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Lowengrin

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Everything posted by Lowengrin

  1. That's a good idea. I'll start adding some as I tweak the code.
  2. I've used TCapture on the start dates of a couple of my Solomon Island campaigns and it works fine. Perhaps I can create a new command for one that would work for past dates...but the problem with that is that it would over-ride any future capture by the other side's forces. Which would be fine if the ground war was completely controlled through the timetable (and Timetable Off was used).
  3. I keep IL2DCG outside of the IL2 Sturmovik folder, but I guess you can keep it there. Either way, it should be in it's own folder.
  4. The first group of commands in the first post are all those that are valid before the start of the campaign. Neither TCapture nor AddSquad will work. The first of those can be set up in the allcampaign.dcg file and/or grandcampaign.dcg file (depending on whether it's the first campaign being played or a branching one). And the second, you can just add the squadron to the template mission file.
  5. PriorityLandingSite is hidden in the [Solomon4310] section. 19431111 PriorityLandingSite Axis = Numanuma
  6. I've been slowly working through them (but mostly for Pacific campaigns). You can set them yourself on the aircraft class settings panel. Once you make the change, it's permanent for all campaigns using that class.dcg file (which are all the stock ones).
  7. Build 3 is now available. It includes tweaks to missions, particularly CAP over ships. Also has further tweaks to Berlin campaign and airfield limits. Added a new TimeTable Command: PriorityLandingSite Armor/Trucks will always unload from ships at a designated priority landing site (only one can be designated per side at any given time). Edit: Removed attachment.
  8. Time Table Information The following commands will stay activated from the activation date forward (until overridden by another command). TimeTable On/Off ShipsRemainSunk BeachheadResets BugOutRadius SetMaxTroopLevel Transfers On/Off SetMissionTime DeployDistance SetTaskForceSpeed NameColumn AlwaysActive PilotType Radio On/Off SetFuel SetEscort NewPayload BanPayload RoadBlockOn RoadBlockOff PriorityLandingSite* The following commands will active only on the specified date. NewsBrief TCapture SetDate SetTimePassage RemoveColumn ShowMovie AddSquad RemoveSquad NameSquad MoveSquad NewPlane FlightSize SetSkill SetPaint MaxPlanes MinPlanes ActivePlanes AddStatic NewColumn SetTroops SetSupply SetOilSupply AttackRendezvous *New with DCG 3.50 Build 3...
  9. You'll have to put restrictions on all of the German held airfields (or at least the ones between the Soviet lines and Berlin). I'll be back later with the list of timetable date settings. Edit: See new thread on the time table.
  10. I just gave your mission a try in coop mode (although solo). I'm running 4.14, DCG 3.50 beta with no mods and it worked fine. Maybe someone else can chime in who has more experience with the multiplayer server side of IL-2.
  11. I'd have to look at the code to remind me what works on the day and what works after the day.... Meanwhile, I have an idea of how to fix your issue and that's by using the airfieldrestrictions.dcg file. Just restrict USAAF/RAF planes in your campaign from Myedricz Airfield and PLM one's from the English_Airfield.
  12. I'm surprised that this problem is still happening. I'll take another look at it when I can. Transfers only occur on the date so if your Berlin campaign carries over from another campaign (so doesn't have a set start date), it's pretty much impossible to use the time table to transfer them. However, if you are starting the campaign on a set date, just transfer everything on that date.
  13. While it's on the "to do" list, unfortunately, it's a manual, tedious job to do so I keep putting it off. DCG was originally designed when most monitors were 1280 x 720 and 800 x 600.
  14. Ugh! I thought I'd removed all references to the old site. Thanks!
  15. To continue where Fhechene left off, #3, bombers will target based on the richness of the target...unless they're designated dive-bombers and then they're more likely to go after tanks/columns. Also, escort changes are a bit reduced for the French compared to their British allies and the Germans. #4. The success of a rendezvous between bombers and escorts is dependent on a number of factors including the distance between their airfields and the location of the target in relation to those airfields. In addition, the accuracy of the cruise speeds for them in the class.dcg file, and whether the options for air starts and/or delayed start times and the number of flights/squadron will effect the likelihood of a rendezvous happening. #5. Lag is bad at the start as, if I understand correctly, all the objects and skins are loading into virtual memory. The more unique planes and paint schemes in your mission, the worst it will be. #6. DCG (compared to DGEN/NGEN) has a lot more going on in the mission files. This could be why. #7. There can be multiple contested locations (which behave exactly like the one "front" location). The front location is only defined to determine the action radius from. If all your units are bottle-necking at one point, it must be the way the road network is designed. Hope this helps clarify some things.
  16. They appear to work now, thanks!
  17. If DCG (as DGen) doesn't shut down after generating a mission or debriefing (because it hangs on an error), it will remain running in the background until you kill it through Task Manager or reboot your computer.
  18. I would expect that they'd be destroyed too. I'll have a look.
  19. Is the aircraft assigned to the squadron in the class.dcg file? If so, is the aircraft denoted as AI-only? If not, is there a skin folder for that aircraft? If so, does the name match the name in the class.dcg file? If so, does the multiplayer id, match the folder name? If not, does the id appear in the staticplanes.dcg file?
  20. Sorry, I've never used BAT. I have noticed that when I generate a campaign and then immediately generate another one using the same basic parameters, the game does keep the original briefing. Doubt this is your issue, but it bugs me.
  21. It should work with both.
  22. Additions to Version 3.50 (Build #2) Destroyers will no longer respawn if the "Ships Remain Sunk" option is selected. Ships and columns will no longer revert to generic names if the date is manually set. Further tweaks to air starts including spacing between flights and distance from target. Edit: Removed attachment. Removed respawning of destroyers in build 3.
  23. I'm using 4.14m with no issues. Exploding planes (on the ground) are usually the result of the location waypoint being too far from the airfield's marker on the map. If it's happening in the air, it's due to a bug in the current version of DCG (the fix is on the way).
  24. Most of the campaigns are over 10 years old when computers hadn't as much computing power. Now, I'm sure they could handle many more objects. But even with more objects, the campaigns would have to be redesigned with more road routes (and maybe off road routes), otherwise the columns and ships would just bunch up. The Matildas are deliberately in the New Guinea file so that the Japanese will eventually lose the campaign (unless their dive bombers can keep taking them out).
  25. I suppose I could re-post them....
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