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WindWeapon

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Everything posted by WindWeapon

  1. Nice! this latest update is a fairly major fix for carrier ops! I have been unable to do carriers for quite some time and when I looked at the update it appeared to quite a minor fix for the shipnames.dcg file. Now carrier ops are working again! QQ: is there a legend or summary of the two letter code choices which DCG can use for ships? For example fleet carriers are CV, escort carriers CVE, etc... but was wondering if there is a legend for all other ship types such as oilers, and other smaller ships? ~S~ wind
  2. Ah, is there any type of work around? Note, though I have seen a working version of a custom Korean campaign out there with the ability to use DPRK squads. I do not believe those are stock to IL2, or are they? ~S~ wind
  3. I am working on a new Arab Israeli War 1948 campaign and have the bones in place for some playable testing. However, I am receiving a DCG error noting "No stationary.dcg found" in a window alert. Content from the dcgerror.txt file is as follows: [2015/02/14 15:51:28.14] Parameter String0 = D:\Software Data\My Games\IL2 - 1946\IL-2 Sturmovik 1946\DGen.exe [2015/02/14 15:51:28.15] Parameter String1 = is [2015/02/14 15:51:28.15] Parameter String2 = 0 [2015/02/14 15:51:28.15] DCG.ini processed. [2015/02/14 15:51:28.18] Loaded messages processed. [2015/02/14 15:51:28.20] Game version checked [1946]. [2015/02/14 15:51:28.20] Game version includes IL2AEP [True]. [2015/02/14 15:51:28.20] Game version successfully set up. [2015/02/14 15:51:28.22] Begin Parameter Check [2015/02/14 15:51:28.22] Parameters processed. [2015/02/14 15:51:28.22] Grand Campaign Trigger Check. [2015/02/14 15:51:28.23] No campaign path located. [2015/02/14 15:51:28.23] No campaign.dcg file found. [2015/02/14 15:51:28.25] Target Locations processed. [2015/02/14 15:51:28.25] Checking Stationary List [2015/02/14 15:51:28.26] No stationary.dcg file found. Thus, it appears that error originates on the line noting No campaign path located. Thus, when hitting given error lines in the dcgerror.txt file; where should one look in their dcg campaign file set for the root cause?
  4. Has there been any news on the Carrier (spawn) takeoff issue? I did a little further on this issue and indeed, via the timetable.dcg I can successfully generate the first mission with correct carrier spawn/takeoff and landing. However, upon clicking "Apply" to cycle the mission in the campaign, the second mission generates as an airstart noting the offmap field as home plate rather than the carrier. Perhaps I could cheat via the timeline and each day move squad to carrier, but hopefully some way to successfully spawn will be found. Note, when running a DGEN carrier campaign, the carrier spawning occurs normally, but....who want dgen when we have DCG?! . ~S~ wind
  5. Is it possible the carrier spawn issue could be tied to a mod such as SAS engine mod or other? I am not sure if a given mod may affect mission generation relative to DCG. Edit: not issue. I tried stock DCG in HSFX 7 and stock 4.12.2 and in all cases, airstarts only with flights based out of offmap airfields. hope a cure is found soon! LS just released an updated Carrier Operations DCG campaign and looking fwd to carrier ops in campaign. ~S~ wind
  6. This skin is listed in the stock timetable.dcg file for the [MarethLine43] campaign. I could not find it in my skin collection and looked around to a few of the other IL2/skin related sites with no joy. If not out there, can remove line from timetable, but wondering if it is indeed out there? ~S~ wind
  7. Indeed, DCG is literally the best offline campaign option out there for driving something with consequence mission to mission. Additionally, it has a solid online niche for both Coop and event campaigns such as GS. Without DCG evolving with IL2 (which is also an amazing achievement for how long the sim has been around), it simply would not be the same without it. DGEN though good, is not DCG. All in all, yes great to see DCG alive, and evolving with IL2. Once the carrier bug is solved, that will be excellent as I look forward to time on the carrier deck again. Though in the mean time, train/tank busting in central Europe right now is a nice way to pass some time when offline and at the sticks! Hats off to Paul for keeping it alive! ~S~ wind
  8. also, for some reason there is a squadid (820sq00) in the normfly coordinates. I do not think that is correct is it?
  9. Here is the generated mission line for the possible defect: [827sq00_Way] TAKEOFF 935.91 207042.11 NORMFLY 938.00 207045.00 4000.0 241.00 820sq00 1 &0 when it should be? [827sq00_Way] TAKEOFF 110653.00 237945.00 0 0 1_Chief 0 &1 There is also no landing route noted in the generated mission. In the timetable, I included the following: 19420503 MoveSquad 827sq0 HMS_Illustrious Squad 827 is defined in the base mission file.
  10. Did some toying around last night with DCG and carrier ops for a custom Ironclad operation rework campaign. Indeed, I found that I could get dcg to recognize carrier basing by using the MoveSquad parameter in the timeline.dcg; however, when dcg generates the mission, the takeoff line for the given squad is messed up. Thus, causing immediate explosion of aircraft or others to sea dive with wings folded. I can manually edit the takeoff line to correct the defect and allow correct carrier basing. The take from this testing is that with the current beta 9, squads can be correctly based at carriers via the timeline.dcg. However, the mission generation does not correctly write the takeoff line for carrier takeoff in the .mis file. ~S~ wind
  11. Guess will wait to fly carrier ops until new patch released to fix issue. ~S~ wind
  12. Yea, I tried everything from modded to stock 4.12.2 and same result. No matter stock pacific DCG campaign involving carriers, all aircraft will only spawn in the air. Both blue and red sides.
