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sniperton

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Everything posted by sniperton

  1. http://www.sas1946.com/main/index.php/topic,14977.0.html
  2. What units you'll have in a campaign depends primarily on your master mission file (say, guadal43.mis). It's a sort of template or setup file for your whole campaign mission. If it has a Generic Carrier, you can change it to the Intrepid in the FMB, and the next time you start that campaign you'll have the Intrepid instead. You can also add units there. Another way to add units is through timetable commands. They're 'timed' commands, meaning that they will be executed only when the mission for that date is generating. So if you don't want the Intrepid to be available from the first day, load it with an appropriate (later) date. With timetable commands, you can manipulate (add, rename, remove) units mid-campaign. So if you're on 4 June campaignwise, add a command for the NEXT day, and the command will be executed when DCG advances to the next day (i.e. you completed the mission for 4 June).
  3. You should load ships through timetable commands like here:
  4. Yep, also works the other way round: you can completely annihilate your squad by reflying the same mission again and again, each time losing a few squad members. It's because DCG calculates kills and losses AFTER you exit the mission and BEFORE you get to the debrief. There might be easier solutions (e.g. kill yourself before ending the mission), but the safest method is to alt-tab from IL-2 and shoot it down in Task Manager, if you're unsatisfied with your results.
  5. For the moment, while testing your campaign, I suggest you should use those 2x4 squads already available in the stock game and, therefore, supported by DCG (fr01 and NN). Option B, if Paul can't promise a quick solution, is to pick up a minor Allied country, say Poland: You can also use Polish squads renamed to French ones. You need to make a copy of the Missions\Campaign\Pl and the Samples\Speech\Pl folders, and overwrite them with their French equivalents. This way you'll have multiple French speaking squads in Polish disguise. But beware, the markings will be Polish, though.
  6. I guess you're right. Theoretically, all squads after fr01 and before gb01 should be regarded as French, but at the same time DCG applies a pattern check too, and your new French squads might fail to pass it (it has been an issue when some new Italian xxSquadriglie have been introduced with 4.11 in addition to the older xxsquadriglie, or vice versa, I don't remember). Wol, please check whether you placed your French squads correctly (between fr01 and gb01). Paul, if you think it would be reasonable to identify each squad by country code (somehow like this) , I would be glad to update the file according to the column positions you specify.
  7. You have 3 ‘names’: AAA: campaign scenario name BBB: scenario map with your customised roads, etc. CCC: ‘physical’ map You have the following files: AAA.mis – your campaign scenario master file: BBB.rds, BBB.srd – your routes allcampaigns.dcg: endcampaign.dcg: grandcampaign.dcg: maps.dcg: timetable.dcg:
  8. Lo, if you don't mind, I copy here what I have from the old forum (JastaV's excellent summary from 2007):
  9. These are units from the HSFX mod' date=' they are not included in the stock game (there's an asterisk after their name in HSFX to signalize it). Special hardcoded features of DCG (like supply and replenish) only work with stock units. These are the supply columns you can use (1 is for Allied, 2 is for Axis): And these are the columns which turn into fighting units in contested zones: From Tailspin: Several things have changed since Tailspin's times, e.g. now Matildas are placed for the British, etc. Anyway, you can use the fobjects.dcg to specify which units should appear for the Axis and the Allied player in the given campaign scenario. As to HSFX specific units, you can't use them with DCG unless you have modified DCG data files. I don't know whether such ones have already been created for HSFX 7.0. As a starting point you can use PVI Eagle's Libia 1941 campaign here (as you may have already done so). Hope it helps
  10. Hi Riksen, thanks for the testing and the feedback. I had offline campaigns in mind, but you’re completely right. Online or coop missions might be more problematic. Anyway, as to the delay between flights (2 to 3 minutes), this shouldn’t be a problem for humans: the 1st flight could simply wait off (e.g. circling) until the rest gets airborne (as in RL). For the AI, perhaps the AttackRandezvous feature can also do the trick. Target waypoint calculation should be done according to the spawn and take-off time of the LAST flight. As to the next flight spawning into the previous (and causing total destruction), this cannot be avoided unless we have more spawn zones, one for each flight (or a corresponding number of stationaries to spawn from). This would require more recoding, the latter much, much more. But apart from that, simultaneous spawning would result in a take-off order different from the flight order. Just imagine how difficult it would be to regroup after a take-off sequence of, say, #5-1-6-2-7-3-8-4, particularly if you have HUD icons off. Maybe a better solution would be to have 4 spawn zones, the closest to the runway (in terms of taxi path) for the 1st, the second closest for the 2nd, etc., where each flight would spawn 1 minute after the previous, thus enabling flight members to taxi and to take off together, one flight after the other. OK, test #2, four spawn zones, 1 minute intervals. Safe for heavies, but flights get mixed occasionally. Flawless for fighters and medium bombers.
