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DCG 3.47 Open Beta Test


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#41 berik

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Posted 01 April 2012 - 11:36 PM

lads, sorry I dont know was these discussed before but:

-in 3.46 when my flight on escort mission, if they meet anemy fighters, they did their rout twice: after fight returns to the base and flight the rout again. it often occurs to bingo fuel.

when they flight a strafe mission and meet the same, they returns to the base without the strafe.

- the plane crash-landed on its "belly", counts as damaged beyond repair.
but it losing significance to land it so hardly and dangerous, it is easier to bail out immediately. may be it must be corrected somehow.

- you do add some new historical squads, yeah? :-)


- when will we see your marvellous programme? we are looking forward to!

#42 Lowengrin

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Posted 03 April 2012 - 04:27 AM

Please send me the mission file should this strange escort mission happen again.

It's easy to add squads in the game yourself. Just create a new mission in the FMB and then select a plane and the squadron that you want. Save the mission file. Open the mission file in Notepad and copy the squadron from the mission and put it in the squadIDs.dcg file (deleting the last number on the squadron ID). :)

#43 berik

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Posted 04 April 2012 - 10:56 PM

one more thing.
my flight got a task to intercept enemy il2. we flew to the point of meet, circled there some time, and returned to home. after about ten minutes, the target flight scrambled into air and so on.
I dont know a bag it or not, but...

#44 idefix44

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Posted 05 April 2012 - 02:55 PM

Hi all,
In dogfight mode,
It seems that since 3.47 b3 we need to destroy 6 wagons to get a destroyed train. Is it right?
It seems that the destruction of static objects by humans don't decrease the garnison value of cities. Is it possible to change that?

Thanks for this great soft.

#45 Lowengrin

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Posted 06 April 2012 - 02:12 AM

It seems that since 3.47 b3 we need to destroy 6 wagons to get a destroyed train. Is it right?

The number of "wagons" needed to destroy a train hasn't changed in probably 10 years, but yes, it's six to destroy one.

It seems that the destruction of static objects by humans don't decrease the garnison value of cities. Is it possible to change that?

It depends on the static object. If it is neutral (like a building) or a plane then, no, it doesn't decrease the garrison. But guns and other static objects reduce the troop count by 10 for each one destroyed.


#46 Lowengrin

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Posted 07 April 2012 - 12:31 AM

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

http://members.shaw....dcg347beta4.zip

Hopefully it will stop the CTD that occurs when planes fly outside of the map area. There's also a tweak to the spawning of stationary aircraft. On the Dogfight Panel, you can now set whether they will spawn or not in Dogfight mode.

#47 sniperton

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Posted 10 April 2012 - 04:37 PM

Thanks Paul for the thoughts and info in #36. Still I have two more problems.

The first I have already reported a few versions ago: DCG allows multiple AI pilots with the same name, resulting in multiplied losses when one of them is KIA or MIA. The log is processed correctly as can be seen on the debriefing map (showing only one loss); the extra pilot is „killed” when DCG modifies the squadron files according to the actual mission results. It deletes both pilots as can be seen e.g. in the debriefing text.

As to campaign scenarios, DCG correctly transfers me to the next map/mission template, but fails to upgrade my plane according to my initial choice as stored in conf[countrycode].ini in the DGEN folder. (If I'm not mistaken, it is the only file that stores the plane choice for each campaign scenario.) Without manually editing the plane type or modifying it through a timetable command, DCG sticks to the plane chosen for the 1st battle. Is this a bug or a feature? ;-) Or do I simply miss somathing?

Thanks again and cheers


#48 Lowengrin

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Posted 12 April 2012 - 12:54 AM

The first I have already reported a few versions ago: DCG allows multiple AI pilots with the same name, resulting in multiplied losses when one of them is KIA or MIA. The log is processed correctly as can be seen on the debriefing map (showing only one loss); the extra pilot is „killed” when DCG modifies the squadron files according to the actual mission results. It deletes both pilots as can be seen e.g. in the debriefing text.


I will have a look at this again because years ago I put in code to check that pilots wouldn't have the same names at the time the pilot was generated. (And continue to check should the player rename a pilot thereafter).

As to campaign scenarios, DCG correctly transfers me to the next map/mission template, but fails to upgrade my plane according to my initial choice as stored in conf[countrycode].ini in the DGEN folder. (If I'm not mistaken, it is the only file that stores the plane choice for each campaign scenario.) Without manually editing the plane type or modifying it through a timetable command, DCG sticks to the plane chosen for the 1st battle. Is this a bug or a feature? ;-) Or do I simply miss somathing?


DCG doesn't track your upgrade choices. It only cares about the first plane you select. Remember, DCG has a branching campaign so there's not even a guarantee after the first campaign, that the others will even happen.

#49 Lowengrin

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Posted 12 April 2012 - 01:54 AM

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

http://members.shaw....dcg347beta6.zip

Please post any bugs to this list.

Some fixes between this and beta 4 (there's no public release of 5):

Moved the most distant off-map waypoints back from the 1000 km edge of the world to stop futher CTDs. (Not tested).
Fixed duplicate name issue. (Not fully tested).
Fixed static plane bug which crashed DCG when there was no nation (blank not "null") identified for the static plane. This is an issue with only very old campaign templates like France40.


#50 idefix44

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Posted 15 April 2012 - 02:23 PM

Hi all,

I don't know if the last version fixes it but I have a problem with the IL2DCG347b4.

In Dogfight mode.

