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DCG 3.47 Open Beta Test


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#21 idefix44

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Posted 29 February 2012 - 11:48 PM

In dogfight mode:
It seems that now AIs pilots have individual skill linked to the pilot.dcg file. It works fine. Some Rotte are very dangerous. Lol.
How does it work? How do you know if an AI pilot is alive or dead (captured) when the mission is ended?
How do you determine the renewal of a dead (captured) AI pilot by an other one? With wich skill level?

Okay, okay. It's enought for today...

Thanks Sir for this great soft.

#22 Lowengrin

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Posted 02 March 2012 - 04:52 AM

3.47 beta doesnt work well for me. I'm using 4.11m with a hotfix that should prevent CTD's, dcg works fine otherwise but crashes to desktop without any explanation after about 15 minutes of playing. I installed 3.47 over a clean IL-2 installation, 3.46 works fine with 4.10.1 and game works fine without dcg.

At this point, I can't even hazard a guess as to why this is happening. And whether it's just an isolated incident or something more widespread. Hopefully if others are having this problem, they will report it.


#23 Lowengrin

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Posted 02 March 2012 - 04:57 AM

In dogfight mode:
It seems that now AIs pilots have individual skill linked to the pilot.dcg file. It works fine. Some Rotte are very dangerous. Lol.
How does it work? How do you know if an AI pilot is alive or dead (captured) when the mission is ended?
How do you determine the renewal of a dead (captured) AI pilot by an other one? With wich skill level?

These questions don't really belong in the beta test thread, but I'll answer them.

DCG knows an AI pilot's state from the event log file. Each pilot in the pilot.dcg file that flew has an ID that it looks for in the log to find out if the pilot died, if the pilot shot another plane down, etc. Then DCG tabulates the scores for those that lived (so they might get a little better for the next time). If they died, DCG creates a new pilot at one rank lower than the previous pilot and gives him some experience based on that rank, his country, and his squadron's overall skill level. You can set the squadron's skill level on the DCG Squadron Panel.


#24 idefix44

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Posted 02 March 2012 - 09:47 AM

In dogfight mode:
It seems that now AIs pilots have individual skill linked to the pilot.dcg file. It works fine. Some Rotte are very dangerous. Lol.
How does it work? How do you know if an AI pilot is alive or dead (captured) when the mission is ended?
How do you determine the renewal of a dead (captured) AI pilot by an other one? With wich skill level?

These questions don't really belong in the beta test thread, but I'll answer them.


The purpose of my post is to underline this new feature in dogfight mode coming with 3.47b2 version.

Have a good day.

#25 Lowengrin

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Posted 02 March 2012 - 04:42 PM

The purpose of my post is to underline this new feature in dogfight mode coming with 3.47b2 version.

Haha! Except it's not really new. MDS has been in DCG since 2.46. :o)


#26 idefix44

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Posted 02 March 2012 - 11:01 PM

I know that. I host a server wich settings are:
IL2 1946 4.11m + IL2 SC 2.02 + IL2 3.47b2
Before they were:
IL2 1946 4.09m + UP 2.01 (Zuti's 1.13 enabled)+ IL2 SC 2.02 + IL2 3.46
Zuti's 1.13 enabled is the forerunner of MDS features.
You don't remember but I was beta tester for the 3.46. ;)
I used UP 2.01 because before 4.11m patch the AIs behavior was very poor.

Here is what I say about .mis

With 3.46: Planes have the squadron's Skill.
[Stab_JG7710]
Planes 2
Skill 1
Class air.BF_109G6
Fuel 100
weapons default
[Stab_JG7710_Way]
TAKEOFF 110948.76 90663.83 0 0 &0
NORMFLY 106448.00 91162.00 500 410.00 3_ZG26_00 1 &0
Etc...

With 3.47b2: Planes have individual Skill.
[Stab_JG7710]
Planes 2
Skill0 0
Skill1 0
pilot0 de_08.bmp
pilot1 de_13.bmp
Class air.BF_109G6Late
Fuel 100
weapons default
[Stab_JG7710_Way]
TAKEOFF 54202.81 103289.45 0 0 &0
NORMFLY 58702.00 102790.00 500 410.00 &0
Etc...

The AI individual Skill appear with the 3.47b2 in dogfight mode.

Have a good day.

#27 idefix44

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Posted 03 March 2012 - 10:44 AM

Ok!
I'm wrong. Don't know where...
May be my IL2 DCG 3.46 update wasn't complete...

I feel frustrated.
And so tired... Lol.

Thanks for this great soft.

#28 Lowengrin

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Posted 03 March 2012 - 06:04 PM

It is strange that that first example only has one SKILL entry. It should have two as there are two planes. That is/was a bug.

