sniperton
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Everything posted by sniperton
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Panda, which version of Il-2 are you running? Is it an unmodded 4.12.1?
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Every little bit adds to the whole... Just check and freely revise my A/B/T classifications, I made them rather intuitively.
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New 4.12 payloads: Beaufort1Early B 8x250lb Beaufort1Early B 4x500lb Beaufort1Early B 2x1000lb Beaufort1Early T 1xtorp Beaufort1Late B 8x250lb Beaufort1Late B 4x500lb Beaufort1Late B 2x1000lb Beaufort1Late T 1xtorp Beaufort2 B 8x250lb Beaufort2 B 4x500lb Beaufort2 B 2x1000lb Beaufort2 T 1xtorp Do217_M1 B 28xSC50 Do217_M1 B 4xSC250 Do217_M1 B 4xSC500 Do217_M1 B 4xSD500 Do217_M1 B 2xSC1000 Do217_M1 B 3xSD1000 Do217_M1 B 4xSD1000 Do217_M1 B 1xSC1800 Do217_M1 T 1xTorpedo H_75A3 A 1x50+5x303 H_75A3 A 2x50+4x303 H_75A3 B 10x12kg_bombs H_75A3 B 6x25kg_bombs H_75A3 B 2x50+4x303+10x12kg_bombs H_75A3 B 2x50+4x303+6x25kg_bombs H_75A4 B 10x12kg_bombs H_75A4 B 6x25kg_bombs KI_45_KAIKO A 2xHo103_slanted KI_45_KAIKO B 2x250kg KI_45_OTSU A Type94_AP KI_45_OTSU A 2xHo103_slanted KI_45_OTSU B 2x250kg KI_45_OTSU B Type94_AP_2x250kg P_36A4 B 6x40lb_bombs Wellington3 B 16x250lb Wellington3 B 9x500lb Wellington3 B 2x1000lb6x250lb Wellington3 B 2x2000lb Wellington3 B 1x4000lb
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I'm quite sure it's NOT hardcoded. I suppose you're making a 3rd party campaign in a separate folder, don't you? Theoretically, DCG should create pilot names based on a names_ro.dcg (or something like that) file placed in the 3rd party folder. (The "romanians" and "romanians_ru" files are only used by the stock DGEN if I remember correctly.)
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Yes, that could be a further enhancement. Still, there's a limitation if you follow my suggestion: the "fake" French squads will have the roundels, insignia and numbers of their original country if you check the "numbers on" option. If you uncheck this, you will have to use "marked" skins, but in this case you won't have numbers on your planes.
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Paul can't help you, the small number of French units is a limitation of the original game. There's a workaround, however. You can use e.g. Romanian squadrons as if they were French. 1. Use Romanian sqadrons in the FMB when you design your campaign. 2. In the Squadrons.dcg file, there are two columns: the 1st is the game-intern name (as they appear in the FMB), the 2nd is the DCG-intern name (as they appear in briefings). Rename the 2nd to have a French name. 3. Make a backup copy of the Speech/RO folder, and copy the content of your Speech/FR folder into the RO folder. This way all the Romanian units will speak French. Cheers
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Just two ideas. As I know that your time to be spent with DCG is very much limited, please take them less pretentious than they are. You may want to reconsider them when 4.12 is out with the announced new scoring system introducing partial kills (and prompting for a re-coding of DCG). 1. Distributable campaign settings: dcg.ini split into a proper application ini (with only the working paths) and a campaign.ini (with the rest of the settings) where this latter can also have duplicates in 3rd party folders and can be used optionally just like e.g. the class file. Reason: Campaign settings recommended by the designer for proper working now require dozens of timetable commands at start-up (from the designer’s side) and dozens of other settings to be set manually via the interface (from the user’s side). 2. Updating the settings of ‘old’ (identical) squads on campaign transfer according to new template file: at least plane type and skin should be reset IMHO, possibly also min planes, max planes, and flight size, optionally also active planes. Reason: Now when an ‘old’ squad (player and AI alike) is found to be identical to a ‘new’ one, it’s entry in the new template file is completely ignored and the settings/values inherited from the previous battle are used instead. So when the designer wants squads taken over from the previous battle to be refitted and/or replenished, the only way to do so is through timetable commands. Thanks for considering!
