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slippery_jim

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  1. ok, after a lot of trial and mostly error lol I think I have nutted this damn thing out. It's all to do with the names matching other files, ie Air.ini and skin folders! I had done everything (mostly) right in the "class.dcg" file The biggest blunder I did was the "Skin" folder name did not match the "DogfightID" entry! So here is how the "class.dcg" file is structured for future reference. I believe this used to be well documented on the old forum, does anyone have a copy of the original guides? Beaufort1Late BeaufortMk1Late gb 1 2 1 193908 194612 BEAU10 BeaufortMk1Late none 1525 Meters 240.00 kph 1000 km 240.00 kph NOTE that the "class.dcg" file is a 'fixed width' file, so each entry in the line must start directly beneath the entry in the line above (in other words all the entries start in neat columns). The first entry the 'Class ID', must be exactly the same as in the game. You can get this name from a saved mission generated by FMB, ie the EXACT name after the Class air.: [RA_NN00] Planes 1 Skill 1 Class air.Beaufort1Late <------ This is what we need for the first entry Beaufort1Late Fuel 100 weapons 1xtorp You MUST use 'spaces' (not tabs) to move your cursor to the next column. The second entry is the 'Full Name', ie: "BeaufortMk1Late" You can get this name from the air.ini and plane_ru. AIR.INI: BeaufortMk1Late air.Beaufort1Late 1 NOINFO gb01 SUMMER PLANE_RU: BeaufortMk1Late Beaufort Mk.I late, 1940 The third entry is the 'Nationality', is 'gb' (Great Britain). The fourth entry is the 'Side', is '1' (1 for allied, 2 for axis). The fifth entry is the 'Type' or 'Category', is '2'. The types are: 1. Fighter 2. Bomber 3. Transport 4. Ground-Attack 5. Reconnaissance 6. Seaplane/Floatplane 7. Dive Bomber Entry 6 is 'Flyable by player'. 1 for yes, 0 for no: 1 Entry 7 is 'Start Year/Month', or when the plane begins to become available in the campaign Entry 8 is 'End Year/Month' Entry 9 is 'Upgrade' This entry is the ClassID for the upgrade plane Entry 10 is 'DogfightID' - MUST BE THE SAME as Skins folder Entry 11 is 'Downgrade' This entry is the ClassID for the downgrade plane The next columns are 'Cruise Altitude, Cruise Speed, Range, Target Ingress Speed': ie 3000 Meters 410.00 kph Default 410.00 kph
  2. some more info for help in cracking this The plane shows up in the aircraft class settings, and I fixed up a few wrong entries, I had the level and ground attack loads back to front, not that it matters really, and fixed the ingress and cruise speed, BUT it still does not show up in the squadron editor! Here is the line in the class file after I closed DCG Beaufort1Late Beaufort Mk.I late gb 1 2 1 193908 194612 BEAU10 BeaufortMKILate BLENHEIM4F 1525 Meters 240.00 kph 1000 km 240.00 kph As you can see in the pic, it does show in DCG class settings
  3. I seem to be having a bit of a hit and miss adding planes. Today I tried to add the beaufort (mod plane extracted from the 4.12 version), but it doesnt show up in the squadron edit plane list! I added this to class.dcg Beaufort1Late Beaufort Mk.I late gb 1 4 1 193908 194612 none BeaufortMKILate BLENHEIM4F 1525 Meters 270.00 kph Default 300.00 kph This to allpayloads.dcg Beaufort1Late B 8x250lb Beaufort1Late B 4x500lb Beaufort1Late B 2x1000lb Beaufort1Late T 1xtorp And this to payloads.dcg Beaufort1Late 8x250lb none 4x500lb none 1xtorp default any ideas why it doesnt work? I added the Ki-48 Lily the same way and it worked! Could someone explain what the data "1 4 1" after gb in the class.dcg file is?
  4. I have a problem that I cant seem to find the cause. Lately FMB is not able to fully open missions generated by DCG. It loads the map then freezes with the little box "stand by loading mission" I am running 4.10 with DBW, DCG 3.46 with the "modded" allpayloads.dcg and payloads.dcg data files for DBW and in replace Dgen mode and full auto generation. For over a year this has been rock stable, but now all of a sudden every mission it generates cannot be opened by FMB, but plays with no problems in campaign mode So either something is in the mission FMB doesnt understand or cant find? It's weird because I havent had this problem before. Is there any way to find what the problem is? I suspect it may be a "unit" name? Paul, I cant seem to be able to post an example of one of the offending missions because it makes the post too long, and I keep getting an error message when trying to attach it despite it being only 204KB "Error The server returned an error during upload"
  5. In my customised version of Singapore2 I have successfully added an axis freight train that DCG will target in allied forces objectives. But how do I get DCG to recognise a base camp I have added as a target? What I want is for DCG to see this area and buildings as a location and a possible target for allied forces to either destroy or capture. And can I make this a "supply point"?
