sniperton
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Everything posted by sniperton
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Hi Paul, thanks for DCG again and happy new year! I have a complex problem, perhaps you can help me finding a workaround. I have squadron density set to full, squadron balance to balanced, and I have the same number of squads on both side. Still, one squad, which is a ground-attack one (ZG1_I0), only flies with one plane per mission. I have a dedicated recon squad otherwise, operating from the same airfield. ZG1_I0 has 12 active planes, and other squads operate as designed from the same airfield it is assigned to. ZG1_I0 is listed last in the squadron editor, and this may have something to do with its strange behaviour (or not?). Anyway, I can't figure out why it is listed last. It is not listed last in the campaign template file, nor in the squadids file. Simply the alphabet is the culprit? And why would be the last squad suppressed that way? Thanks
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Problems editing DCG-generated missions in FMB
sniperton replied to tomoose's topic in DCG Public Discussion
Just for clarity, here is the file tomoose uploaded as defective: https://www.mediafire.com/?fj7vktmqopms1kw I guess the file is corrupted (see below). The question is whether it was messed up locally in tomoose's system or DCG failed. After removing erroneous data the file loads correctly (in HSFX FMB). -
Wow, it's been a while and DCG is still alive and well
sniperton replied to Pandacat's topic in DCG Public Discussion
I see little chance for that. Modders say 4.13 broke back compatibility, meaning that modded planes made for 4.12 do not work any more without re-coding them individually. Revising and re-coding 300+ planes would be too much work. -
Clicked refly but mission results still recorded
sniperton replied to Pandacat's topic in DCG Public Discussion
Confirmed generally, but it's a little bit different in my experience. If you want to refly a mission and to fully ignore mission results, you have to crash your plane and kill yourself. If you don't do so (i.e. you hit "Refly" while you stayed alive), some mission results from the interrupted mission will be taken over (=losses are added to your stats). Example: You fly a mission and your wingman gets killed. You decide to refly the mission, hit "Esc", then "Refly". You will refly the same mission (as you expected), but you'll have a new wingman, as the previous wingman (killed in the interrupted mission) is already recorded as dead. The only way to make the results of an interrupted mission not to happen is to kill yourself before reflying. DCG has a true samurai mind. -
Sorry, it's "SetDate" correctly. 19410818 SetDate = 21/08/1941 It has the effect that days (and dated events) between 18 and 21 August are simply skipped. Combined with "extremely slow", this results in multiple missions generated for 18 August and then again for 21 August, but nothing inbetween. On the other hand, you can make sure that no important events are skipped by adding events at dates to where SetDate is pointing: 19410817 SetDate = 21/08/1941 19410818 SetDate = 21/08/1941 19410819 SetDate = 21/08/1941 19410820 SetDate = 21/08/1941 19410821 NewsBrief English Allied = Your squad has been reinforced and reequipped with Hurricanes.\n\n 19410821 NewPlane RAF_No181SQN0 HurricaneMkIa 19410821 ActivePlanes RAF_No181SQN0 = 12 You can use it for "normal", "fast" and "very fast" time passage settings: no matter which date is reached, the next mission will be on 21 August and the events will be executed in any case.
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I think you're right in your assumption, but my workaround goes just the other way: I set time passage to "normal" and stretch the time span of the battle by inserting "SetTime" commands. This way my squad is active for 3 to 6 consecutive days, then comes a resting period, then an active one again, etc, etc. This is not fully unrealistic, e.g. "Your squadron was grounded due to bad weather in the past # days", or "You were granted a leave of # days, but now you return to service", etc. Sometimes I also manipulate supply rates accordingly. After all, inserting a dozen of "SetTime" commands (and some eventual messages) is not a big deal, and it gives me more control over the situation.
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Thanks Lo, your help is much appreciated. It's not that easy as I thought before, but once I figured out the proper data structure, it won't be that hard to include any map. I'm just progressing too slow due to the summer...
