sniperton
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Everything posted by sniperton
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Fine. Anyway, I made a squadids file with all the HSFX squads. You may want to test it. Use the UTF version and revert to the HSFX-orig version if you encounter character display problems. http://www.mediafire.com/download/9uz3r234jj1dhhr/squadids.zip
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http://www.mediafire.com/download/9uz3r234jj1dhhr/squadids.zip Paul, I uploaded a squadid file based on, and made from, game data. It has all the squads available in 4.13 (appr. 4x more than DCG's current squadids). You may want to include it in the DCG package, or add to it as a reference for the user to copy/paste from, or simply use it for whatever you want... Special character encoding has been f..d up in 4.13, so some squad descriptions (it, ro, hu) do not display correctly. (I also added a HSFX file in two versions, one as plain text with java-type unicodes as Il2 uses it, and an UTF-8 version.) BTW, what the heck is a _Ferry type location? Is it an .rds type where ground units can be embarked to spawn on the other side of the water next turn (a sort of undestroyable tunnel bridge)?
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1. Correct, 1st is ID, 2nd is Description; 2. Just the opposite; you should use spaces, not tabs (although this should not affect the ID, but it's better to have spaces); 3. What matters is the character position: ID begins at #1, description begins at #25;
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I see, it's here: http://www.sas1946.com/main/index.php?topic=51669.0;topicseen Very strange, I see you added 176Squadron, 47Squadron, 146Squadron, and 131Squadron, all following the same name pattern, Still you experience that 146Squadron and 131Squadron do not work properly, while the other two do. I'll try to reproduce it when at home. Anyway (just another blind guess), please check whether you used any tabs (instead of spaces) after non-working squads.
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OK, just make it sure (checklist): 1. Your DCG version is 3.48 or later; 2. You run stock DCG campaigns (3rd party folder is not checked); 3. You have 146Squadron and 9AF_365FG_386FS in the squadids file; 4. In the squadids file, 146Squadron is placed somewhere between gb01 and RN_NN, while 9AF_365FG_386FS between usa01 and UM_NN; 5. 'S' in 146Squadron is uppercase, all characters in 9AF_365FG_386FS are uppercase (please check in squadids file).
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Yep, I think I fully understand your stance, enthusiasm is one thing, but constant development and product support is (normally) a job. Shame on the whole Il2 franchise that we still have to hack this abandonware to take out data which helps improving gaming experience for those few who are still interested in it. The modding scene is a little bit chaotic, but there are good quality mods with amazingly rich content, and most users prefer these community products despite their eventual flaws. So if your time allows (and as far as your time allows), please provide support as you have done in the past -- we do it for ourselves. And many thanks for the info
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Be more patient and instead of deleting your files show us the problem sections like below: [RAF_No183SQN00] Planes 3 Skill0 0 Skill1 0 Skill2 0 Skin0 up_mto.BMP Skin1 up_mto.BMP Skin2 up_mto.BMP numberOn0 1 numberOn1 1 numberOn2 1 pilot0 gb_16.bmp pilot1 gb_09.bmp pilot2 gb_03.bmp Class air.HurricaneMkIa Fuel 100 weapons default
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This usually happens when a squad recognized as red by the game is not recognized by DCG (unrecognized squads are blue by default for DCG). It may have two causes: 1) DCG bug; 2) the culprit squadron is not listed correctly in DCG's squadids file where squad nationalities are defined. Identify the culprit squad in the generated mission file, then look for it in the squadids file. If it's not there (among US or GB squads), add it. Note that the squadid file is case sensitive.
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You mean a red flight spawned on a blue airfield? Have a look at the squadron name of the P-47 flight and check whether it is in squadids (no typos, etc). Just a blind guess.
