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slippery_jim

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Everything posted by slippery_jim

  1. I have a problem with my carriers colliding with their escorts in the patrol box. Is there anyway this can be reduced/prevented?
  2. Thanks Paul. Moving the carriers ahead of the transports worked. the carrier based aircraft no longer transfer. (I also made them all naval units as you suggested)
  3. Well i'm suspecting the order of Chiefs is the issue. I just looked at the template and thje ships are listed: 8_Chief Armor.4-ChiHa 2 10_Chief Ships.Tral 2 0 0 1.0 11_Chief Ships.IJNAmatsukazeDD41 2 0 2 1.0 12_Chief Vehicles.JapanCarsColumnA 2 13_Chief Vehicles.JapanCarsColumnA 2 9_Chief Ships.Tral 2 0 0 1.0 14_Chief Ships.USSKiddDD661 1 0 2 1.0 15_Chief Ships.USSEssexCV9 1 0 2 1.0 16_Chief Ships.IJNKagaCV 2 0 2 1.0 17_Chief Ships.IJNAkizukiDD42 2 0 2 1.0 So the carriers ARE listed after the transport hence following sea routes and therefore acting as transports I'll rearrange this and see what happens. On a side note, I have never seen a chief out of numerical order before like no 9 is WTF
  4. Thanks for the reply Paul I remember the "list all carriers BEFORE listing any other ships in the columns section" tip from your old forum stopped this the last time so I will give that a go. I don't suspect it is the naval unit thing, as even though I designated the US Avengers to a USMC unit (USMC_VMTB_473z) which is not a USN unit the Japanese zeroes were IJN_C_Kaga_FS and they also transferred to a land base. I'll rearrange the order so the carriers are listed first and see if it still does it.
  5. I have successfully added a patrol box file to the Singapore2 map. [Pacific_Ocean] Allied 240000 10000 250000 10000 250000 300 240000 300 [Pacific_Ocean] Axis 390000 270000 400000 270000 400000 260000 390000 260000 The Carriers spawn in the box, but that is not the problem. The very first mission both axis and allied planes based on the carriers all transfer to land bases. Is there a way of stopping this?
  6. Unfortunatly this did not fix the problem What I have noticed is this: The stock DCG master files work fine, but if I edit the file in FMB to add new objects then it then starts to occur If I use an edited master file with a mod aircraft at a new base it ALWAYS does it, for reasons I havent been able to determine DCG is spawning aircraft in the wrong location. If I use a stock aircraft at a new airbase MOST times it will blow up, but occasionally it doesnt. If I use a mod aircraft at a stock DCG airfield then it rarely happens
  7. Thanks Lonestar, you wouldn't believe it but I was just reading that exact thread at SAS! And I was about to post it here but you beat me to it :[ For the record I was running the older HSFX-DCG files that I got off the old DCG forum, hence my problem
  8. Here is a copy of the mission, hopefully someone will be able to determine the cause and a fix http://www.mediafire.com/?q5l47wk4czbgd70
  9. Hi, can't remember my old login details from the old site so using this shiny new one, I think it was Jason dinalt or something like that I have a problem with DCG 3.46. (clean install of 4.09m then all patches to 4.10.1m, with HSFX on top) Installed the HSFX class addon for DCG etc Selected new campaign in DCG, (DCG replace DGEN, full Auto mode), close DCG, go to IL2, select campaign, all goes ok, IL2 generates first mission. (I tested it ok in FMB) but after this it all goes loopy. Close IL2, reopen DCG, edit campaign then generate new mission. return to IL2, select campaign but when I select FLY all planes (including mine) that arent based off map or seabase based BLOW UP! So I look at the mission in FMB, and it shows my plane not spawning at the right place (what I consider to be the right place) but away from the airstrip. So I thought maybe DCG is confused where to spawn TAKE OFF points? So I add a set of TAKE OFF coords to airfields.dcg and try that. (in this case an airfield on Goodenough Island in the New Guinea map) [Vivigani_Airfield] TAKEOFF 363605.09 163947.08 0 0 &0 NORMFLY 365488.08 162028.53 500.00 300.00 &0 NORMFLY 368120.63 161744.44 1000.00 300.00 &0 NORMFLY 373054.30 162397.85 1000.00 300.00 &0 NORMFLY 376425.48 164017.15 1000.00 300.00 &0 But to no avail. Every plane still blows up! If I am quick I can just catch them on spawn by pressing pause and I get a glimpse of them all spawning together. So I try again with a new mission generation with DCG but no difference, every (take off) plane blows up! And to make things worse, from this point on now any mission generated by DCG cant be opened in FMB, it just loads the map then sits there saying STAND BY I had another go at generating a campaign, same problem. This time I manually edited the mission using notepad so every plane was air starting and diferent flights were spaced by altitude, and everything went ok. So what is causing the spawn problem?
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