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Everything posted by Lowengrin
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Clicked refly but mission results still recorded
Lowengrin replied to Pandacat's topic in DCG Public Discussion
Yes, sorry, there's no "refly" option in DCG. The results of the mission are tabulated to create the debrief and before you can select "reset". It's harsh but it was easier to code it that way (and I was lazy when I did it a decade ago and lazier still now). -
I like those!
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I'm referring to the game version (4.13.2m) not DCG. But if you post the mission, I'll take it for a spin.
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What is the advantage of manual mode? If you want to tweak campaign settings before the next mission is generated using the auto-generation mode, you can ALT+TAB out of the game when it's on the debrief screen, run DCG, make all the changes you want in DCG, close DCG, then go back into the game and continue. I do a lot of testing in manual mode myself and I haven't encountered the issue you're having. The weird thing is, as far as generating missions, there's absolutely no difference between the two. They use exactly the same code; just triggered in a different way. I'll try running some campaigns in manual mode and see if I can get similar results.
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Unfortunately the go around pattern is a problem with the AI and not DCG. Once a plane hits the final waypoint, it's in the hands of the AI. As for the crash, I've noticed stability issues with the game since the last update. It may be coincidental, but when too much is happening, I've had it drop to desk top.
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I recommend you try auto-generation mode. The only reason I haven't disabled the manual way for off-line campaigns is for users of the original IL-2 game (if any are still out there).
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Well, you could just use any squadron and then in the Squad ID file give it a different name.
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Check your "G:\GAMES\IL-2 Complete Edition\" folder for a dcg.ini file. If it's in there, delete it. Then delete the one in your DCG folder. Generate a new campaign using the DGen Replacement mode using these steps: 1. Run DCG and select the path of your game, for example: "G:\GAMES\IL-2 Complete Edition\" 2. Select the "Off-Line Career Auto-Generation" mode from the DCG Menu "Mode". 3. Select "Replace Career Generator (DGen)" from the DCG Menu "Mode" and click "Yes". Close DCG. 4. Run IL-2 "Forgotten Battles" and select "Pilot Career". 5. Select any of the stock or DCG campaigns available that is designated "*" and "(DCG)". 6. Play the campaign...
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Yes, assuming the squadron exists in your version of IL-2. For example: 19450201 NameSquad ZG26_III1 7_JG50
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I can't remember off the top of my head if I left the original code or not. I don't think I did, so DCG will require it.... You could just delete it and see. Reinstall it from the zip file if it crashes.
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The bug seems to be on your end because no one else has reported this issue with any recent version. Is it possible when you installed 3.48 or 3.49, the subfolders didn't install with it? Frankly, I can't think of any reason for what you're having happen, sorry.
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Good question. I've patched IL-2 to the latest patch and I haven't had any issues. You might want to uninstall DCG and reinstall it. Something may have been lost when you patched IL-2.
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I understand the slow due to summer. I started coding AI plane stats for Dogfight mode. Oh so slow....
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1) For other scenarios (not included in the maps.dcg file), are MapAxis, AlliedID, and AxisID hardcoded? If so, do the values I specify here override them? Yes, you an override them here. 2) Description: does it make any difference for the working of DCG, or is this only a display value? It's only a display value. 3) What do we need the last 3 entries for? For non-standard girded maps, they make the right grid coordinates show in mission text. 1) Is this correct that Midway exclusively as part of a Pacific_Campaign has these victory conditions? I mean if I create an Any_Campaign with the Midway scenario included, should I also create separate victory condition entries for the Midway scenario as part of Any_Campaign? Yes. 2) What are the victory conditions by default (when no victory conditions are specified)? 90% of ground locations occupied or something like that? Capture of either the base or airfield location listed in the campaign file. 3) Does Sunk=CV 100% mean that the destruction of any ships owned by the blue side and falling under the CV category in shipnames (IJNAkagiCV, IJNShokakuCV, IJNZuikakuCV, IJNCVGeneric) will trigger a red victory? Does it also work with DD, BB, etc? CV 100% means the destruction of ALL CVs of the side. 50% would mean at least half of them, etc. I think it also works for DD, BB....(I can't check the code right now as I'm heading out, but it's easy enough to test.)
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Yes, but it will give control of most of the map to the Japanese.