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Hi Lo, I'm working (slowly) on expanding DIT towards map and campaign editing. A little bit work in the FMB cannot be spared, but I'd like to automate the rest as far as possible. 1) I see that the ostcampaign file hasn't been updated since 2007. Does it play any role for DCG, or could/should I just neglect it? 2) I presume that the info in allcampaigns and grandcampain are basically the same as to content, with the difference that the first is only used when a new campaign is started, while the second is for advancing campaigns (and for prescribing campaign paths)? So when the user starts a new campaign, the scenario data is taken from allcampaigns, but the resulting path, depending on the outcome of the battle as specified in endcampaign, is taken from grandcampaign? I mean once a campaign is started (based on allcampaigns), all the rest of the data for further battles are taken from grandcampaign? Is this correct? 3) As to locations, I read this in the messages file. Is this the full list? (Are there other location types hardcoded?) And what do they affect? _Airfield : also for bigger planes _Airstrip : for small planes only _Factory_District : triggers level bomb attacks _Rail : rail waypoint, nothing special _Station : rail waypoint, vehicles/armor can load/unload here _Camp : ??? _Bridge : triggers bridge attack, destroyed bridges can delay advance of units _Depot : ??? (triggers level bomb attacks?) _Sea : naval waypoint, nothing special _Ocean : naval waypoint, nothing special _Bay : naval waypoint, anything special ??? _Harbor : naval units can spawn here (???) _Port : vehicles/armor can load/unload here _Beachhead : landing point for ground units _Beach : combat point for landed ground units _Dropzone : triggers paradrop missions to occupy land 4) Am I right assuming that the spawn/respawn location is always the furthest away location disregarding the location type? What's the exact function of the RuHome/DeHome locations and the RuBase/DeBase locations? Sorry for these dumb questions, but I think it's better to ask you even if you get shocked by the passing of time involved. Crimea.rls is from 2001 Congrats and thanks, Peter
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What you have is a game error, possibly caused by some anomaly on DIT's (or DCG's) side. We cannot track it down unless we know what exactly was causing your problem. A. Whenever you encounter a pink plane, exit the game, go to your game log file, and follow the instructions here: http://www.sas1946.com/main/index.php/topic,13457.0.html The gurus at SAS can 'read' it and tell you what was causing your problem. B. Locate the problematic mission file generated by DCG (Missions\Campaign\[Country]\[DCG-CampaignName]\[MissionDate].mis). Copy it to the single missions folder and open it in the FMB. Once loaded, resave it with a new name, then compare the two files in a text editor line by line: what you find omitted (or changed) in the FMB-version, that is the culprit. And please always report game version. If you're using HSFX, please make sure you used the weapons.properties shipped with DIT.
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There might be some planes in your .mis file which are not in your class file. There might be some planes among your downgrade and upgrade types which are not checked for loadout validity by DIT. DIT might seem to be effective, but it's not the Holy Grail. Moreover, it might be defective here and there, 'cause it was made by a human.
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Wow, it's been a while and DCG is still alive and well
sniperton replied to Pandacat's topic in DCG Public Discussion
I have 7.03 and the last time when I run it with DCG (half a year ago) everything worked just fine. I use head tracking and a hotas, and I've never felt any need for a FOV mod. 'Toggle gunsight' + 'gunsight view' is more than enough for me; when I'm in firing disctance (<300) I even have to switch back to 'normal view' to avoid target fixation and to regain SA. -
Thanks Lo, DIT updated accordingly: http://www.sas1946.com/main/index.php/topic,51325.0.html
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Wow, it's been a while and DCG is still alive and well
sniperton replied to Pandacat's topic in DCG Public Discussion
Sure, there's a folder 'basefiles_4.12+HSFX' in DIT, use the files found there (weapons.properties, plane.properties and air.ini) with DCG's data files. -
Wow, it's been a while and DCG is still alive and well
sniperton replied to Pandacat's topic in DCG Public Discussion
All stock AI planes were still flyable in Modact 5.3 based on 4.12. Unfortunately, 4.13 messed up so many things (particularly bomber-wise) that previous mods don't work any more. Modders don't want to re-do everything all the time TD changes a piece of code. So your choice is to stick to mods based on 4.12 (HSFX, CUP/WAW, VPMOD) or use 4.13 with stock content. As soon as someone does it -