  6. My method of play is DCG replace DGEN with full auto, I love how it generates a detailed mission debrief instead of a crappy page with stars for the number of kills. How is this for carnage. 3 Jap carriers and a destroyer sunk, One hell of a mission was generated. (modified singapore campaign, alternate history with Japan not invading until 43 and with a carrier strike force, heavy American pressence with their latest fighters, hellcats, lightnings and thunderbolts) I got no less than 6 zekes in my thunderbolt! and managed two vals after a midair collision tore of my right rear horizontal tailplane Debrief: Mission results: Group Captain Jason dinAlt shot down an A6M3-22 to score his 3rd victory. Group Captain Jason dinAlt shot down an A6M3-22 to score his 4th victory. Flight Lieutenant Raymond Johnson was shot down. Flying Officer Clifford Crawford shot down a B5N2 Kate to score his 3rd victory. Group Captain Jason dinAlt shot down an A6M3-22 to score his 5th victory. Pilot Officer Rodney Compton shot down a B5N2 Kate to score his 2nd victory. Flight Lieutenant Morley Owen was shot down. Group Captain Jason dinAlt shot down an A6M3-22 to score his 6th victory. Group Captain Jason dinAlt shot down an A6M3-22 to score his 7th victory. Flying Officer Clifford Crawford shot down a B5N2 Kate to score his 4th victory. Group Captain Jason dinAlt shot down an A6M3-22 to score his 8th victory. Flying Officer Clifford Crawford shot down a B5N2 Kate to score his 5th victory. Flying Officer Clifford Crawford shot down a B5N2 Kate to score his 6th victory. Flying Officer Grover Burbridge shot down a B5N2 Kate to score his 2nd victory. Group Captain Jason dinAlt shot down a D3A1 Val to score his 9th victory. Group Captain Jason dinAlt shot down a D3A1 Val to score his 10th victory. \nPilot Losses: Flight Lieutenant Raymond Johnson was killed. Flight Lieutenant Morley Owen was killed. \nAwards & Promotions: Jason dinAlt is awarded the Defence Medal. Jason dinAlt is awarded the Distinguished Flying Medal. Jason dinAlt is awarded the Distinguished Flying Cross. Clifford Crawford is awarded the Defence Medal. Clifford Crawford is awarded the Distinguished Flying Medal. \nOther News: An Allied truck convoy was destroyed near Endau Airstrip (BI-14). A Ki-61-I-Hei Tony was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Japanese truck convoy was destroyed near Kluang Airfield (BC-9). A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A ChiHa unit was destroyed near Endau (BI-14). A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A ChiHa unit was destroyed near Endau (BI-14). A L2D Tabby was shot down. A L2D Tabby was shot down. A L2D Tabby was shot down. A L2D Tabby was shot down. An A6M3-22 was shot down. A Ki-21-II Sally was shot down. An A6M3-22 was shot down. A P-47D-10 Thunderbolt was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A B5N2 Kate was shot down. A Ki-21-II Sally was shot down. An A6M3-22 was shot down. A B5N2 Kate was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A P-47D-10 Thunderbolt was shot down. An A6M3-22 was shot down. A G4M1 11 Betty was shot down. A G4M1 11 Betty was shot down. An A6M3-22 was shot down. A Ki-21-II Sally was shot down. A Kittyhawk III was shot down. The Akagi was sunk near South China Sea (BL-25). A B5N2 Kate was shot down. A Spitfire LF VIII was shot down. British "ace" Wing Commander Dugan Tuck was shot down by Sho-i Yoringa Mayuzumi. A G4M1 11 Betty was shot down. An A6M3-22 was shot down. The Kagero was sunk near South China Sea (BL-25). A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A B5N2 Kate was shot down. A Ki-21-II Sally was shot down. A B5N2 Kate was shot down. A Ki-43-Ic-Hei Oscar was shot down. Japanese "ace" Tai-sa Naomichi Masanobu was shot down by Ensign Noel Laney. A Ki-43-Ic-Hei Oscar was shot down. An A-20C was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. A Ki-21-II Sally was shot down. The Hiryu was sunk near South China Sea (BL-25). A SBD-3 Dauntless was shot down. A B5N2 Kate was shot down. A Ki-21-II Sally was shot down. A F6F-3 Hellcat Early was shot down. A Ki-21-II Sally was shot down. A G4M1 11 Betty was shot down. A G4M1 11 Betty was shot down. A G4M1 11 Betty was shot down. A D3A1 Val was shot down. A Ki-21-II Sally was shot down. A D3A1 Val was shot down. A F6F-3 Hellcat Early was shot down. American "ace" Commander Henry Cloud was shot down by Chu-sa Shozo Kajahara. A Spitfire LF VIII crashed. A G4M1 11 Betty was shot down. A F6F-3 Hellcat Early was shot down. A G4M1 11 Betty was shot down. A P-38J Lightning was shot down. An A6M2-N Rufe was shot down. A P-38J Lightning was shot down. A P-38J Lightning was shot down. Japanese "ace" (7 victories), Chu-sa Seinosuke Sanjo was lost in action. British "ace" (9 victories), Wing Commander Dugan Tuck was lost in action. American "ace" (5 victories), Colonel Kenneth Welch was lost in action.