Using IL2 1946 4.11m Dedicated Server + IL2 Server Commander 2.02.
All works fine with older versions of IL2DCG347b. I actually use the IL2DCG347b3.
I tried to upgrade to IL2DCG347b4 3 times and 3 times the same problem appear.
Here's what happend:
When I close the server, using IL2 Server Commander, IL2DCG347b3 create a new mission (Italy194503230.mis). That's OK.
I replace IL2DCG347b3 with IL2DCG347b4.
I launch IL2 1946 4.11m Dedicated Server + IL2 Server Commander 2.02.
Italy194503230.mis is playing.
Italy194503230.mis stops after 90 min. That's OK.
IL2DCG347b4 create a new mission (Italy194503240.mis). That's OK.
Italy194503240.mis is playing.
Italy194503240.mis stops after 90 min. That's OK.
At this moment IL2DCG347b4 isn't able to create a new mission (Italy194503250.mis). That isn't OK.

The IL2DCG347b4 window warning is: "is not a valid floating point value.

I send you a zip file with IL2DCG folder using IL2DCG347b4, Italy194503230.mis, Italy194503240.mis and the warning window (IL2 DCG 3.47 beta 4 Alert.jpg).

Am I the only one user of IL2 DCG in Dogfight mode ?

Thanks.


#51 idefix44

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Posted 18 April 2012 - 09:26 AM

It seems work correctly with the IL2DCG347b6.

Thanks.

#52 SA_475th_Chaney

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Posted 19 April 2012 - 01:47 AM

OMG finally got this forum working hehehehe. Hi Lor. I have a big problem with new beta6. I keep getting a "300 is not a valid integer" message. I thought that might have to do with conflicting skin folders so I copied and pasted my game skins to DCG paintschemes. I don't get this message all the time so I was just wondering if others got this too. Thanks. DCG is looking sweeeeeeeeeeeeeeeeeet. :)

#53 Lowengrin

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Posted 21 April 2012 - 04:07 AM

If you started the campaign with an older beta, you'll have to start it again.

#54 berik

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Posted 28 April 2012 - 10:30 PM

Couldn't you make ground-attack aircrafts (like Tempest) have sometimes fighter mission? It seems they have now only strafe mission, but they were universal.

And couldn't you make that pilots assigned to mission were random? I fly for the tenth consecutive time, and there are the same, but rest of squadron never sees sky. :-)

#55 idefix44

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Posted 04 May 2012 - 04:31 AM

About Trucks Columns

City_A (Supply Zone)
City_B
City_C
City_D (On the Front Line)

Mission_1
2 Trucks Columns (TC_A and TC_B) run from City_B to City_C
TC_A: More than 5 vehicules are destroyed
TC_B: More than 2 but less than 6 vehicules are destroyed

Mission_2
TC_A: Land (~L) in City_A (Supply Zone). This Trucks Column was destroyed
TC_B: run from City_C to City_D. It's like nothing happend to it

Suggestion for Mission_2:
TC_A: Land (~L) in City_A (Supply Zone). This Trucks Column was destroyed
TC_B: Land (~L) in City_B. In order to repair damages and regain moral...

Just an idea.

Thanks for this great soft.




#56 Lowengrin

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Posted 06 May 2012 - 05:43 AM

Couldn't you make ground-attack aircrafts (like Tempest) have sometimes fighter mission? It seems they have now only strafe mission, but they were universal.


I'd have to create a new class of aircraft. If you want the Tempest (or other type) to fly fighter missions as well as ground attack, just make it a fighter.

And couldn't you make that pilots assigned to mission were random? I fly for the tenth consecutive time, and there are the same, but rest of squadron never sees sky. :-)


There should be some randomness. :(

Your idea for truck convoys is interesting. I'll give it some thought.

#57 idefix44

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Posted 07 May 2012 - 03:37 AM

About Trucks Columns continuation

Mission_1
1 Trucks Column (TC_B) retreats (~R) from City_C to City_B
TC_B: More than 2 but less than 6 vehicules are destroyed

Mission_2
TC_B: Defends City_B (~C). It's like nothing happend to it

Suggestion for Mission_2:
TC_B: Land (~L) in City_B. In order to repair damages and regain moral...


#58 berik

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Posted 10 May 2012 - 06:28 AM

I'd have to create a new class of aircraft. If you want the Tempest (or other type) to fly fighter missions as well as ground attack, just make it a fighter.


yes, the next day after my post, I understood how to do. it's my slowwitteness :-) the tempest just was not in the right place. everything is ok now. approximately like klosterman memoirs :-)


after in the latest .11 patch, enemy tanks are much tougher to be destroyed by bombs and il2 rockets, and sides suffer smaller losses. may be there is a reason to add as objects for strike\strafe missions more guns, machine-guns and so on?









#59 Lowengrin

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Posted 11 May 2012 - 04:27 PM

after in the latest .11 patch, enemy tanks are much tougher to be destroyed by bombs and il2 rockets, and sides suffer smaller losses. may be there is a reason to add as objects for strike\strafe missions more guns, machine-guns and so on?

Again, in DCG, you can set the payloads that you'd like each plane type to carry on the Aircraft Class Settings panel.



#60 berik

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Posted 12 May 2012 - 02:13 PM

Again, in DCG, you can set the payloads that you'd like each plane type to carry on the Aircraft Class Settings panel.


no, I mean to do other class of ground targets more frequent. of course I can in one way or another to destroy tanks, but ground forces now consist now mainly of them. its boring and unrealistic. tanks, transport column, tanks, transport column...





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