Wow, it's been a while and DCG is still alive and well
sniperton replied to Pandacat's topic in DCG Public Discussion
A quick look into the files shows that the stock endcampaign.dcg shipped with DCG is a very old one (timestamp 23/02/2009) and has no 'Tarawa' entry. This probably explains why the map is unwinnable BTW, Pandacat, HSFX is a stable and unchanging platform which you can also use for online play. Moreover, HSFX is FPS-friendly as much as the stock game, and there exist some DCG campaigns made especially for HSFX. CUP/WAW, on the contrary, is huge, and is much more demanding on your system. Expect lower FPS values and forget about mass operations unless you have a very decent rig. Moreover, to use the extra stuff in CUP/WAW, you have to build your own campaigns, or wait until someone (like JG7_X_Man) publishes what he has been building. Some air units and many ground units in CUP/WAW have issues, and a non-firing artillery unit can ruin even a well-designed DCG scenario. So if you only want to fly pre-made DCG campaigns (and not fussing with data editing and testing), I recommend Modact 6.1 based on 4.13. It can be graphically improved by copying the HSFX sfs files (fb_hfx*.sfs) into its SFS_AUTO folder (you can use symbolic links which don't occupy HD space; a handy utility: http://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html) -
Hi Lo, would you consider adding one more digit to the transit altitude value in class.dcg? Now it's limited to 4 digits (being 9999 meters the highest possible value); the QMB allows 10 000, and the FMB, more importantly, 12 000. A small grammatical incorrectness (sparing the 's' from 'Meters') would do the trick without affecting column lengths. I mean '#####_Meter' or even '#####_m' instead of '####_Meters'.
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IIRC this is more a game AI problem: if you have the massed bombers option on and your flights consist of 4 planes, then #5 is likely to ram #4, is this your case? The only workaround I found so far is to use 3-plane formations instead.
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Sorry, Paul, you're right, I'll start one, and many thanks for the info.
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Paul, I'm fiddling with loadout auto-assigment profiles for each plane type, and I'm a bit confused how 'fighter' and 'ground attack' relate to each other mission-wise. Looking into the class file I find that ground attack planes are overwhelmingly fighter-bombers, or bombers with some fighter capability, or fighters with large calibre guns (making them effective also against armoured ground targets), that is, they are mostly 'heavy fighters' in one way or another. Now I wonder if DCG also generates air combat missions for them (i.e. their 'nature' as a fighter is retained), or are they confined to ground combat missions? In other words, will DCG ever commit a ground attack plane i.e. in the heavy interceptor role, or is air intercept the privilage of fighters only? Edit: update to DIT: http://www.sas1946.com/main/index.php/topic,51325.0.html Quick auto assigment according to plane type (X = default; Y = none): fighter: A(X), B(X), X, T(B,Y), A(X), D(Y) (everything except level bombing) bomber: X, B(X), B(X), T(B,Y), Y, Y (everything except aerial attack) transport: X, X, B(X), Y, Y, Y (only paradrop) attack: X, B(X), X, T(B,Y), Y, Y (only ground and see attack) recon: X, X, X, Y, Y, Y (nothing) float: X, X, X, T(B,Y), Y, Y (only sea attack) dive: X, B(X), X, B(Y), Y, Y (only ground and see attack) Do you see here anything which is contrary to how DCG is designed to work?
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Added to "to-do" list May I ask you, by the way, how nations are dealt with? Are sides hard-coded according to nation, or are side and nation part of a bi-dimensional matrix? I mean, what happens if I declare France as Axis or Italy as Allied? Second, are 'unknown' nations (like Iraq) simply ignored, or are they assigned missions according to their side (if specified)?
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= <date> MoveSquad <squadid> <airfield>
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Paul, I uploaded a public beta with some extracted files included so that it can also be used for a stock game. If you give it a try, all you have to do is to locate the three files air.ini, weapons.properties and plane.properties in the attached folder <basefiles_412> or <basefiles_4131>, respectively. http://www.mission4today.com/index.php?name=Downloads3&file=details&id=2307
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My experience is (I fiddled quite a lot with redefining planes) that everything goes fine until the enemy is close; then the 'instinct' (game AI) wins over discipline (DCG mission profile), and fighters redefined as recons start to intecept, bombers to attack ground targets, sometimes even without a bombload. What works fine almost all the time is redefining level bombers as transports (which is historially correct BTW).