  7. I could, but the NStationary text length is longer than this forum allows in posts. Australia.txt
  8. how does DCG manage supply if the distance is long? ie in the Australia map it will take a dry cargo ship nine hours to travel from new guinea to cape york at 19 knots. does it factor in a mission that the ship set sail in a previous time/date to get the ships there on time?
  9. when adding a supply ship, the standard "liquid cargo carrier" to the master mission of an external campaign, when pressing "generate" in IL2 it locks up, with the following message: why does it do this? this is the only thing different to the file that works ok?
  10. In the custom campaign I am trying to get running, I am a little confused on a couple of items. I have set the following, thinking it will give me a clear division in which side occupies which part of the map, but it doesnt. DCG breaks it up into 3 different zones no matter what I do. allcampaigns.dcg [Australia] Campaign=Australia Map=Australia Date=01/11/1942 BugOutRadius=15 Attacker=Blue Front=Jardine_River DeHome=Katatai_Depot RuHome=Cape_York_Depot DeBase=Cape_York_Invasion_Beach RuBase=Higgins_Nr1_Airfield Locale1=Sidabadu_Airfield Locale2=Cape_York_Invasion_Beach I get this: what I would prefer is an initial zone straight across going through Moa Island, and a little "occupation are" at the beachhead at Jardine River. How do I set this up? next problem is in the tutorial I followed setting up the supply routes part was very confusing. I followed it as much as I could but blue forces only go to the same point every time. should the attacking force supply route go all the way to the beachhead? In the tutorial it seems to me he is saying to do three seperate shipping routes, with none of them all the way from origin to invasion point, but I think I have interpreted that wrong. Is this why they arent invading? What is happening is when DCG generates the mission the blue force shipping always stop at Mount Adophus Island, which coincidently is the last waypoint in one of the 3 supply routes. So would making only one supply route from the blue force port to the beachhead make DCG set an inavasion force on the beachhead or do the settings in allcampaigns have to reflect this as well? That's another confusing thing in the tutorial, can someone explain the Locale settings please?
  11. well it seems you were both on the right track. I have finally got it working using the files Nephris edited and by deleting my master mission and making a basic one from scratch with just one sqn each (stock planes) and 1 transport , armor and artillery each all stock game objects. so from here on it will be a matter of working out which mod items work and which ones cause errors and lock ups, most likely an error in the payloads or class files judging by what Lowengrin said about the " " is not a valid integer error. I also suspect the modded transport ships might be a conflict thanks fellas.
