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Lowengrin

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Everything posted by Lowengrin

  1. I don't know what IL-2 uses. DCG uses good old ANSI.
  2. As I can't think of anything else, it may be the "ó". Try changing it to your standard "o" in both files.
  3. Zielona_Góra_Airfield needs to be added as a locale in the allcampaign file. Because the map is defined as "Axis" controlled, all locations are German unless specified there. As for rail bridges and stations, they take the "side" of the nearest road location.
  4. I don't think IL2 would let you have a substitute pilot in the same campaign. The campaign is linked to the pilot created in the game. If you really wanted to continue the campaign with a new pilot, you can always create a new pilot, generate a new campaign (of the one you're currently in) and then dump most/all(?) the data files from the old campaign into the new one. And then run DCG and hit the generate mission button. I'm not 100% it would work without some trial and error, but unless you want to continue the old campaign with the old pilot (his stats reset to zero, but his name stays the same), it's clunky.
  5. Looking at the original Berlin.rds file, it seems I made it a bit of a mess. I don't understand why Swiebodzin and Swiebodzin_Airfield never linked to each other. It makes sense that you added a link. Your route between Swiebodzin and Swiebodzin_Airfield needs to be plotted out in that order. All routes must go from the German "side" to the "Russian" side. So it must start in Swiebodzin and end at Swiebodzin_Airfield. I think I see another potential issue. Zielona_Góra_Airfield is a dead end. It should link up with Polish_Border_Bridge69. If you don't, there is a good chance German units will travel up to it and then respawn back in their home location. And Russian units will never be able to recapture it.
  6. Second problem first. It's probably just by accident the columns appeared near the front the first time. You're probably better to add them to the timetable.dcg file so you can define exactly where they start. For example: 19410808 NewColumn 38_Chief Armor.4-T26_Early 1 @Russian_Depot $Armor_Group_2 ~L The first problem is more difficult to figure out. The airfield has to be both in the allcampaigns.dcg file (to tell the game it's Allied) AND it has to be set up properly in the berlin.rds file. If it's in both, it needs to be spelled exactly the same in each (and if it's in the rds file multiple times, off course, those have to all be the same as well). If you cut and paste here the Berlin entry in the allcampaigns.dcg and cut and paste the relevant parts of the rds file, maybe I can figure it out.
  7. As far as I know, increased skill level makes them better in every respect. IL-2 has no separation of skills by type. In DCG, the three combine for an overall skill level. DCG takes the highest ranking pilot (or most experienced in the case of the same rank) and makes them the first flight leader (and therefore mission leader). It takes the second highest rank for the second flight, etc. down the line tossing in the player pilot as appropriate. That is, unless you use Squadron Management, then you set it yourself. DCG could calculate "best" by number of air kills vs ground kills depending on the type of mission (and could get even more granular if I decided to break off ships from other ground targets). However, as soon as the mission starts, the AI would treat even good ground-pounders as good dogfighters no matter what DCG has determined. I've never been totally happy with the squadron management. For example, there are always 16 pilots in a squadron regardless of the number of flights/planes for that squadron. The "excess" pilots are just hidden from view. Nor have I particularly liked that the CO flies every mission. You'd think he'd be busy with paperwork sometimes. ;) But the way AI works with the game, there's no particular reason to assign pilots based on ability to missions (since their ability in all things is fixed). Sure, for player immersion, you could assign the guy with the most ground kills to lead a ground-attack mission, but he's not going to be any better than the ace who has no ground kills.
  8. It's called "dynamic" for a reason. :)
  9. Two reasons. If you ever edit in the aircraft class panel, you'll get an error. And if the timetable tweaks the payloads, it'll lock up DCG and IL2.
  10. I don't check in for a week and boom! To be honest, I spend most of my time playing DCG on auto-pilot just watching how the missions play out, programming the human pilot right out of the equation isn't such a bad idea.
  11. If you are using a mod for IL-2, then there's a good chance that the payloads.dcg and allpayloads.dcg files will have payloads the mods don't use. It could be quite time consuming to update them all yourself.... You could try "IL2DIT" by sniperton. https://www.sas1946.com/main/index.php?topic=51325.0 BTW, you can't make the payloads.dcg read only. You can make the allpayloads.dcg read only. But the former can be updated by DCG through the GUI.
  12. Which lines from the timetable.dcg file? Thanks!
  13. Ah, a bit more information...and it's made me remember what the problem might be. Check your pilot name (where you create it) and make sure there's no extra (invisible) spaces after the name. If there are, it screws up DCG. And if it's not spaces, if your using non-standard characters, it just might be that. (But I'm pretty sure it's extra spaces.)
  14. Hi. I seem to recall this error coming up with someone else some time ago, but I cannot remember what the fix happened to be.
  15. I haven't decided yet and probably won't until I review the existing code.
  16. Yeah, I have been pondering how to do it best without taking the "dynamic" out of it.
  17. Using wind, probably you have to have the Illustrious sailing into the wind (and my code doesn't consider wind...though it probably should).
  18. There's code to determine whether a tank (or other moving column) retreats. The other side just has to have overwhelming superiority for it to happen (like 5 to 1 odds based on the types of tanks present and the number of ground troops on each side).
  19. Are you using wind? I haven't seen too many issues with Avengers off fleet carriers (escort carriers, yes) in good weather. In storms, almost every takeoff will have planes crashing no matter what type they are.
  20. If you use Replace DGen Mode, the stock campaigns actually create DCG campaigns. Just start the campaign as you would a stock one and let it generate the first mission. On the mission screen, it should look a bit different given it's a DCG mission and not a DGen mission. If that doesn't work, post again and hopefully we can figure it out.
  21. I ran a couple missions using the Normandy '44 scenario. I saw one C-47 with a glider in one and two C-47s drop paratroopers in another. So I don't understand why you're not getting any.
  22. Also, what's with... [215Squadrontc00] Planes 0 It shouldn't even spawn with zero planes. Okay, I'll do some testing see if I have the same issue.
  23. My advice is if you want to tweak something in DCG, do it after you end the mission but before you leave the debrief screen. Any time you open it during a mission, you'll screw up the sync. Just thinking out loud, I could modify DCG so that syncing is always optional/manual when the program is opened by the player. So the player can decide whether to sync the mission results or not. Or it only syncs when debriefing is required (by either the game or in the case of manual mission generation, at that time). I wonder....?
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