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Lowengrin

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Everything posted by Lowengrin

  1. I'll see what I can do with the Polish squadrons. If you are running a campaign, then all you really need is to copy the .exe over and nothing else.
  2. Thanks for the heads up.
  3. Beta #29 includes a number of tweaks to mission generation (in particular those using air starts). Also has working betas for an early Solomon Island Campaign (Guadalcanal from Summer to mid-November 1942). Edit: Attachment removed. Happy flying!
  4. The latest beta contains all the stock files. No need to download everything before it.
  5. When you added the description, did you use spaces or tabs? (You need to use spaces). As for your second question, which I'm supposed to ignore , there's an issue with some timetable commands not working on the first mission. It's something I've been looking at....
  6. Good to know.
  7. The latest beta (#28) improves glider routines a bit more (as I play with Crete '41). It also adds an "Airfield Restriction" file to prevent specific planes from operating on specific airfields. The default resides in the data folder, but campaign designers can add it to their own 3rd party data folders. It's completely manual meaning users must add to it themselves. Also tweaked things so that the triggered time table changes for new campaigns will happen before first mission is generated (doesn't work for DGEN/NGEN replacement as their campaign and mission generation happen together). Edit: Beta removed.
  8. It doesn't have this feature yet? Maybe not for you. (The next beta will have some very basic ability to restrict planes to airfields.)
  9. Oh, yes, I added it so that you couldn't get weird situations where time went backwards if you're using slow/very slow for campaign time passage. So if the time that the mission ends is 9:02:27 (as one of your examples above), the start of the new mission won't be before that time.
  10. It can be stored in a third-party data folder. So you could set up a third-party data folder (with it and any other files like class.dcg, etc) and have no fear of it getting over-written when you update DCG.
  11. Should be fixed in beta #27.
  12. Latest beta (#27) has some minor improvements over the previous ones and includes a fix for the Normandie-Niemen in Berlin and Balaton (so they don't behave as a Western Allied squadron). Edit: Attachment removed.
  13. Well that or I've been a bit bored of late.
  14. Hopefully beta #26 will resolve this issue.
  15. This latest beta (#26) fixes an issue with interception takeoff waypoints and improves paratrooper and glider use. It also adds a new Crete '41 campaign. [Attachment removed.] Edit: BTW I don't recommend trying to fly glider tugs at this time.
  16. That's a bug that I must have introduced at some point. I'll fix it for the next beta.
  17. That is weird. I'll see if I can replicate it on my end and figure out what's going on.
  18. Attached is probably the most significant (if I may say so) build in the last couple years. There are some significant changes to the coding around column (and especially shipping) attacks as well as interceptions and rendezvous. As I got a bit preoccupied with the Okinawa campaign, I basically re-wrote it from the bottom up and changed how kamikaze work. The old code assigned specific squadrons. The new code is more general - any IN/JA aircraft capable of ground/shipping attack in 1945 based in Japan (Kyushu map) or on an off-board airfield can be assigned a kamikaze mission. But because of how potentially devastating they are, I scaled back the number of planes that will be assigned (one per flight). I've also made a number of changes to some other Pacific campaigns including Palau, Midway and Coral Sea. So if you are currently flying a Pacific campaign, using the new data files could mess up your campaign. [upload Removed - see latest below.] Please post any bugs regarding this build in the bugs section of the form. Thanks!
  19. The AI can be assigned to bomb either targets within an area or specific units. Sometimes if the units have already been destroyed, they'll just ditch their payload and that could be what happened...that they accidentally bombed friendlies. I'd have to see the mission file to know for sure.
  20. 1) DCG estimates the flight timings but it's not very accurate given it just looks at distance and cruise speed and doesn't consider how climb impacts it nor the size of the flights and whether they're all taking off at the same time (or starting in the air). That said, I have recently been working on improving the accuracy although I'm not ready to release a new build yet. 2) Again, similar to above. Again, I'm hoping my recent tweaks will improve the accuracy of interceptions. 3) I'd like to say it was "friendly fire", but it's likely that the campaign designer (in this case, probably me), set the German armour's final waypoint too close to the Russian final waypoint.
  21. Seaplanes can take-off/land from/at "_Seaplane_Base" locations. TRUE Seaplanes can take-off/land from/at "_Port" locations. TRUE Seaplanes can take-off/land from/at "_Harbor" locations. TRUE the location "_Seaplane_Base" to the airfields.dcg file? YES the location "_Port" to the airfields.dcg file? You can try (I think yes) the location "_Harbor" to the airfields.dcg file? You can try (I think yes)
  22. I've been tweaking the code and the Okinawa campaign data files...I can't promise it'll make a better experience but I'm trying.
  23. And your action radius? Have you tried making it smaller? It should force the Japanese squadrons based off-board to transfer to on the board.
  24. I've been flying both Hellcats and Corsairs.... In order to get this situation, are there no Japanese held bases left on Okinawa?
  25. Yes, I got carrier attack missions. Japanese planes should prioritize US carriers over protecting their own shipping that are moving away from Okinawa. A quick fix might be to reduce the "action radius". Then once the ships move away from Okinawa, the Japanese will focus on the action closer to the island.
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