  12. thanks Nephris. we are close, very close. it starts to generate then locks up and DCG pops up a little box and says "" is not a valid integer. when you close that IL2 locks up completly. I am going to try standard class and weapons files, it is also generating errors about units and types not being valid. Also, in the error log, it mentions "kokoda1.mis" wtf! If you look at the last bit of the error log it is very close to working, units are allocated and ships are transporting
  13. havent got it going yet, fixed the errors and copied the allpayloads over but still no go, so I am going to redo the rds and srd and allcampaign files from scratch. Though I am thinking I may have completely stuffed up the shipping routes for supply. The tutorial is very confusing about this part because it assumes you want red to attack blue whereas I want blue to attack red
  14. I thought the number of waypoints was an issue but that is how it is described to do it in the tutorial As for the underscore that goes to show what a lousy proof reader I would make thanks, i'll fix them up and see how it goes
  15. hmmm cant seem to find your email info, so I have attached it here, hope that is ok. thanks Australia.zip
  16. I have made a custom campaign for a new map following the "create of an externalDCG campaign" tutorial. AFAIK I have done everything correctly, but when I click on "Generate" the button pushes in, but then IL2 sits there for about a minute, then there is a "ding" in the background and the button pops out. DCG error log has about a hundred reoccurances of the following four lines: [2014/11/15 12:28:37.95] Target Locations processed. [2014/11/15 12:28:37.98] Set Target Nation Began. [2014/11/15 12:28:37.101] Set Target Nation Ended. [2014/11/15 12:28:37.103] No campaign path located. [2014/11/15 12:28:37.106] No campaign.dcg file found. So what is the "campaign path" it can not locate? Is this why DCG is not generating the "campaign.dcg" file? It is generating the folder for the campaign and a couple of other files but not the campaign itself
  17. I created a new campaign and in the first mission DCG generated only a couple of squadrons were being used and only one plane in each. Is this normal? Perhaps a "familiarisation" flight to get used to the map? The next mission more than half the squadrons were present and fully utilised, but after the carnage now DCG doesnt want to generate "big fight" missions anymore. Is it because squadron reserves are low? It also doesnt seem to want to utilise the remaining squadrons that havent been in the fight yet, I am up to mission 13 and they still havent been used. Is there anyway I can force DCG to use all (or nearly all) the squadrons available?
  18. Well seeing there are train tracks in the singapore map I thought I would add some trains to the master mission to give more variety to the campaign. Seems it is not that simple When selecting a new campaign in IL21946 (DGEN replaced) IL21946 locks up and I get a "file not found" error from DCG and the following in DCGEROR.TXT: "There is a train in the column.dcg file in a campaign with no trains. Please remove the train from the column.dcg file to continue." So which file do I need to edit to make trains work? (I am really missing the tutorials from the old lowengrin site, does anyone have them?)
  19. Thanks, I managed to find the weather settings in custom mission settings, however, once I changed the weather, I got the following error message when trying to change the settings for "intercept" and "escort" Only fighter squadrons may intercept Which I immediately thought WTF!!! Because my chosen squadron is 75 RAAF, a fighter sqn, I should know because I served in 75 sqn in real life and trust me it is and has always been a "fighter" sqn! So thinking it was just a "glitch" I closed DCG, only to find the next time i loaded DCG I got this! So now DCG has "lost" my current campaign arghhh!!!
  20. What makes DCG decide on the weather conditions? I am currently playing a (Modified) Singapore2 campaign with Carriers and Destroyers and DCG is determined to make nearly every mission of mine an anti shipping strike. Every time it makes an anti shipping mission it sets the weather to either "blind" or "hazy" which makes it very hard to find the ships. Is this hard coded into DCG or can it be adjusted? And is there any setting I can choose to give the anti shipping role to other more suitable squadrons, I am flying a spitfire that can carry 2 bombs, if I was to choose a different spitfire that has no bomb loadout option would DCG be aware of this and not give me the anti-shipping missions?
  21. Thanks Nephris, I wasn't aware you could do that two runway trick, it annoys me when there are two and the AI only use the one strip I have confirmed what you said, bombers cant use an airstrip, and the game doesnt seem to care if you call an airstrip and airfield, it allows bombers if you call it an airfield even if it is small And naming a runwat an "airdrome" makes it unusable for all, the reason I tried "airdrome" is the name is used on some maps
  22. DCG only allows medium and heavy bombers to be based at "airfields" Now I know the base gets it's name in the RDS file, but evry one I look at the name always matches what is on the map Does it matter if you dont use the same name? Ie could I use Vivigani airstrip and name it Vivigani_Airfield in the rds file and DCG will see it as an airfield and hence allow bombers? Or is the type of field locked in no matter what you name it?
  23. I am running 4.10 and dcg 3.46 and I am trying to start a new New Guinea campaign but I have modded the master rds file to include Vivigani Airstrip which I select as my home base. [solomon_Sea to Vivigani_Airstrip] 362902.00 164077.81 120.00 0 2 2.3611111640930176 363155.81 164058.63 120.00 0 2 2.3611111640930176 363399.28 164028.91 120.00 0 2 2.3611111640930176 363583.47 163961.31 120.00 0 2 2.3611111640930176 364762.50 162778.02 120.00 0 2 2.3611111640930176 364942.41 162716.63 120.00 0 2 2.3611111640930176 365124.44 162674.30 120.00 0 2 2.3611111640930176 365317.06 162621.38 120.00 This works fine, until I made a patrol box and added a Jap Carrier. The Jap carrier and the US carrier are the first chiefs so they follow the patrol box and not act as a ferry force Now no matter where I put the Axis patrol box or the front the very first mission DCG says the base is being threatened and I must transfer! I assume it's because of the carrier task force? How do I avoid this? Will putting the Jap patrol box "off map" solve the problem? Is so, what are the co-ordinates for the Rabaul base the Japs use in the new guinea campaign?
