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DCG 3.47 Open Beta Test


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#81 Lonestar

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Posted 08 August 2012 - 11:05 PM

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!

#82 Lowengrin

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Posted 09 August 2012 - 03:17 PM

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!

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.

#83 berik

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Posted 30 September 2012 - 09:04 AM

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.

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

[II_JG310]
Planes 4
Skill0 3
Skill1 3
Skill2 3
Skill3 1

[RAF_No081SQN11]
Planes 4
Skill0 3
Skill1 0
Skill2 3
Skill3 3

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.

[RAF_No033SQN00]
Planes 4
Skill0 3
Skill1 3
Skill2 0
Skill3 0

[RAF_No033SQN01]
Planes 4
Skill0 0
Skill1 2
Skill2 2
Skill3 3

[II_JG310]
Planes 4
Skill0 3
Skill1 0
Skill2 3
Skill3 1

[RAF_No081SQN11]
Planes 4
Skill0 3
Skill1 0
Skill2 3
Skill3 0

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.

I only wish to create a realistic mission in a realistic cavpaign. PLEASE DO SOMETHING WITH IT!

#84 idefix44

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Posted 06 October 2012 - 10:19 PM

Thanks.


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.


Seems to work fine now with the fixed file.

Thanks.

#85 Lowengrin

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Posted 06 October 2012 - 11:58 PM

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.

Crude or crud? ;)

I will have another look at the code that generates AI levels....



#86 berik

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Posted 07 October 2012 - 01:09 PM

Crude or crud? ;)

I will have another look at the code that generates AI levels....


.. well, I meant "crude" probably, sorry for my english :-)

#87 berik

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Posted 24 October 2012 - 03:27 PM

hello! will we ever see next relise of your wonderfull generator? )

#88 Lowengrin

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Posted 28 October 2012 - 01:52 AM

hello! will we ever see next relise of your wonderfull generator? )


That would require me to actually add/change some code.



#89 idefix44

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Posted 16 November 2012 - 05:31 AM

To Lowengrin
Thank you for your help about the MarethLine43 campaign.

Posted here because used with the IL2 DCG 3.47 beta 6 version.



#90 Lowengrin

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Posted 03 December 2012 - 06:50 AM

Latest beta is available here:

http://members.shaw....dcg347beta8.zip

Hopefully it will fix the lockup caused during the log file processing when using HSFX 6.17.

#91 WindWeapon

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Posted 03 December 2012 - 03:36 PM

Thx Lo!

Appears that the link is bad. Getting Page not found error.

Looking forward to trying the fix!

~S~
wind

#92 Lowengrin

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Posted 04 December 2012 - 02:33 AM

Sorry, the link was case sensitive. Fixed now.

#93 idefix44

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Posted 31 December 2012 - 02:04 PM

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?



#94 Lowengrin

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Posted 02 January 2013 - 01:17 AM

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.

#95 Lowengrin

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Posted 02 January 2013 - 01:53 AM

The "official" 3.47 version has been posted at www.lowengrin.com.

Thanks, everyone who participated in the open beta discussion. Best wishes in 2013.

#96 idefix44

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Posted 02 January 2013 - 08:46 AM

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.


I'm really sorry.
I don't remember that I've this possibility.

I'm a moron. It only can be best in 2013. :)


#97 Lowengrin

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Posted 04 January 2013 - 06:04 PM

So now you know.

Happy New Year!

#98 berik

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Posted 28 February 2013 - 08:56 PM

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. Iím 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 donít know how to tune this damned generator. :-[

#99 Lowengrin

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Posted 04 March 2013 - 07:08 AM

Thanks again for the reminder. I'll fix it one day....




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