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Some more questions if you don't mind: [Solomons42] Load=Solomons/load_0842.ini MapAxis=North AlliedID=0 AxisID=11 Description=Eastern Solomon Islands 1XCoordinate=AA MinXCoordinate=-20 MinYCoordinate=-13 I understand that for the Solomons42 scenario/battle the solomons August 1942 map is loaded (with the waypoint routes taken from solomons42.rds), whereas axis (Japan) is situated to the north. 1) For other scenarios (not included in the maps.dcg file), are MapAxis, AlliedID, and AxisID hardcoded? If so, do the values I specify here override them? 2) Description: does it make any difference for the working of DCG, or is this only a display value? 3) What do we need the last 3 entries for? [Midway] Campaign=Pacific_Campaign Sunk=CV 100% Victor=Red [Midway] Campaign=Pacific_Campaign Sunk=USSCVGeneric 100% Victor=Blue 1) Is this correct that Midway exclusively as part of a Pacific_Campaign has these victory conditions? I mean if I create an Any_Campaign with the Midway scenario included, should I also create separate victory condition entries for the Midway scenario as part of Any_Campaign? 2) What are the victory conditions by default (when no victory conditions are specified)? 90% of ground locations occupied or something like that? 3) Does Sunk=CV 100% mean that the destruction of any ships owned by the blue side and falling under the CV category in shipnames (IJNAkagiCV, IJNShokakuCV, IJNZuikakuCV, IJNCVGeneric) will trigger a red victory? Does it also work with DD, BB, etc? Thank you for your time
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The squadids file I uploaded (as in #12) has been converted from the 4.13.2 regShort.properties. It has all the squadrons that 4.13.2 has.
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The next release (in two weeks ) will only be able to change stock DCG location names and types (and to display them on a map, and to convert them into a .mis file so that you can re-edit routes in the FMB). In the next-next release I plan to enable you to insert a waypoint location wherever you want (on pre-defined routes). So if you have this: [Szombathely_Station to Vasvar_Station] 63700.00 118100.00 20.00 0 41 5.555555820465088 64100.00 117700.00 20.00 64300.00 117700.00 20.00 64500.00 117500.00 20.00 64300.00 117300.00 20.00 64300.00 116700.00 20.00 64500.00 116500.00 20.00 64900.00 116500.00 20.00 65100.00 116300.00 20.00 X 65100.00 116100.00 -538.00 X 65100.00 115700.00 -538.00 65100.00 115500.00 20.00 65700.00 114900.00 20.00 65700.00 114700.00 20.00 66100.00 114300.00 20.00 66100.00 113900.00 20.00 67100.00 112900.00 20.00 67100.00 112300.00 20.00 68500.00 110900.00 20.00 68500.00 110100.00 20.00 69900.00 108700.00 20.00 69900.00 108300.00 20.00 X 69900.00 108100.00 -788.00 X 69900.00 107700.00 -788.00 69900.00 107500.00 20.00 71500.00 105900.00 20.00 71500.00 105300.00 20.00 72300.00 104500.00 20.00 72300.00 103500.00 20.00 72500.00 103300.00 20.00 X 72700.00 103100.00 -759.00 X 73100.00 102700.00 -759.00 73300.00 102500.00 20.00 73300.00 102100.00 20.00 73500.00 101900.00 20.00 X 73700.00 101700.00 -758.00 X 74100.00 101300.00 -758.00 74300.00 101100.00 20.00 74500.00 101100.00 20.00 74700.00 101300.00 20.00 74900.00 101300.00 20.00 you can insert any location at any waypoint. This includes bridges (marked with X), of course. It takes some time to get there, though. Edit: the .mis file has the bridge object ID, so it's no magic to extract it from there. E.g. -758.00 is for bridge #757, -538.00 is for bridge #537, etc.
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Hi, Lo, here are the new files: http://www.mediafire.com/download/wie7p38l65fpv3q/basefiles_4132.zip Three sidenotes: 1. There's one file with the 'original' java unicodes, and another one with UTF encoding. Possibly you should re-encode this latter to make it fully DCG-compatible. 2. I took the game data 'as is', but you may want to change g01 <none> (and the likes) to g01 Luftwaffe 3. The new squadids file is basically untested, so be careful with it. Perhaps it would be better to add it to the DCG package only as an alternative. And another question regarding location names: I understand that _Bridge locations are followed by the bridge object ID (###), but I see that there are _Ocean# and _Ocean_# locations as well. Does it mean that also other location type patterns can be midstring, or the rest are only recognized when in a terminal position?