  24. On a different note, I have determined why FMB isn't always able to open DCG geerated missions, the line: TAKEOFF 250000.00 10000.00 0 0 10_Chief 0 0 0 14_Chief 0 &0 0 0 10_Chief 0 0 0 14_Chief 0 &0 is truncated. editing it in a text editor to: TAKEOFF 250000.00 10000.00 0 0 10_Chief 0 0 0 14_Chief 0 &0 0 0 10_Chief 0 0 0 14_Chief 0 &0 fixes the problem of FMB not being able to fully open the file. Unedited the file opens but locks up when loading this line. Why did DCG do this?
  25. 3.46 dgen replacement with dcg mode, full auto generation not sure if this is a bug or not, but it's not right! This flight's wp's tell it to land on the carrier essex then normal flight then land on the destroyer Dent! another weird thing that I can't work out why it is happening is in this mission they continually "porpoise" throughout their flight, only pulling out feet above the waves, and sometimes they dont [uSN_VF_72A01_Way] TAKEOFF 250000.00 10000.00 0 0 10_Chief 0 0 0 14_Chief 0 &0 0 0 10_Chief 0 0 0 14_Chief 0 &0 NORMFLY 248353.00 8353.00 1000.0 380.00 USN_VBF_88A00 1 &0 NORMFLY 253905.00 13905.00 2000.0 240.00 USN_VBF_88A00 2 &0 NORMFLY 245977.00 10290.00 2000.0 240.00 USN_VBF_88A00 2 &0 NORMFLY 230250.00 -1125.00 2000.0 380.00 USN_VBF_88A00 2 &0 NORMFLY 285117.00 75582.00 2050.0 380.00 &0 NORMFLY 347784.00 160089.00 2100.0 380.00 &0 NORMFLY 344784.00 160090.00 2100.0 380.00 &0 NORMFLY 315988.00 117968.00 2000.0 380.00 &0 NORMFLY 294392.00 83045.00 2000.0 380.00 &0 NORMFLY 268596.00 42923.00 2000.0 380.00 &0 NORMFLY 250000.00 -10000.00 2100.0 380.00 &0 LANDING 250000.00 -10000.00 0 0 10_Chief 0 &0 <------ landing on essex NORMFLY 250000.00 -10000.00 5100.0 380.00 &0 <------ normal flight after landing! LANDING 250000.00 -10000.00 0 0 14_Chief 0 &0 <------ landing on Dent! [Chiefs] 0_Chief Armor.3-HaGo 2 1_Chief Armor.3-ChiHa 2 3_Chief Armor.4-M3A1Stuart 1 4_Chief Armor.1-HaGo 2 5_Chief Armor.2-ChiHa 2 6_Chief Vehicles.JapanCarsColumnC 2 7_Chief Vehicles.JapanCarsColumnC 2 8_Chief Armor.2-ChiHa 2 12_Chief Vehicles.JapanCarsColumnA 2 10_Chief Ships.USSEssexCV9 1 0 2 2.0 11_Chief Ships.USSWardDD139 1 0 2 1.0 14_Chief Ships.USSDentDD116 1 0 2 1.0 15_Chief Ships.USSFletcherDD445 1 0 2 1.0 16_Chief Ships.USSOBannonDD450 1 0 2 1.0 17_Chief Ships.USSIndianapolisCA35 1 0 2 2.0 19_Chief Ships.IJNAmatsukazeDD41 2 0 0 1.0 23_Chief Vehicles.USACarsColumnA 1 24_Chief Vehicles.USACarsColumnB 1 25_Chief Vehicles.USACarsColumnE 1 26_Chief Ships.Tramp 2 0 0 1.0 27_Chief Ships.Tramp 2 0 0 1.0 28_Chief Ships.Tramp 2 0 0 1.0 29_Chief Ships.Tramp 2 0 0 1.0 30_Chief Ships.Tramp 1 0 2 1.0 31_Chief Ships.Tramp 1 0 2 1.0
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