#29 idefix44

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Posted 03 March 2012 - 10:40 PM

Is't possible to know how many sorties/kills an AI pilot need to be?
Skill 1= /
Skill 2= /
Skill 3= /

If it's for your eyes only, no problem. ;)

#30 Lowengrin

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Posted 04 March 2012 - 06:56 AM

I did post it on the old forum, but now it's gone. I'd have to check the code....

#31 idefix44

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Posted 08 March 2012 - 02:41 PM

In dogfight mode:
It seems that now AIs pilots have individual skill linked to the pilot.dcg file. It works fine. Some Rotte are very dangerous. Lol.
How does it work? How do you know if an AI pilot is alive or dead (captured) when the mission is ended?
How do you determine the renewal of a dead (captured) AI pilot by an other one? With wich skill level?

These questions don't really belong in the beta test thread, but I'll answer them.

DCG knows an AI pilot's state from the event log file. Each pilot in the pilot.dcg file that flew has an ID that it looks for in the log to find out if the pilot died, if the pilot shot another plane down, etc. Then DCG tabulates the scores for those that lived (so they might get a little better for the next time). If they died, DCG creates a new pilot at one rank lower than the previous pilot and gives him some experience based on that rank, his country, and his squadron's overall skill level. You can set the squadron's skill level on the DCG Squadron Panel.


First, I don't know if it is important but I write it again: I use IL2 DCG 3.47b2 (previously 3.46) in DOGFIGHT MODE.

Here is the begining of the last eventlog.lst file created by the server (mission played yesterday evening)

[Mar 7, 2012 9:31:14 PM] Mission: net/dogfight\DCG\Italy194409290.mis is Playing
[9:31:14 PM] Mission BEGIN
[9:33:08 PM] NAST-FQ37:Fw-190F-8(0) seat occupied by NAST-FQ37 at 54140.562 101664.18
[9:33:08 PM] NAST-FQ37:Fw-190F-8 loaded weapons '1sc2504sc50' fuel 50%
[9:33:17 PM] 103_Chief0 destroyed by 248_Static at 71596.02 106299.46
[9:33:22 PM] NAST-idefix44:SpitfireMkIXe(0) seat occupied by NAST-idefix44 at 127415.33 77115.6
[9:33:22 PM] NAST-idefix44:SpitfireMkIXe loaded weapons 'default' fuel 100%
[9:34:15 PM] NAST-crapouillo:A-20G(0) seat occupied by NAST-crapouillo at 111103.95 90628.41
[9:34:15 PM] NAST-crapouillo:A-20G loaded weapons '40xParaF' fuel 100%
[9:34:31 PM] NAST-FQ37:Fw-190F-8 in flight at 54250.92 103129.69
[9:34:31 PM] basta:Bf-109G-10(0) seat occupied by basta at 54580.418 103355.945
[9:34:31 PM] basta:Bf-109G-10 loaded weapons 'default' fuel 50%
[9:34:34 PM] NAST-idefix44:SpitfireMkIXe in flight at 127462.33 78210.51
[9:35:50 PM] basta:Bf-109G-10 in flight at 53857.207 103507.84
[9:35:53 PM] B-17G damaged on the ground at 104039.24 119945.66
[9:35:53 PM] B-17G(4) was killed at 104039.24 119945.66
[9:35:53 PM] B-17G(1) was killed at 104039.24 119945.66
[9:35:53 PM] B-17G(0) was killed at 104039.24 119945.66
[9:35:53 PM] B-17G(2) was killed at 104039.24 119945.66
[9:35:53 PM] B-17G(3) was killed at 104039.24 119945.66
[9:35:53 PM] B-17G(5) was killed at 104039.24 119945.66
[9:35:53 PM] B-17G(6) was killed at 104039.24 119945.66
[9:35:53 PM] B-17G(7) was killed at 104039.24 119945.66
[9:35:53 PM] B-17G shot down by landscape at 104039.24 119945.66
[9:36:11 PM] B-17G damaged on the ground at 104785.625 120249.82
[9:36:11 PM] B-17G(0) was heavily wounded at 104785.625 120249.82
[9:36:11 PM] B-17G(1) was killed at 104785.625 120249.82
[9:36:11 PM] B-17G(0) was killed at 104785.625 120249.82
[9:36:11 PM] B-17G(2) was killed at 104785.625 120249.82
[9:36:11 PM] B-17G(3) was killed at 104785.625 120249.82
[9:36:11 PM] B-17G(4) was killed at 104785.625 120249.82
[9:36:11 PM] B-17G(5) was killed at 104785.625 120249.82
[9:36:11 PM] B-17G(6) was killed at 104785.625 120249.82
[9:36:11 PM] B-17G(7) was killed at 104785.625 120249.82
[9:36:11 PM] B-17G shot down by landscape at 104785.625 120249.82

[9:36:27 PM] NAST-crapouillo entered refly menu
[9:36:30 PM] NAST-crapouillo:A-20G(0) seat occupied by NAST-crapouillo at 111103.95 90628.41
[9:36:30 PM] NAST-crapouillo:A-20G loaded weapons '40xParaF' fuel 100%
[9:37:30 PM] NAST-crapouillo:A-20G in flight at 111374.87 91538.336

Two B-17G are damaged on the ground (in blue and orange) and the crews are killed. B-17G(0) to B-17G(7). I don't see any link to individual AI pilot in the pilot.dcg file. How IL2 DCG can it know if the first B-17G (in blue) is the fligt leader or the wingman when one of them accomplish it mission?

