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DCG Feature Requests

Discussions regarding DCG feature requests

  1. Started by Lonestar,

    I'm currently trying to get some older campaigns running with the latest DCG beta version. Almost all of them involve aircraft carrier operations with modified maps. I was very pleasantly surprised by the reworked .prd and .srd routes in these versions, as I had only played with version 3.47 for a long time. Now I'm testing my campaigns with 3.50beta21 and the VP Mod (4.12) and have two requests for future DCG versions. The first request is for a timetable command to move aircraft carriers and their escorts into a .prd route during a campaign. I've already tried a few things, but unfortunately without success. Examples: 19420304 NewColumn 1_Chief Ships.USSEn…

  2. Hi Paul! Sorry to bother again with another request but as I'm developing long campaigns I have a special request for a dedicated timetable command that allow to swutch from a load.ini to another of the same map.... For example , if I use the Somme map , in the campaign mis file I have this line: MAP WWI_Somme/WWI_load.ini That is the summer version....if the campaign last enought to see a seasonal change could be better to use the winter version of the same map: WWI_Somme/WWI_W_load.ini Could be possible to create a Timetable command like: SwitchMapTo WWI_W_load.ini And the DCG engine 'll simply use the new load.ini of the…

  3. Hi Lowengrin , apologize to bother! I have created all the necessary files for the WWI nations to be used in game and for the most important also the files for their use in dynamic campaigns: The new air service created are: (in bold the major services that have all the files for dynamic campaigns) I was looking at the [branch] section of the regiment.ini file.... Here the nations are united by their service.... US UN (US navy belong to USA) US UM (US Marines belong to USA) and so on.... If I set for example the Deutsche Luftstreitkräfte code related to default stock game Germany (DE) the DCG recognize it as German like…

  4. Hello. I was wondering whether it would be possible to increase the number of skin folders DCG can handle? I play and create campaings using BAT. There are over 2000 skin folders in BAT skin folder by default and that seems to cause problems every once in a while. I am creating a campaign and while testing I got "The <PLANE> assigned to <SQUAD> is not present in the class file. A substitution has been made." error messsge. The plane was Messerschmitt Bf-109G-6 that certainly is in the class file. Furthermore, it was replaced by itself.... The game launches OK and the plane assumed missing is there so no problem there , but unfortunately the err…

  5. Started by Misha dedogist,

    I was wondering if you could implement a way to set every aircraft to use its default transit alt (as used in DGen) as some are quite ridiculous. Especially Russian ones (5000m for I-16?!).

  6. So, I'm doing an Slovakia campaign and I want to, at some point, make American/British columns to appear from the West side of the map. This is easy doable. However, when they die, they will spawn on the East side, as the RUbase is there. So is the solution two bases, make specific dead columns in specific places or have I forgotten something?

  7. Started by Bawo2019,

    Hi, Perhaps a RemoveStatic command could be added as this would give the campaign designer the tool to specify main areas on the map where the actions ahould occur in the campaign, to better control the Dynamics of the campaign. Thanx...... Or has there already been a command of this sort in DCG???

  8. G'day there mate, Just a thought, i had been reading about having to add ships and maps info to DCG, would it be possible in the next build (i hope), to have DCG access the the game being used's Ships ini and all ini for maps ? , just like in the set up, we have to "guide" DCG to where our game folder is , could there also be a drop down for us to point DCG to the game owner's maps all. in as well as the ship.ini ? or chief ini ?, then DCG could read from that direct, so those with the different maps, ships and aircraft wouldn't have to go and put them in manually. I thought it would be an easier option to have this done in the set up stage of DCG, this would also make i…

    • 2 replies
    • 1.7k views
  9. Started by Fhechene,

    So, airfields.dcg gives you the ability to choose the first waypoints and direction of an airfield, like this [Wheeler_Airfield] TAKEOFF 252518.25 53145.05 0 0 NORMFLY 250011.80 55739.09 300.00 300.00 NORMFLY 246434.23 60304.33 600.00 300.00 NORMFLY 246741.50 66076.73 900.00 300.00 NORMFLY 250494.66 70949.25 1200.00 300.00 So, how about the ability to link the LANDING waypoint to some static object? [Dummy_airfield] LANDING 101824.38 34384.53 0 0 0_Static 0 &0 for 0_Static ships.Ship$RwyTransp 2 102303.80 33934.20 585.00 0.0 20 2 1.0

