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Lowengrin

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Everything posted by Lowengrin

  1. Yes, if DCG is being run in the background (from playing in autogeneration mode), it can remain open and you have to close it through Task Manager. And if you don't, it can keep files locked if you try to run another instance of it.
  2. It won't change the day if you have "Time Passage" set to "slow" (or slower than slow). Well, not right away. Are you sure it wasn't accidentally changed from "normal"?
  3. Yes, even manually generated missions will move from one map to the next. (I'm not sure why full autogen wouldn't work with a mod.)
  4. Generally this happens when there's something wrong with the data files for the plane that you've selected to fly. It shouldn't happen with IL-2 if the game is fully patched, but as soon as you introduce a mod, all bets are off.
  5. Road locations are those defined in .rds files. (Rail locations are in .rls files. And sea locations are in .srd files.) I can't say why the rail bridge remains Axis. It's not the last axis rail location, is it? Then it will stay Axis because it's defined as their starting location.
  6. Usually access violations occur when DCG tries to update a file that is "read only". Make sure all your folders and files in DCG and IL2 are not read only.
  7. Incredible!
  8. So how many hours did it take you to create this campaign?!?
  9. 15 minutes to generate a mission? I really need to go in and optimize some code!
  10. Lonestar created this document many years ago but it's still relevant for designing (and modding) campaigns. Create an external DCG campaign.pdf
  11. Yes, depending on the mod you are using.... First you have to find the supporting DCG files for that mod (if they exist) and add them. Then you can either just generate a stock campaign and then use the DCG app to change your plane. Or you can modify the campaign files and then generate a new campaign. (There are instructions on how to modify/create campaigns around here somewhere....)* If there are no DCG files to support the mod, then it's a lot more work because then you'll have to modify the stock ones for the modded planes. *Edit: Look for Lonestar's campaign design document here.
  12. The beta is on the previous page. Click the arrow in the top right of the quote box to link.
  13. Yes, that's it. An example of every timetable command should be in the timetable.dcg file. Just do a search and you shall find.
  14. So I just looked at these and they're both static campaigns. What DCG users can do with them though is take the skins, pilot photos and sound files and drop them in the appropriate folders for use.
  15. PriorityLandingSite works for Odessa_Harbor only. It's intended for naval landings not just shipping stuff in. TWithdrawl will remove any troops of the designated side at the specified location. Example: 19410724 TWithdraw Allied Bolgrad Aggressor is strictly for air missions. A side that has been made the aggressor will more likely spawn fighter sweeps, fighter-bomber missions or escorts than interceptions or defensive patrols.
  16. In order for them to appear in sequence, you have to add/link them to the grandcampaign.dcg file. It's a case of copying and editing similar snippets of code to do. For example, here's the snippet that links the Operation Barbarossa (Smolensk map) to Operation Typhoon (Moscow map): [Barbarossa to Typhoon] Blue Campaign=Grand_Campaign Map=Moscow Front=Vyazma_Factory_District DeHome=the_Smolensk_Road RuHome=Lesno_Gorodok DeBase=Vyazma_Airfield RuBase=Kubinka_Airfield Locale1=Vyazma_Bridge195 Locale2=Vyazma Locale3= Locale4= Locale5= Locale6= Locale7= Locale8= Locale9= Just copying this bit and changing the header can link Crimea41 to it. [Crimea41 to Typhoon] Blue Campaign=Grand_Campaign Map=Moscow Front=Vyazma_Factory_District DeHome=the_Smolensk_Road RuHome=Lesno_Gorodok DeBase=Vyazma_Airfield RuBase=Kubinka_Airfield Locale1=Vyazma_Bridge195 Locale2=Vyazma Locale3= Locale4= Locale5= Locale6= Locale7= Locale8= Locale9= Note that if the maps are shifting in favour of the Germans, they're noted as "Blue". If their shifting because the Russians won, their "Red".
  17. Latest beta (after more than six months). This one just adds a new timetable command: RemoveStatic. For example: 19420102 RemoveStatic 99_Static
  18. Check the latest beta. The format for this new command is: 19420102 RemoveStatic 99_Static I suspect they may reappear for one mission if a resupply column/train drives by and then disappear again the next. It'll take some new code in the guts of the stationary routine to fix this....
  19. Yes, a RemoveStatic would be an obvious addition to the list. I'll make a note of it.
  20. Excellent!
  21. They won't move unless for some reason the Russian buildup is so big at point j it triggers them to retreat.
  22. You can generally get all the info you need from an aircraft through the mission builder - just save the plane in a bunch of different configurations (to get payloads). To get the dogfight ID, just create a home base and make the B-24D active on it. When you look at the saved mission file, it should be there. Then take that id and if there isn't a folder in the skins with that exact name, create one. And don't forget to put the crew positions in the crewseats.dcg file if you're planning to all fly in the same plane.
  23. Chief columns advance toward the enemy supply zone not towards any particular enemy unit type or types.
  24. Because you can't define where a dead unit respawns, there's no way to avoid this problem. Sorry.
  25. Normal = one mission a day. Extremely Slow = up to four missions a day (but this will depend on the start time of your first mission, how long each mission takes and any time restrictions you've set). The other "slow" settings fall between these two.

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