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Everything posted by Lowengrin

  1. Latest beta (build #9) streamlines (and hopefully speeds up) the code for Stationary Front Routine. No other changes. il2dcg350b9.zip
  2. I can't say I considered multiplayer respawns when I wrote the code to parse the log. Back in the day when I flew online, dead was dead until the server spawned a new mission. :)
  3. I think the mission file format is considerably different and would require substantial effort on my part. So, at this point in time, no plans. Sorry!
  4. Yes, please post the log file next time your pilot dies unexpectedly. Also, are you using any mods that change the contents of the log file...? Thanks!
  5. Excellent. BTW, I write them in Notepad (which almost certainly defaults to ANSI).
  6. That's a really good question. Lunch? Seriously, I'll have a look at the code and see if there's some optimization that's needed there.
  7. I may answer some of your questions out of order, but hopefully I won't miss any. Saipan is one of the older campaigns that I designed so some of the design decisions I made that worked back then, might not work now. For example, CAP tearing off to the end waypoint as it anticipates the fleet moving at a much faster pace. The other one is landings. I've added a command to make them more aggressive/certain and I'd have to check the actual data files for Marianas but it's possible the road file isn't set up right for the latest landing code. You could try adding the following (below) to the timetable.dcg file. Where XXX_Beach is the name of the landing site on Saipan. You can add one for each other island, YYY, etc, as well. [Marianas] 19441006 PriorityLandingSite Allied = XXX_Beach 19441006 PriorityLandingSite Allied = YYY_Beach As for Axis replacements, it's hard to say what's happening. Are you playing with just a single flight/squadron? If so, you won't see any impact until you shoot down a dozen or so from the squadron. Also, if you're using "Aircraft Downgrades" option, all units will stay at full strength, they'll just fly a crappier version of the plane they're assigned. I don't have a lot of time to do debugging of old campaigns right now, but hopefully in August I'll have more time.
  8. So in the .rds file it's "B├╝deriech"...?
  9. It's been so long, I had to look it up (because for some reason, I didn't put it in the instructions). It only triggers when an online campaign changes. If it's unchecked then every squadron from the previous campaign will transfer to the new one regardless of whether or not it's listed in the new campaign's template. It has no effect on offline campaigns (it's always considered checked).
  10. In the timetable.dcg under the campaign your flying, you'd add the date (YYYYMMDD) of the change, the squadron ID and then the plane it's changing to. For example: 19410811 NewPlane II_JG770 BF_109F4
  11. You could try setting the escort to "none" and see what happens. I really should add some code so that an escort won't be assigned to a bomber if it can't keep up....
  12. I'm surprised it lets you have the same plane ID with two different nationalities....
  13. From my experience, exploding planes are usually the result of loadouts that don't exist (usually misspelled or applied to the wrong plane).
  14. I can find no evidence that these explosions are the result of changing the aircraft category in DCG. Are you using a mod...?
  15. Latest beta (build #8) makes the "remove static" function a bit more severe as it removes the object completely from the stationary list rather than X'ing it out like destroyed statics (that can be rebuilt). No other changes.
  16. Is there a matching skins folder for each one? If there's no folder, DCG ignores it as it assumes the plane(s) is not available in the game.
  17. I'll check if there's a bug in the save routine of the class file when it comes to the aircraft category that's slipping an error into the mission generation (causing the explosions). As for the troops landing. I can't really say for sure without knowing which scenario (and is it a stock one or a 3rd party). The naval supply locations should have no impact on troops landing. It's just to set the spawning point of ships for each side. Static planes are a bit of a special type of object (as they spawn depending on which side controls the base and what aircraft are based there), but they should be removable with that time table command...so it's an "unwanted feature" of their having some special code. I'll look at it.
  18. Just change it in the squadid.dcg file when you want the name to change. Sorry, that's the best I can suggest.
  19. Yes, if you open DCG while playing, it may sync the log prematurely.
  20. There must be some setting somewhere directing your game to save in your user/appdata directory rather than in the main folder. Unfortunately, I don't know where it would be. Possibly it's in the Window's Registry...???
  21. You can do it in the squadid.dcg file. The first column is the game's ID and the second is whatever you want to call it.
  22. One thing I noticed immediately is empty lines between your location entries. Remove them. There should be no empty lines in the file at all. Not even at the end.
  23. You should set auto-generation on BEFORE generating the first mission and then go generate the first mission as if you were playing a regular campaign from the game. Don't generate the campaign in DCG. See image:
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