  13. only issue is that I do not see the carrier as a selectable "airbase" I do see carriers listed in the ground object panel though. Thus appears that the carriers in correctly rendered as chiefs, however are now set as spawn points for aircraft. At least in my install running latest DCG beta.
  14. any news on the fix for carrier ops, or is best option to revert to earlier beta?
  15. The latest version of DBW 1916 is quite well crafted and contains a wealth of content to create some really nice campaigns of the WWI era. Thus, was thinking of exploring this area for a new DCG custom campaign. Though big question is the timeline. Does the current iteration of DCG still limit timelines to the WWII period date range? I remember this being a limitation for some earlier campaign efforts based on the Korean conflict. thoughts? ~S~ wind
  16. I have found that when red squads become blue, this is due to the red squad id not being found in the squadids.dcg file. I guess they default to blue if not found. I had this happen just recently for a campaign I was starting. Once I added the missing squadids all was well. ~S~ wind
  17. I tried suggestion (actually, I tried that before suggestion as I saw the missing entries while initially debugging); however, it did not work. Upon correctly adding the squads to the squadids.dcg file in the DCG UI data folder, upon cycling a new mission, the planes/squads did not switch over. My guess is that if a start a brand new campaign, all will align correctly; however, since I am mid campaign I was hoping to make an edit in the game root working campaign dcg file(s) to fix. No worries if not... Once I get killed in this campaign, will restart it from scratch to pull in the correct squads. Though likely for the next upcoming beta release, may be best to update the squadids.dcg file to include these missing squad ids: 9AF_365FG_387FS 9AF_365FG_388FS 9AF_362FG_379FS 9AF_365FG_386FS ~S~ wind
  18. Indeed, understood, and I have since corrected the squadids.dcg file for this missing squads for next time I create the campaign. However, now within an existing/running campaign, was wondering if there is a way to switch allegiance? Basically, assumption being that I would need to edit a file(s) inside the actual campaign directory in the game root which manages the campaign progress?
  19. Have a bug? in the Ardennes Winter campaign where a few US fighter squads are missing from the main DCG data squadrons.dcg file. These include: 9AF_365FG_387FS 9AF_365FG_388FS 9AF_362FG_379FS 9AF_365FG_386FS However, since I am mid campaign and have nearly 100 ground kills and no death yet, wanted to see if there was a way to correct the campaign while ongoing to switch a few flights to "friendly" side. Basically, I have P-38 and a P-47 flights which spawn at an enemy airfield and thus gets blown away by the airfield defenses while on tarmac. When in the DCG UI and looking at the Squadrons Editor panel I see the planes listed and the correct corresponding squads (seen above); however, they spawn at only enemy field (cannot change field to friendly) and the pilots in the squad are listed as german. Thus it appears that these squads and their associated planes, though Allied, are recognized by DCG as Axis. However, once in game, they are indeed Allied and get blown away on the enemy field. Of course if the air spawn, the fly ok for allied. Thus, is there a way to change the plane side from Axis to Allied mid-campaign, either though the DCG UI or in the code files associated with the running campaign? I am pretty familiar with the inter-workings of DCG, but did not see how to switch sides within the code files generated for the campaign (looking in gameroot/missions/campaigns/gb/ardennes.../ flying tempest for campaign)? ~S~ wind
  20. I believe this update may conflict with 4.12.2. When attempting to start a DCG campaign with the latest update, I receive an incorrect file name error from DCG. 4.12.2 appears to function without the language extensions (or english is default with no extension) thus the _ru is not found. I rolled back to the earlier beta and all works well. Will try some more tests to see if manually following campaign creation, the _ru can be removed and the mission generator will function. ~S~ wind
  21. Agreed, like the idea of the toggle to enable the taxi feature or disable. Then depending upon the campaign and the associated airfield.dcg file the taxiway paths can be defined at campaign designer's choice. Likely, with the DCG stock campaigns, since the dcg files are editable, likely the community could help in the effort to create the taxi way paths for the stock campaigns? All in all, if the feature could be added that would be excellent to see taxiing aircraft at spawn along with spawning in at the ramp rather then on the runway. All in all, a key edition in 4.12.1 and leveraging it in DCG would be excellent for offline immersion. ~S~ wind
  22. Note, picked up latest beta, thx! Wondering if possible to update the month/year to correspond with the latest release when checking the version, or is the month/year only updated once the version moves from beta to RC? ~S~ wind PS: also any updates regarding 4.12.1 and the AI taxing/spawn capability? Saw note where its possible to use this new feature for a single flight takeoff from an airfield; however, issue in place with address multiple flights from airfield. Also, is there a template/instruction for how test/configure this feature?
  23. Thx Lo! Appears that the link is bad. Getting Page not found error. Looking forward to trying the fix! ~S~ wind
  24. Note, I have posted this in detail on SAS: Here is a link to the thread which includes detail on scenarios which throw errors and how to resolve. ~S~ wind
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