#32 sniperton

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Posted 08 March 2012 - 02:59 PM

Hi Paul, many thanks for DCG!

A conceptual issue, rather than a proper bug:

When TimePassage is set to faster than normal, DCG ignores Timetable commands with skipped dates.

That is, if Mission #1 is, say, on 10th of Month, and time passage is set to "Fast", then Mission #2 occurs on 13th of Month, and commands with dates of 11th and 12th are ignored. Of course there's a workaround by specifying dates according to the time passage setting, but it doesn't work with "Random" (which setting makes timetable commands highly "selective" and thus largely obsolate.)



#33 sniperton

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Posted 08 March 2012 - 04:59 PM

Just another conceptual issue, definately not a bug, rather a feature request.

When a CV is sunk, onboard squads are transferred to a land base (if available).
E.g. from 12 Fulmars, 6 flying CAP and 2 shot down, 6 + 4 are transferred if the carrier is sunk. I think it would be more realistic if either
A) only the 4 airborne and survived planes were transferred, or
B) all 12 were considered lost and the whole squad were removed from the game.

Thanks again


#34 Lowengrin

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Posted 09 March 2012 - 04:32 AM

Just another conceptual issue, definately not a bug, rather a feature request.

When a CV is sunk, onboard squads are transferred to a land base (if available).
E.g. from 12 Fulmars, 6 flying CAP and 2 shot down, 6 + 4 are transferred if the carrier is sunk. I think it would be more realistic if either
A) only the 4 airborne and survived planes were transferred, or
B) all 12 were considered lost and the whole squad were removed from the game.


Good point. It'd be a bit tricky to figure out "A", but "B" is certainly possible - although I'm not sure I'd remove them from the game (just reset them to zero planes) just because it might be a player squadron.

#35 idefix44

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Posted 28 March 2012 - 01:13 PM

Ok, sorry all...
The answer is that the eventlog.lst isn't the same in dogfight mode and in coop mode.
The only purpose of my questions is to learn more about IL2 DCG in order to use and enjoy it as better as possible.

Thanks for this great soft.

#36 sniperton

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Posted 30 March 2012 - 02:48 PM

Probably an old issue: theoretically DCG should not respawn ships at _Seaplane_Base locations, should it? But if the fartherst waypoint of a searoute (I mean "farthest" according to the map axis) is a _Seaplane_Base, DCG prefers it to the nearby _Harbor or _Port location to resurrect ships.

And just a question: is it possible (and how) to comment out entries in the Timetable file? (slash, backslash, semicolon?)


#37 Lowengrin

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Posted 30 March 2012 - 09:22 PM

Probably an old issue: theoretically DCG should not respawn ships at _Seaplane_Base locations, should it? But if the fartherst waypoint of a searoute (I mean "farthest" according to the map axis) is a _Seaplane_Base, DCG prefers it to the nearby _Harbor or _Port location to resurrect ships.

Yes, if the _Seaplane_Base is the farthest point on the map axis, there's going to be an issue. I'll give it some thought and maybe come up with a fix.

And just a question: is it possible (and how) to comment out entries in the Timetable file? (slash, backslash, semicolon?)

Double slash should work.

// 19441023 AddSquad 131Squadron0

Just make sure there are no spaces before or between the two slashes.

#38 Lowengrin

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Posted 30 March 2012 - 09:54 PM

The latest beta is available here for those who wish to give it a try:

http://members.shaw....dcg347beta3.zip

No major changes over the previous beta. Just a few small tweaks.

Fixed issue where the fuel time table setting for the player's squadron took priority over the player's custom mission selection. Added new Time Table command "SetEscort".


#39 Slink

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Posted 31 March 2012 - 06:27 AM

Paul, format for the new SetEscort timetable command would be ??

19400101 SetEscort [EscortedSquadID0] [EscortingSquadID0]

Maybe, or the other way around? Not in the examples list yet or did I miss something?

Does this also work with a start delay (as long as they match)?

#40 Lowengrin

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Posted 31 March 2012 - 05:18 PM

Sorry, for not putting the example in. It's:

SetEscort [EscortingSquadIDx] = [EscortedSquadIDx]

I hadn't considered start delay, but I think it should work so long as both spawn within a short time of each other. I'm pretty sure there's a radius where escorts will attach if one or the other unit is outside of it, they'll ignore the order.




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