  11. Made some tests. Watch it and test it: 4 flights of Pe-8 heavy bombers taking off with 2 minutes intervals. It works flawless 3 times out of 4. (Even then' date=' no total annihilation, only two planes lost, out of 16, due to collision.) It works flawless with larger intervals (3 minutes) or smaller planes (fighters or medium bombers). If Paul decides to implement it, a few hints for campaign designers: 1) take-off run start point should be situated TO THE LEFT of the spawn area; 2) taxi path should be long enough to accomodate 4 to 6 bombers queuing; therefore, spawn area should be around the middle of the runway or further (if it's closer to the start point, aircraft won't advance until another on the runway actually takes off, and therefore there will be a big bang when the next flight spawns); 3) distance between planes should be set to 45 m at least (bigger than the wingspan of heavy bombers); 4) distance between waypoint 0 and waypoint 1 should be 1.5 to 2 times of the wingspan of the aircraft involved, that is, 70 to 100 m. These rules are for the safety of heavies. You can ignore them if you only want to field fighters and medium bombers.
  12. I think it's a feature request what you described. I'm for it, but it would demand Paul's time, not mine, to have it. At the moment (as for 3.48) you can only do it manually, so far as I know.
  13. At the moment we don't have a solution for your problem as we do not know the reasons of your problem either. Just investigate your DCG-generated file to see the reasons (what enemy, and where exactly, do you have nearby?). For instance, if you are the attacker, you have to list all locations belonging to you in allcampaigns.dcg as 'locale'=bvbcvb', 'locale2=lajkjf', etc. If you omit one, that will be assigned to the opposite party, and DCG may want to spawn an enemy unit there on startup. But it's also easily possible that DCG has spawned a naval unit to one of your nearby sea locations. Anyway, we have to be clear about exactly WHAT is wreaking havoc on your base. So please open that bloody file and look for it, be it a column or a ship.
  14. Open the problematic mission file (generated by DCG) in the FMB and look for enemy units near Cagliari. Probably you'll find enemy ships within firing distance (~30-60 km); adjust your see routes etc. to get rid of them next time. (Another option that DCG spawned some enemy ground units near your base; this happens when you leave pockets when defining your locations.)
  15. Two options per junction (binary branching) are OK, I positively know from experience (A to B1 and B2, B1 to C1 and C2, etc). Maybe DCG can handle even more options per junction (B3, B4, etc), I don't know. Anyway, it wouldn't be of much use. It's useless to create more routes than the number of active colums you have on the field, unless you want the enemy to advance without opposition.
  16. 'Unless you specify the spawn point through the timetable.dcg file' date=' ships will spawn on the location closest to the "friendly" edge of the map. You can specify which side is friendly to the Axis in the maps.dcg file (the Allieds will spawn on the other side).' Let me ask whether this applies to all four of them, that is, whether they all, at the same time, [b']have to be [/b]closest to the friendly edge of the map to act as spawn points? Meaning that if a _Bridge###, an _Airfield or a single city name like 'Smolensk' is located closest to the friendly edge, then that will be used as a spawn point instead (like with ships).
  17. Yep, it happened only once, and I reported this because it was the exact opposite to the case of the single Blenheim (see #14). That looked like a recon flight WITH bombs, while this seemed to be a bombing flight WITHOUT bombs and a target. Such oddities occurred twice out of 10 to 12 missions. Maybe my files were screwed, I don't know. I'll report if the problem still exists after a fresh install.
