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sniperton

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Everything posted by sniperton

  1. Thank you Lo for the info!. It's great that it's not case sensitive. Modded games have many irregularities, I'm just trying to hunt down which are crucial for DCG and which are not.
  2. #1 Thank you. Il2 seems to check those folders in a case insensitive way, and present-day DCG doesn't find several (in fact, hundreds of) folders which are still there. #2 I ask it because I had to make an alternate interface where the imported data can be adjusted, and it is one thing what the interface allows/enforces, and another what exactly DCG does with the data entered. (Think of the transit altitude setting, where DCG accepts and processes any numeric value, while the interface only allows them in large increments.) I try to restrict the use of the loadout slots as DCG does in the following way (is this correct?) default: default + A ground attack default + B level attack default + B anti-shipping default + none [= prevents from ship attack] + B + T anti-air default + none [= default] + A long range none [= ?] + D, where "default" as a choice means the base configuration of the plane with no bombs or extra guns, and choosing "default" doesn't keep the plane from that type of mission (correct?). As to long range: Does "none" suppress long range (bomber escort) missions, or does it only imply that the plane will fly with its "default" loadout? Furthermore, we already have plenty of fighter bombers with a mixed payload of bombs and droptanks. Shall the user stay away from those loadouts as "D" (unless he wants them to be sent on escort missions with bombs and droptanks)? Finally, for all slots, is the default loadout nominal, or inherited from the default slot? Let me explain. If I specify an "A" as default loadout, and "default" as a ground attack payload, will then the ground attack be performed with an "A" loadout? I hear you cry "where's my gun?"
  3. Sure, it will be up as soon as all the internal problems in WAW are fixed.
  4. Hi Lo, first, and again, I honestly thank you for maintaining DCG. Bad news for you that currently DCG is the only campaign generator which is regularly updated and maintained. Even worse news is that Moezilla and me are close to release a DCG compatibility mod for CUP WAW, and I'm fairly close to release a data integrity tool which will half-automate importing game data to DCG. No more hassle with hyphens and underscores, with uppercase/lowercase, and with incompatible loadouts resulting in CTDs and pink planes (feature only available for modded games). I have two questions regarding this. First, if DCG still checks aircraft availabilty on the availability of the corresponding skin folder, is this check case sensitive or insensitive? If case sensitive, I modestly ask you to turn it to case insensitive. Second, how does DCG deal with "none" loadouts? Specifying "none" as ground attack loadout, for instance, does prevent DCG from assigning a ground attack mission for that plane, or means that that plane will fly an unarmed mission in the next turn? Thanks
  5. Sorry, it was a false alarm, and I couldn't delete the post. Anyway, thank you Paul so much for having made and constantly maintaining DCG!
  6. Theoretically USA_FG_054_FS_057z should also work according to the old routine, so far as I can see from the compiled code. Just to make sure, please uncheck and re-check 'Replace NGen' and report back.
  7. It seems to me a DCG bug, definately. Only Paul can help you. Before the squad identificaton routine was changed to how it works now, nationality and side were hardcoded. Any squad NOT in the hardcoded squad database was considered German (and Axis therefore). Now this is read in from the external SquadID file, but Paul seems to have forgotten to rewrite a piece of code accordingly. Your plane is correctly identified as USA according to the external SquadID file, but the waypoint and target calculation routine still uses the old reference, according to which your squad is unidentified and therefore German. Hence the odd behavior: looks like a duck, but flies like a bee.
  8. Check the generated mission file and please confirm that: 1. Squad is RED and having the proper nation markings; 2. Assigned airfield to take off from is BLUE (really?); 3. Assigned target to be attacked is RED. Is it a multiplayer campaign with only RED and BLUE?
  9. Great, have a good time, and enjoy!
  10. Strange, I've never experienced DCG creating new lines in the class file. Is it not possible that you simply left in some dummies when you made new entries manually? Or you copied some entries from a file encoded for Russian?