  10. Hi! Sometimes, flights that airstart crash because they start too close. Could you make them start just a little farther? It's weird because most of the time they start far enough to not crash into each other, but only sometimes, they start and crash. Other thing: Today a convoy and a tank column started way inside enemy territory, far away from the front. They will get obliverated by airplanes, of course. Now, how difficult would it be to check that this doesn't happen? Thanks! You rock!-

    • 9 replies
    • 2k views
  11. Started by Fhechene,

    Hi! As you know, I'm always making my DCG installations unplayable. This time has been no different. I have no idea what I did, but I can't start campaigns anymore, with the ' " is not a valid number ' or integer or whatever error. Now, would it be possible for the program to say instead ' " is not a valid number Last file read is bleh, at bluh line' or something like that? At least name the file, so I can know if it's the master.mis file or one of the .dcg files or .rds or whatever what I screwed up. Edit: This is diferent from the dcgerror file. In my case, my dcgerror looks like this [2019/05/26 00:57:03.589] Parameter S…

    • 1 reply
    • 1.3k views
  12. Started by Goldguru,

    at the top of the aircraft type list would it be possible to add "select all" to the list? that way one could easily edit the list to add the planes they want to be flyable rather than disabling the entire list other than the prefered aircraft. unless im missing a something you must edit the entire list one at a time per campaign for planes you do not want flyable I did look @ the class.dcg file however due to the columns having a set spacing i was worried that I would corrupt the file & be unable to find the damage again however the sisable apears like this A_20C A-20 C us 1 4 0 194201 disabl…

    • 3 replies
    • 1.7k views
  13. Started by Goldguru,

    would it be possible to increase the contents of the program selections box's? IE squadron names etc I have a very difficult time reading the print in the dropdown sections my display is 1920 x 1080 attacked pic shows My view. seems there is alot of space below the campaign picture which could be utilized for an increasse in the selection boxes size to allow for a larger font making it easier to read. Thnx Goldguru seems the website increased the file size by 45%? original file is 353KB

    • 7 replies
    • 2.2k views
  14. Just a suggestion, Idk how easy it would be to do (perhaps it would be(?)), but it would be great if there was a button or ticked setting that made it so squadron editing through DCG could permanently adjust the original campaign files. That way a user, if he or she chooses, could make changes to the squad's assigned aircraft, for example, and have it a permanent adjustment if they wished for that particular campaign - not just this particular incidence of it. It would eliminate external note-pad editing and be a nice utilitarian feature. Just an idea.

    • 1 reply
    • 1.5k views
  15. Started by idefix44,

    Sometimes AIs are unable to take-off from some airfields. Even with the lighter payload. So, we can create an airfields.dcg file to reduce the losses at take-off. But, it can be not enough. Can we have available a file like airfieldsrestriction.dcg in wich the listed planes can't be transferred (linked) to the concerned airfields. airfields.dcg [Zilina_Airstrip] TAKEOFF 83528.13 116313.63 0 0 NORMFLY 81199.98 119900.11 1200.00 300.00 NORMFLY 78500.22 123500.21 1500.00 300.00 NORMFLY 74499.91 123500.02 1800.00 300.00 [Zilina_Airfield] TAKEOFF 83401.84 116316.29 0 0 NORMFLY 81199.98 119900.11 900.00 300.00 NORMFLY 79999.93 125000.05 1200.00 300.00 NORMFLY…

  16. Started by idefix44,

    IL2 1946 4.13.4m Stock Game. Dogfight Mode. This request is about the [bornPlace] section. Can you, please, add the Friction feature to the Home Base? Thanks.

  17. when a new mission starts, it often happends that a lot of tanks and trucks columns have to start from the same location. This traffic jams increase heavily the CPU load. Can you, please, distribute the columns spawning points between the 3 first waypoints of the .rds road. Thanks.