  18. Just a question. This is something I've never seen before -- bombers on a sightseeing tour: They fly off without bombs, visit the battlefield, and return. Have not modified their class. [193squadriglia00] Planes 4 Skill0 0 Skill1 0 Skill2 0 Skill3 0 pilot0 photo.bmp pilot1 photo.bmp pilot2 photo.bmp pilot3 photo.bmp Parachute 0 OnlyAI 1 Class air.CantZ1007bis Fuel 100 weapons default StartTime 8 [193squadriglia00_Way] TAKEOFF 75837.49 187747.38 0 0 &1 NORMFLY 73595.02 190457.19 1000.00 300.00 &1 NORMFLY 69356.66 191026.94 2000.00 300.00 &1 NORMFLY 65414.98 187243.01 3000.00 300.00 &1 NORMFLY 70827.00 176235.00 6000.0 360.00 &1 NORMFLY 57978.00 156912.00 6000.0 360.00 &1 NORMFLY 41229.00 133689.00 6000.0 360.00 &1 NORMFLY 32279.00 118265.00 5000.0 360.00 &1 NORMFLY 20880.00 81918.00 5000.0 360.00 &1 NORMFLY 1681.00 37772.00 5000.0 360.00 &1 NORMFLY 6681.00 28773.00 5000.0 360.00 &1 NORMFLY 10181.00 27773.00 5000.0 360.00 &1 NORMFLY 17681.17 27772.16 5000.0 360.00 &1 NORMFLY 25181.00 27773.00 5000.0 360.00 &1 NORMFLY 28681.00 28773.00 5000.0 360.00 &1 NORMFLY 33681.00 37772.00 5000.0 360.00 &1 NORMFLY 38630.00 73168.00 5000.0 360.00 &1 NORMFLY 51779.00 110765.00 5000.0 360.00 &1 NORMFLY 67728.00 153162.00 5000.0 360.00 &1 LANDING 75877.39 187759.52 0 0 &1 Is it theoretically possible, according to your code, that something like this may happen? I mean is this a planned behavour under some conditions?
  19. 4.12 aircraft data files for DCG 3.48: http://www.mission4today.com/index.php?name=Downloads&get=4405 New items are put at the end of each file to make testing easier. Paul, please check and use at your will. New ship 'Coastal steamer' (from 4.12.1) is not included.
  20. Now with 4.12 we have the possibility to have custom skins on stationary planes. Here it goes: ... 1.0 null 0, where 1.0: not the faintest idea what it could be for; "null": a string for the custom skin in the folder for the plane; could be the same as in allpaints.dcg; 0/1: whether the plane has markings off/on. Looks like: 117_Static vehicles.planes.Plane$IL_4_IL4 2 18561.45 94968.07 225.00 0.0 it 2 1.0 UP_IL-4\as\Br-20\IT\copy.bmp 1 where "\" stands for a space.
  21. beta 2: [RAF_No121SQN0] Planes 11/12-4+4 Skill 1 Class air.BLENHEIM4 Active False AI Only 1up_mto.bmp Tobruk_Airfield Radio [RAF_No121SQN00] Planes 1 Skill0 2 Skin0 up_mto.bmp numberOn0 1 pilot0 gb_17.bmp Parachute 0 OnlyAI 1 Class air.BLENHEIM4 Fuel 100 weapons 2x500 RAF_No121SQN00 Blenheim4s are bomber type of aircrafts, so I don't understand why only one goes out for mission here. Edit: (Squadron density is NOT set to 'full').
  22. I had similar problems with 3.47 beta, and dunno whether Paul has changed the code since then: Theoretically, ships should (re)spawn at _Shipyard or _Harbor (_Port?) locations only, IIRC. In fact, ships seem to (re)spawn 'on the location closest to the "friendly" edge of the map' (specified as 'MapAxis=West' or the like in 'maps.dcg'). You may want to check your waypoint coordinates in the FMB and adjust them (or MapAxis) in a way that your (re)spawn point be 'closest to the friendly edge of the map'.
  23. If you are mid-campaign, you may want to add it via a timetable command like "19410808 NewColumn 38_Chief Armor.4-T26_Early 1 @Russian_Depot $Armor_Group_2 ~L". If you are about to start a new campaign, you can simply add a column to the master file ([scenario].mis).
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