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I'd call it only an issue, not a bug, and no idea how old/new it is. I noticed that DCG sometimes sets an extra waypoint between the takeoff path (as specified in airfield.dcg) and the mission path in a way that the mission path starts somewhere near the initial takeoff waypoint. So if the takeoff path goes southeast, and the mission objective is towards southwest, then the planes fly initially southeast (takeoff path), THEN NORTH (extra waypoint), then southwest (mission path). It can be a real nuisance if the reason behind specifying a takeoff path was to help the planes out of that bloody valley or fjord... Anyway, thanks for the great soft!
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Seems to be OK now, thanks for the fix. The only issue I had since then is that once I shot down an ace just to be shot down by an ace with the same name and in the same squad two missions later. C'est la vie.
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Sorry, but doesn' work for me. I get a '// 19} not a valid integer' error.
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As to me, beta6 works fine with stock 4.11, but I had similar issues with DBW. With the difference that it worked fine for me with DCG's stock france40 at the beginning, but since I tried to load a 3rd party campaign, it refuses to work (and causes il2DBW to minimize itself to the taskbar). I'll have to check whether the problem is not originating in the mission template file that I edited in the modded FMB. Maybe some syntax discrepancies, who knows?
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What determines the order of the Grand Campaign?
sniperton replied to Lupus's topic in DCG Public Discussion
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Thanks Paul for the thoughts and info in #36. Still I have two more problems. The first I have already reported a few versions ago: DCG allows multiple AI pilots with the same name, resulting in multiplied losses when one of them is KIA or MIA. The log is processed correctly as can be seen on the debriefing map (showing only one loss); the extra pilot is „killed” when DCG modifies the squadron files according to the actual mission results. It deletes both pilots as can be seen e.g. in the debriefing text. As to campaign scenarios, DCG correctly transfers me to the next map/mission template, but fails to upgrade my plane according to my initial choice as stored in conf[countrycode].ini in the DGEN folder. (If I'm not mistaken, it is the only file that stores the plane choice for each campaign scenario.) Without manually editing the plane type or modifying it through a timetable command, DCG sticks to the plane chosen for the 1st battle. Is this a bug or a feature? ;-) Or do I simply miss somathing? Thanks again and cheers
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Probably an old issue: theoretically DCG should not respawn ships at _Seaplane_Base locations, should it? But if the fartherst waypoint of a searoute (I mean "farthest" according to the map axis) is a _Seaplane_Base, DCG prefers it to the nearby _Harbor or _Port location to resurrect ships. And just a question: is it possible (and how) to comment out entries in the Timetable file? (slash, backslash, semicolon?)
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Just another conceptual issue, definately not a bug, rather a feature request. When a CV is sunk, onboard squads are transferred to a land base (if available). E.g. from 12 Fulmars, 6 flying CAP and 2 shot down, 6 + 4 are transferred if the carrier is sunk. I think it would be more realistic if either A) only the 4 airborne and survived planes were transferred, or all 12 were considered lost and the whole squad were removed from the game. Thanks again
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Hi Paul, many thanks for DCG! A conceptual issue, rather than a proper bug: When TimePassage is set to faster than normal, DCG ignores Timetable commands with skipped dates. That is, if Mission #1 is, say, on 10th of Month, and time passage is set to "Fast", then Mission #2 occurs on 13th of Month, and commands with dates of 11th and 12th are ignored. Of course there's a workaround by specifying dates according to the time passage setting, but it doesn't work with "Random" (which setting makes timetable commands highly "selective" and thus largely obsolate.)
