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sniperton

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Everything posted by sniperton

  1. Case #1. No need for duplicate names (and contradictory coordinates) in the files.
  2. No, I haven't... This time VF-11 worked correctly, it deployed on Lexington. However, no squad deployed on USSCVGeneric ("Yorktown"), and some squads deployed on Townsville_Airfield, including VB_3A ("Yorktown"): BTW, Happy Easter
  3. Thanks Lo, filename probably corrected since then, my download is il2dcg348beta9.zip. Exe timestamp 2014.04.17 20:42, but "About/Version" still reads "January 2012". Would be great to have it updated. However, I encounter the same problem as before. UN Coral Sea 1942 with stock template etc files still doesn't put me on USSCVGeneric. "Named" Lexington squads correctly deploy on Lexington, just like the Japanese ones.
  4. If you have Win7+, don't let Il-2 and DCG reside in C:\Program Files\... Copy them to elsewhere on your HD. If it's not your case, I don't have the faintest idea what's causing your problem...
  5. A possible workaround (until Paul fixes the issue) is to use "named" carriers with "named" squads. That is, with Same for the British or the Japanese.
  6. No mods guilty, seems to be a bug instead. See my reports #78 and #80.
  7. Theoretically, there should be no difference. When DCG generates a mission, it also specifies the player's position: In this case, "player LeLv3400" specifies the flight (the first flight of the squad "LeLv34"), and "playerNum 1" means that the player is second in rank to the flight leader. In stock 4.12's terms it means that he will be flying plane #2, that is, he'll be the wingman of flight leader #0 (plane #1). I see no reason why HSFX should interpret it differently, but it's possible that it makes him the leader of the 2nd pair, that is, assigns him to plane #3. Does it make a sense? Anyway, check the file generated by DCG, and look for player squad and playerNum.
  8. I don't know. Shouldn't be, but maybe. I mostly fly DCG campaigns with the stock game, and I never had the issue you have. But it's not completely uknown to me either, possibly I've already encountered it in HSFX . Anyway, if you have both versions (stock and HSFX), you may want to check it: let DCG generate a mission, then copy the mission to the \Single folders of both games versions, then fly them from the FMB. If there's s difference, then there's a difference...
  9. Do you fly the stock game or some mods?
  10. It's here: http://www.lowengrin.com/content.php?article.10 OFF means that flight positions are set and maintaned by DCG in an automated way according to rank. ON means that the same is done by you manually.
  11. Never noticed this setting... BTW, what the hell is it? Anyway, dear Paul, any thoughts on - taxiing - skinnable stationaries - shared kills ? Just curious
  12. Have never tried, but as DCG uses 4-digit years in all of its files, I think it should work. The real question is how the waypoint calculation routines can cope with slow WWI planes.
  13. The usual procedure is something like this (provided the plane is already added to the class file): 1) Fire up the FMB 2) Select the plane, give it the payload, save the mission, tab out to the mission file, copy/paste the internal name of the payload into the allpayloads file (following the pattern you see there). 3) Repeat 2) for other payloads #n times. 4) Fire up DCG, go to the aircraft class settings, select and set naval payload, level payload, etc. If it still doesn't work this way, look for a typo or some tabs instead of spaces in the allpayloads file. DCG reads the payload name from the #th "column", so if you have one space less or more in front of the name (or the name is misspelled), you get an arror like you got.
  14. You're probably right. Check the Coral See scenario. It works correctly for VF-3 "Lexington", but if VF-3 "Yorktown" is chosen, I get that nasty Townsville Airfield. As to AIs, only those are assigned to Lexington which have "Lexington" in their squad designation in squadids (VF_3B and VB_2B).
  15. Have you also added new payloads to allpayloads.dcg?
  16. Yep, confirmed, USN campaign, captain, Okinawa, VF-3, assigned home base is Townsville Airfield. What is strange that allied AI squads are correctly stationed on USS Essex or HMS Illustrious. Poor Paul, another bug to hunt down...
  17. I had the same issue until I installed 3.48 beta 8 (download link as above; it suffices overwriting the old old exe with the new one, then don't forget to recheck "replacement mode"). Try e.g. USN Pacific Campaign, captain, Coral See, VF-3 Lexington, and report back if it still doesn't work correctly.
  18. Il-2 is a Russian game, squad is ЭÑÐºÐ°Ð´Ñ€Ð¸Ð»ÑŒÑ in Russian, which reads eskuadruilla when transliterated...
  19. Currently it's impossible from within DCG. Various flights of the same squad use the same flight altitude. You can fix it only manually in the generated mission file (as you have already done so). I mostly use full "air density", but with only two flights per squad, so I don't have this problem. Anyway, a solution could be if Paul changed a bit of code so that each subsequent flight would have a -100/200 m flight altitude (provided that flight altitude is at least 1000 m).
  20. Copy that, Sir. My French is very poor (my Catalan even worse), but you seem to be right. Edit: Maybe the Russian ЭÑÐºÐ°Ð´Ñ€Ð¸Ð»ÑŒÑ was transliterated here.
  21. I second to WindWeapon. IF a squad is not positively identified in squadids, THEN it's regarded as German by DCG. That is, check your file for missing squad ids.
  22. #1 seems to be a campaign design problem. Generally, a campaign scenario ends when certain objectives OR certain dates are reached. If the campaign designer doesn't specify an end date, or the end date is in the far future, then the campaign will never end (or seems never end) when the battle outcome is a draw (objectives are not reached by either side). #2 the zigzag pattern after take-off is a known DCG issue; escort fighters behaviour is a game AI problem; possibly the same set of waypoints for bombers and escorts could be a workaround, but first one should test its effectivenes in the FMB. #3 and #4 are game AI problems, for sure.
  23. DCG is extremely customizable, but at the same time extremely complex, and it requires a lot of experience (and learning). There are excellent guides for mission designers on Lowengrin's site, if you're really interested. What you can still do without that much work: If a plane is non-flyable (AI) in the stock game, AND flyable in HSFX, then you can make it flyable in "Aircraft Class Settings". If it's not included in the stock game (not even as an AI), then you can't use it without much hacking. HSFX-specific planes are marked with an asterisk in HSFX. Don't use them in DCG. DCG uses "internal names" to identify planes (as does the game itself). These are different from their "display names". If you save a Spitfire IX e in the Full Mission Builder, and look at the file, you'll see it's named SPITFIRE9E. There's a complete list in [YourHSFXInstall]\Files\i18n\plane.properties. If you modify a .mis file, the easiest way to retain the original is to make a backup copy of the original file. There are several other ways, but this is the simplest. And if your files get screwed, simply remove and reinstall DCG.
  24. You should have a DCG folder somewhere, and a "Masters" sub-folder inside. There are plenty of files with the .mis extension. They are simple text files, you can edit them with a text editor like WordPad (if you are experienced). Or you can copy them to your Il-2/Missions/Single folder, from where you can open and edit them using the in-game Full Mission Builder. Don't forget to copy them back to DCG/Masters after editing.
  25. So far as I know, HSFX Expert mode uses different flight models, but the AI is the same. Anyway, better to ask it at SAS or 1C.
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