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http://forum.jg1.org/topic/1433-dcg-348-open-beta-test/page-2 (It's already possible for one flight; enabling it for more flights would necessite a lot of code changes and involve collateral problems IMO)
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Yep, that's the 'cleanest' way. There are many other workarounds, but possibly you have to try more together. 1) play as squadron leader (i.e. always in the first flight); 2) or/and tune down the number of flights per squadron in DCG; 3) or/and make sure your squadron is stationed on an airfield, not on an airstrip (check the 'no transfer' option and distribute your squadrons manually or via timetable commands); 4) generally, avoid overcrowding airfields: if you use a 'dense' or 'full' squadron setting, do not station more than one bomber and one fighter squadron on the same airfield
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Thanks, the rail and road file assignment logic seems to me clear (via MapName + additional info from the Maps file); what perplexed me was the logic behind how you named .mis files. We have four sets: a) only ScenName.mis is available; only MapName.mis is available; c) MapName=ScenName; d) both a MapName.mis and a ScenName.mis are available; I guess DCG always loads the ScenName.mis file if available; if no ScenName.mis is available, a MapName.mis is loaded instead. Is this correct?
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This usually happens when more than 2 flights are taking off from the same airfield (when there's no enough place on the runway). Is this your case?
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Hi Lo, I feel lost and need some help again. [Poland39] Campaign=Western_Campaign Map=Lviv Date=10/09/1939 Attacker=Blue Front=Yaroslav DeHome=Krosno_Factory_District RuHome=Lvov DeBase=Bzhozuv_Airfield RuBase=Shyretsz_Airfield Locale1=Dubetszko Locale2=Mihalovtsze Locale3=Mihalovtsze_Airfield Here we've got Poland39 as ScenName and Lviv as MapName. I understand that MapName is primarily there to specify .rds/rls/srd file names. It's still unclear to me, however, how MapName and ScenName relate to .mis file designations in the Masters folder. Sometimes .mis file designations correspond to ScenName: Only ScenName.mis: riga # RIGA41 Only ScenName.mis: kiev # KIEV41 Only ScenName.mis: finland # FINLAND39 Only ScenName.mis: net5summer # BRITAIN40 Only ScenName.mis: net5summer # FINLAND41 Only ScenName.mis: sandsoftime # TOBRUK41 Only ScenName.mis: normandy # NORMANDY41 Only ScenName.mis: normandy # NORMANDY42 Only ScenName.mis: sandsoftime # TOBRUK43 Only ScenName.mis: italy # ITALY43 Only ScenName.mis: normandy # FRANCE44 Only ScenName.mis: normandy # NORMANDY44 Only ScenName.mis: norway # NORWAY44 Only ScenName.mis: ardennes # ARDENNES44 Only ScenName.mis: nwgermany # WESTGERMANY45 Only ScenName.mis: marianas_online # GUAM Only ScenName.mis: wake # WAKE41 Only ScenName.mis: wake # WAKECS Only ScenName.mis: net8islands # PACIFIC42 Only ScenName.mis: net8islands # PACIFIC44 Sometimes .mis file designations correspond to MapName: Only MapName.mis: LVIV # lvov41 Only MapName.mis: SMOLENSK # barbarossa Only MapName.mis: MOSCOW # typhoon Only MapName.mis: MOSCOW # rzhev42 Only MapName.mis: SMOLENSK # bagration Only MapName.mis: LVIV # lvov44 Only MapName.mis: FINSGULF # leningrad41 Only MapName.mis: FINSGULF # leningrad42 Only MapName.mis: FINSGULF # leningrad43 Only MapName.mis: FINSGULF # leningrad44 Only MapName.mis: CRIMEA41 # crimea42 Only MapName.mis: KUBAN # kuban42 Only MapName.mis: STGRAD # stalingrad Only MapName.mis: KUBAN # kuban43 Only MapName.mis: KUBAN # kubanlate43 Only MapName.mis: CRIMEA # crimea44 Only MapName.mis: NET7ISLANDS # mediterranean41 Only MapName.mis: MURMANSK # murmansk41 Only MapName.mis: SINGAPORE # singapore2 Only MapName.mis: BURMA # burma42 Only MapName.mis: GUADAL # guadalcanal42 Only MapName.mis: GUADAL43 # guadalcanal43 Only MapName.mis: JAPAN1 # kyushu45 Only MapName.mis: MANCHURIA # manchuria45 Only MapName.mis: NETMOUNTAINS # mountain43 Sometimes MapName and ScenName are identical, so it's all the same: Both MAP/SCEN.mis: KURSK # KURSK Both MAP/SCEN.mis: CRIMEA41 # CRIMEA41 Both MAP/SCEN.mis: PROKHOROVKA # PROKHOROVKA Both MAP/SCEN.mis: KIEV43 # KIEV43 Both MAP/SCEN.mis: BALATON # BALATON Both MAP/SCEN.mis: MITAU # MITAU Both MAP/SCEN.mis: MEMEL # MEMEL Both MAP/SCEN.mis: KURLAND # KURLAND Both MAP/SCEN.mis: FRANCE40 # FRANCE40 Both MAP/SCEN.mis: MARETHLINE43 # MARETHLINE43 Both MAP/SCEN.mis: BERLIN # BERLIN Both MAP/SCEN.mis: HAWAII # HAWAII Both MAP/SCEN.mis: GUADAL # TULAGI Both MAP/SCEN.mis: CORALSEA # CORALSEA Both MAP/SCEN.mis: MIDWAY # MIDWAY Both MAP/SCEN.mis: TARAWA # TARAWA Both MAP/SCEN.mis: MARIANAS # MARIANAS Both MAP/SCEN.mis: PALAU # PALAU Both MAP/SCEN.mis: IWO # IWO Both MAP/SCEN.mis: CHICHI # CHICHI Both MAP/SCEN.mis: OKINAWA # OKINAWA Both MAP/SCEN.mis: WINTERTESTBED # WINTERTESTBED Both MAP/SCEN.mis: SOLOMONS42 # SOLOMONS42 Sometimes they are different, but both have a corresponding .mis file: Both MAP/SCEN.mis: LVIV # POLAND39 Both MAP/SCEN.mis: MURMANSK # MURMANSK42 Both MAP/SCEN.mis: BERLIN # GERMANY44 Both MAP/SCEN.mis: BALATON # HUNGARY44 Both MAP/SCEN.mis: GUADAL # TULAGI Both MAP/SCEN.mis: NEWGUINEA # NEWGUINEA42 Both MAP/SCEN.mis: CORALSEA # SANTACRUZ Both MAP/SCEN.mis: NEWGUINEA # NEWGUINEA43 Both MAP/SCEN.mis: JAPAN1 # KYUSHU44 Both MAP/SCEN.mis: NET2SUMMER # TESTBED Which is to be given preference? Thanks Edit: Wait a bit with the squadid file, I received some updates from Moezilla (4.13.1 => 4.13.2), but it takes some time until I can get to them. I still don't have 4.13.2 installed
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You mean the grame crashed, don't you? Was it 4.13.2? Could you upload the generated misson file for testing, or would you look at the game log for java exception errors?
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There are static campiagns and dynamic campaigns. Dynamic campaigns are either for DGen or for DCG. DCG campaigns are those which are marked as having been made for DCG. Like this: http://www.sas1946.com/main/index.php?topic=30640.0
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A typo in the original HSFX game files. Not the first we encounter, and not the last either...
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Sorry, I've never played the pacific campaign. But HSFX is different ship-wise, so a missing ship (or one whose name has changed) can result in such issues. What if you googled campaigns made specifically for HSFX?
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You have the answer here: http://forum.jg1.org/topic/3992-wow-its-been-a-while-and-dcg-is-still-alive-and-well/page-2
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Yep, the whole section should be copied to the RAF section. Not the first time that the game files prove to be plainly wrong....
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Strange indeed. Have no clue why. Everything from gb01 to RA_NN should be British. Try to change gb01 <none> back to gb01 RAF
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################################################################################ # Fw-190D-9 ## FW_190D9 ### "FW-190 D-9, 1944" #### 194407--194801 ################################################################################ Fw-190D-9.default Default Fw-190D-9.none Empty ################################################################################ # Fw-190D-9_Late ## FW_190D9LATE ### "FW-190 D-9, 1945" #### 194407--194801 ################################################################################ Fw-190D-9_Late.default Default Fw-190D-9_Late.none Empty Yep, they are pure fighters. You should use my modified weapons file in DIT's 'basefiles_412+HSFX' folder. It's based on real game data.
