimes 2, and 1 is very very rare. Â I only wish to create a realistic mission in a realistic cavpaign. PLEASE DO SOMETHING WITH IT! Quote Link to comment Share on other sites More sharing options...
idefix44 Posted October 6, 2012 Report Share Posted October 6, 2012 Thanks. Â I think the waypoints for the Germans and Allieds were just too close together so I've tweaked them. Email me for the fixed file. Â Â Seems to work fine now with the fixed file. Â Thanks. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted October 6, 2012 Author Report Share Posted October 6, 2012 sorry I bring up the subject again' date=' but I will talk about how AI level generates in DCG. I played a lot of campaigns, with diffrent squadron skill settings- result is absolutely crude.[/quote'] Crude or crud? Â I will have another look at the code that generates AI levels.... Â Â Quote Link to comment Share on other sites More sharing options...
berik Posted October 7, 2012 Report Share Posted October 7, 2012 Crude or crud? Â I will have another look at the code that generates AI levels.... Â Â .. well, I meant "crude" probably, sorry for my english :-) Quote Link to comment Share on other sites More sharing options...
berik Posted October 24, 2012 Report Share Posted October 24, 2012 hello! will we ever see next relise of your wonderfull generator? ) Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted October 28, 2012 Author Report Share Posted October 28, 2012 hello! will we ever see next relise of your wonderfull generator? ) Â That would require me to actually add/change some code. Â Â Quote Link to comment Share on other sites More sharing options...
idefix44 Posted November 16, 2012 Report Share Posted November 16, 2012 To Lowengrin Thank you for your help about the MarethLine43 campaign. Â Posted here because used with the IL2 DCG 3.47 beta 6 version. Â Â Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted December 3, 2012 Author Report Share Posted December 3, 2012 Latest beta is available here:  http://members.shaw.ca/lowengrin/il2dcg347beta8.zip  Hopefully it will fix the lockup caused during the log file processing when using HSFX 6.17. Quote Link to comment Share on other sites More sharing options...
WindWeapon Posted December 3, 2012 Report Share Posted December 3, 2012 Thx Lo! Â Appears that the link is bad. Getting Page not found error. Â Looking forward to trying the fix! Â ~S~ wind Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted December 4, 2012 Author Report Share Posted December 4, 2012 Sorry, the link was case sensitive. Fixed now. Quote Link to comment Share on other sites More sharing options...
idefix44 Posted December 31, 2012 Report Share Posted December 31, 2012 Hi all and Happy New Year 2013. I think that the IL2DCG campaigns have been developed for offline or cooperative mode usage. In dogfight mode the Home Base radius setting can be a problem with some static objects. The default radius setting is 3000 m. Is it possible to decrease it to 500 m wich is the minimum? Â Â Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted January 2, 2013 Author Report Share Posted January 2, 2013 It's a simple thing to reduce the radius setting to 500m. Just adjust the slider all the way to the right on the Dogfight Server Settings panel. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted January 2, 2013 Author Report Share Posted January 2, 2013 The "official" 3.47 version has been posted at www.lowengrin.com. Â Thanks, everyone who participated in the open beta discussion. Best wishes in 2013. Quote Link to comment Share on other sites More sharing options...
idefix44 Posted January 2, 2013 Report Share Posted January 2, 2013 It's a simple thing to reduce the radius setting to 500m. Just adjust the slider all the way to the right on the Dogfight Server Settings panel. Â I'm really sorry. I don't remember that I've this possibility. Â I'm a moron. It only can be best in 2013. Â Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted January 4, 2013 Author Report Share Posted January 4, 2013 So now you know. Â Happy New Year! Quote Link to comment Share on other sites More sharing options...
berik Posted February 28, 2013 Report Share Posted February 28, 2013 And as usually half of all pilots have a #3 skill, at 6th mission, and with squadron settings of Rookie. But bombers left skill 0, even after squadron settings are Average, and my own squadron is mostly zero all the time. Wonderful! I thought at least something was changed with new version. I’m tired of such amount of aces in the battle. Any fight turns into massacre, whole flights perish in one day, every day. This is absolutely unhistorical. I don’t know how to tune this damned generator. :-[ Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted March 4, 2013 Author Report Share Posted March 4, 2013 Thanks again for the reminder. I'll fix it one day.... Quote Link to comment Share on other sites More sharing options...
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