  11. Check whether you have the corresponding skin folders. DCG needs them. Check the class file for eventual tabs instead of spaces. DCG hates them. No more ideas at present
  12. Hi Widowmaker, more than a year ago I made the class etc files for 4.12, and began working on the HSFX ones, but finally gave up. So I know how enermous a work it is. If you decide to upload your files, you would do a great service to many of us. I suggest Mission4Today for the upload. Cheers
  13. DCG's NGen.exe may have been overwritten by the stock one when you patched up the game. Try this: DCG, "replace DGen", uncheck, re-check; "replace NGen", uncheck, re-check.
  14. Okay, I see. I think you should stick to the given waypoints and simply fly to B8, whatever it is called on the map and/or in the briefing. It seems that the campaign designer mixed up some localities, and hence the confusion. Don't bother about location names, just follow the assigned waypoints, win your battle, then return safely to your airfield, and you'll be okay.
  15. Hi, I don't see the problem here. Stock DCG campaigns are made for the stock game, which doesn't have a Britain map. Therefore the Finnish Gulf map is used instead as a substitute. You'll fly as British, with British planes, against German planes, you'll have correct briefings, but map locations will be Finnish ones on the Finnish map.
  16. For those who went it over -- v4.12 planes added to DCG: http://www.mission4today.com/index.php?name=Downloads&file=details&id=4405
  17. You may want to use a 'known' nation instead. E.g. Britain for Egypt, and Germany for Isreal You won't have correct markings, but who cares?
  18. Sorry, Paul, I didn't want to steal the show... I was just dropping in after a while.
  19. Hi, Digit #1 is side (1=allied, 2= axis); Digit #2 to #6 is game version info (whether that unit is included in stock Il2 / FB / Aces / PF / etc); it's no more relevant, as everybody has a 4.10+ version; Text caption at the end of line is for substitutes; e.g. PAM was introduced with Aces, so if you only have FB, it will be substituted for you with S8. Ship classes are specified in Shipnames.dcg, e.g. [iJNAmatsukazeDD45] DD Amatsukaze But I don't know whether it works with transports. Possibly transports are really and seriously hardcoded. Anyway, you may try the following and see what happens: [iJNAmatsukazeDD45] TR Amatsukaze Happy New Year to Everyone!
  20. Nice to see you back, Captain!
  21. Sorry for the inconvenience...
  22. Dear Lo, as to offline missions, player squad seems to be okay now, but some allied AI squads are still allocated to Townsville Airfield. Good old Coral See scenario:
  23. Thanks, Lo, for the clarification!
  24. My "Option B" guess is that you can add _Dropzone to any road location (except perhaps airfields). So you can have a "normal" road structure like: CityA to CityB CityB to CityC_Dropzone CityC_Dropzone to CityD In this case _Dropzone would only mean that CityC will be a paratrooper target as well (while CityA, B and D not). Dear Paul, bring light into the darkness in my mind!
  25. Honestly, I've never used this feature, but I think the key point is that you have two types of ground forces in DCG: units and troops. Units (tanks, vehicles, etc.) are visible to you, they move and fight. Troops are invisible, and they are static. DCG works in a way that each location has some invisible troops allocated (see the territory.dcg file in your missions\campaign\[whatever] folder). An #:0 allied/axis ratio means that the location is controlled by Red, 0:# that it's Blue, and #1:#2 that the location is contested. Moving and fighting (visible) units raise/reduce the number of (invisible) troops by killing enemy ones and bringing in own ones. Paratroopers are troops, not units. So I think _Dropzone works a bit like _Station (but it's an .rds location, not .rls): when a train "drops" vehicles at a CityA_Station, those vehicles will arrive at CityA. Similarly (but Paul should confirm it), if you create a CityA_Dropzone, then your paratroopers will arrive at CityA. I guess it's all the same whether you specify "CityA to CityA_Dropzone" or vice versa. I hope Paul will correct my mistakes and clarify better how Dropzones works.
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