  18. Started by idefix44,

    It seems that AI squadrons never attack the ground columns when they are fighting ( When they have the ~C status ). Can you change that, please, for all kind of column, a least in dogfight mode? Thanks

  19. Started by Nephris,

    Hi Paul, would it be possible to add a [Mods] Section within the generating mission files? Reason: Some mods use this section to edit variables. Like C&C Mod, that delivers Forward Air Controller or Ground Observer and Ground Control Radar. Example: [MAIN] MAP Crimea/load.ini TIME 13.000002 CloudType 0 CloudHeight 1000.0 player g0100 army 2 playerNum 0 [SEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [MDS] MDS_Radar_SetRadarToAdvanceMode 0 MDS_Radar_RefreshInterval 0 MDS_Radar_DisableVectoring 0 MDS_Radar_EnableTowerCommunications 1 MDS_Radar_ShipsAsRadar 0 MDS…

  20. This is not a proper feature request, just some musings about taxi to take-off and take-off in pairs. I attached a test file for reference. Take-off in pairs Here we have something like this: This can be used (with minimal adjustments) in the airfields file. Nevertheless, in contrast to ‘normal’ take-offs, x0;y0 can’t be used for all flights, as they would collide when spawning at the same location. That is, xn;yn as spawn points should be calculated for each flight (n) separately. the take-off path vector alpha = arctan(y1-y0 / x1-x0), so that xn = x0 + (cos alpha * D); yn = y0 + (sin alpha * D), where D = [safe spawn distance between flights ~…

    • 2 replies
    • 2.5k views
  21. Started by idefix44,

    From a debriefing.txt file: Debrief: Mission results: Other News: A PzIVJ unit was destroyed near Messina (M-3). A PzIVJ unit was destroyed near Messina (M-3). The Axis Cargo 101 was sunk near Porto Torres Bay (B-6). A Crusader III unit was destroyed near Messina (M-3). A Bf-110G-2 was shot down. A German truck convoy was destroyed near Orsucci (N-2). Can you, please, add the localization where a plane is shot down in order to get some thing like that? Debrief: Mission results: Other News: A PzIVJ unit was destroyed near Messina (M-3). A PzIVJ unit was destroyed near Messina (M-3). The Axis Cargo 101 was sunk near Porto Torres Bay (B-6). A Crusader III unit…

  22. Started by Serena,

    Hi! Paul, can you add ability to execute some timetable commands right after campaign creation, before first mission generation. Something like commands without date or blank date. For example: [Typhoon1941] MoveSquad III_JG5_10 Smolensk_South_Airfield <--------------------------------------- no date, executing after campaign creation 00000000 MoveSquad III_JG5_10 Smolensk_South_Airfield <----------------------- blank date, executing after campaign creation 19411001 NewsBrief English Allied = Defend the Motherland! 19411001 NewsBrief English Axis = Sweep the Soviet airforce from the skies! Thanks

    • 2 replies
    • 2.3k views
  23. Started by idefix44,

    Since Hotfix 4.13.2m, DCG should be able to track AI pilots like in Coop mode. Can you do this for us, Sir? eventlog.zip

  24. Started by Lonestar,

    Hi Paul! Some last wishes for future versions of DCG! As some new (modded) maps are getting larger, DCG meets with some mission types sometimes his limits! During a recent created campaign for an approximately 450 km wide map, I noticed that the patrol time for the defenders over a target were often not long enough to meet the enemy bomber formation later! This time difference was up to half an hour after the time indication of the waypoints in FMB! In this case, I have created only offmap airfields for one side to shorten the flight time, but it would be better if you could use the airfields of the map! Because sometimes the way back waypoints runs not exactly to…

    • 18 replies
    • 5.2k views
  25. Started by Moezilla,

    Hi Lowengrin, It would be great to un-hardcode the ships and add a shiproles.dcg where we could list ships by their roles like: [Transport] tramp lcvp tral daihatsulc mfp newmoddedship [CV] USSEssexCV9 IJNAkagiCV newmoddedCarrier [bB] USSBBGeneric newmoddedBattleship This would allow DCG to take advantage of the large amount of mod content available that may not adhere to the capital ship naming schemes and have campaigns with more diverse merchant navies.

    • 2 replies
    • 2.1k views

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