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Lowengrin

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Everything posted by Lowengrin

  1. Yes, that is possible. Did it spawn on the following mission?
  2. If you are using full auto generation and you selected your campaign through the game's menu, you do not have to exit the game and hit the DCG generate mission button. Just hit start for IL2 and it should generate it for you. (So long as you have pointed DCG to your IL-2 game folder.)
  3. You can always find the latest beta on this forum. Look for the "DCG 3.xx Open Beta Test" thread (where .xx is the version being worked on). Right now, you can find it here: http://forum.jg1.org/topic/3836-dcg-349-open-beta-test/?p=31447
  4. ~C is for "contact". The Germans are at Abbeville Bridge and the Allieds are next to them at Abbeville. And, yes, ~R is for retreating. Trains won't spawn if there's a chance they will run into another train.
  5. No, it does not. And with the information present, it's hard to say why. The dcgerror.txt might have had a clue though.
  6. Have you tried the latest 3.49 beta?
  7. That &0/&1 relates to whether radios are turned on or off. The airfields.dcg was designed prior to the radio feature so these should be deleted from any airfield flight patterns. As idefix44 has noted, the static "ships" are really test runway objects. The six types are: Ship$RwyCon Ship$RwySteel Ship$RwySteelLow Ship$RwyTransp Ship$RwyTranspWide Ship$RwyTranspSqr In your campaign, I assume the planes are tied to squadrons assigned to these runways.
  8. Hi, I have some questions for you. In your campaign template file (the mission file used to generate the campaign), do you have a static_103? If so, what is it? As for the "&0 &1", are you using the airfields.dcg file for your campaign? If so, note that it only has the first five fields/columns. If you're not using the airfields.dcg file, you may have just found a bug.
  9. That's great news. Happy flying!
  10. It is. Something else is wrong, but I have no idea what.
  11. Assuming you're advancing at a rate of one mission/day, I'd stick them in a couple days in advance just to be safe.
  12. Never? That's not intentional. I'll have a look.
  13. Did you start a campaign with a non-human flyable plane?
  14. Are you adding them on the fly? As in, adding them to the timetable at the same time you expect them to appear? For example, if the next mission will be July 8, 1942, you're putting them in the timetable.dcg after flying the July 7th mission? If so, you're too late because that mission will have already generated.
  15. If you're editing the territory.dcg through a text editor, then you need to change the allegiance as well as troop numbers. The lone number right after the name is the allegiance. 1 = Allied 2 = Axis 0 = Contested/Neutral So Gatow Airfield below is Axis controlled with 20 troops located there. Gatow_Airfield 2 allied=0 axis=20
  16. Latest beta (#14) will hopefully address the underscores in pilot names and ferries not appearing in MDS missions.
  17. It only happens with MDS missions. I'll fix it.
  18. You can have one back up of the campaign (if you back it up under the Edit menu) and it automatically backs it up before each mission so you can unroll that mission (to retrieve it, also see under the Edit menu). However, it's been awhile since I tested if these still work as there have been some new files added to DCG over the years (which I'm sure I added to the backups, but never actually tested). The upper limit on quantity is defined on the "Ground War Editor" panel. 10,000 is the absolute upper limit.
  19. I'll take another crack at the underscore bug.
  20. Did you try using the letters (ä, ü, ö, å) and not the codes? The codes should work in the game messages, but I'm not sure they will display properly in DCG itself.
  21. If you are creating a campaign using the template files, you shouldn't have to re-import the campaign. You'd just start it again from the beginning. Here's a link to an old PDF on how to create campaigns. It doesn't have all the latest features of DCG, but it should be enough to get you on track. https://drive.google.com/file/d/0B66cbAnvG500OHFEVUkwbTc5NkU/view?usp=sharing As for the troop numbers (i.e. allied=0 axis =30), the show how much troop strength the location has for both sides. Once one side gets to zero, the other side may advance past it. It also helps determine ownership of the location (allied, axis, or contested).
  22. Any entries in the [Mods] section will only impact the in-game missions and not anything outside of them (like DCG campaigns). Unfortunately, I don't know much (well, really, anything) about what that section does so hopefully someone else can chime in.
  23. Wasn't the [Mods] section added in beta 12...?
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