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DCG Battle of Britain Campaign - winning conditions
Lowengrin replied to Sparrowhawk's topic in DCG Public Discussion
Because the Britain one uses a fictional map, it doesn't tie to the later campaigns. You might want to add the following to your grandcampaign.dcg file: [Britain40 to Normandy41] Red Campaign=Western_Campaign Map=Normandy StartDate=01/06/1941 Front=Gold_Beach DeHome=Ecouche RuHome=the_English_Channel DeBase=Saint_Paul_Airfield RuBase=English_Airfield Locale1=Argentan_Airfield Locale2=Flers Locale3=Falaise_Bridge171 Locale4=Falaise Locale5=Ussy Locale6=Verrieres_Ridge Locale7=Fleury-Sur-Orne Locale8=Carpiquet_Airfield Locale9=Carpiquet Locale10=Norrey-en-Bessin_Bridge187 Locale11=Reviere Locale12=Buron Locale13=Caen_Bridge262 Locale14=Caen Locale15=Benouville_Bridge198 Locale16=Colombelles Locale17=Le_Mariquet Locale18=Cabourg Locale19=Deauville_Bridge236 Locale20=St._Gatien_Airfield Locale21=Saint_Romain_Bridge256 Locale22=Benouville Locale23=Pegasus_Bridge266 Locale24=Amfreville_Dropzone Locale25=Merville Locale26=Villions-les-Buissons Locale27=Anisy Locale28=Basly Locale29=Taileville Locale30=Vire Locale31=Saint_Paul_Airfield Locale32=Saint_Paul_Bridge96 Locale33=St._Martin-des-Besaces Locale34=Caumont_Bridge149 Locale35=Caumont Locale36=Balleroy_Bridge145 Locale37=Balleroy Locale38=St._Laurent-Balleroy_Bridge136 Locale39=Torigny-sur-Vire_Bridge103 Locale40=Torigny-sur-Vire_Bridge108 Locale41=St._Lo Locale42=Ariel_Bridge118 Locale43=Ariel Locale44=Isigny Locale45=Isigny_Factory_Suburb Locale46=Grandcamp-des-Bains Locale47=Vierville-sur-Mer Locale48=Ponte_du_Hoc Locale49=Carentan_Bridge24 Locale50=Carentan Locale51=Baupte Locale52=Chef_du_Point Locale53=Ste._Mere_Eglise_Dropzone Locale54=Maupertus_Airfield Locale55=Quineville Locale56=Grand_Hameau_de_Dunes Locale57=St._Come_du_Mont Locale58=Ste._Marie_du_Mont Locale59=Les_Dunes_de_Vareville Locale60=Hamel_de_Crutes Locale61=Cristot_Bridge185 Locale62=Christot Locale63=Ducy_Bridge161 Locale64=Esquay_sur_Seilles Locale65=Bayeaux Locale66=Saint-Sulpice Locale67=la_Rosiere Locale68=Le_Harve Locale69=Octeville_Airfield Locale70=Franceville_Plage Locale71=Sword_Beach Locale72=Bernieres-sur-Mer Locale73=Juno_Beach Locale74=Buhot Locale75=Gold_Beach Locale76=Utah_Beach Locale77=Colleville-sur-Mer Locale78=Omaha_Beach Locale79=St._Remy Locale80=Ponte_du_Hoc_Beachhead Locale81=Octeville Locale82=Sword_Beachhead Locale83=Juno_Beachhead Locale84=Gold_Beachhead Locale85=Utah_Beachhead Locale86=Omaha_Beachhead Locale87=Argentan_Bridge218 Locale88=Gace Locale89=Ecouche This does assume that the end date trigger makes the Victor=Red -
Yeah, I don't know what happened but the links between the campaigns all vanished (or were never there). Try adding the following to your endcampaign.dcg file: [CoralSea] Campaign=Pacific_Campaign Sunk=CV 20% Victor=Red [CoralSea] Campaign=Pacific_Campaign Sunk=CV 20% Victor=Blue
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2. question
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No, there's an assumption that if you finish the one campaign, it jumps to the next in the progression immediately. I suppose there could be an option to try and keep the historical dates (if you're ahead of schedule).
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sniperton?
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_Ocean_# are purely to differentiate between different locations and serve no function. As for the squadid file, as I'm currently posting betas of DCG, I can add it for 'testing' purposes. Hopefully any kinks will be worked out before I post an "official" build. Thanks!
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I never set the density to full. Usually I play at moderate, sometimes full. No idea how you're leading squadrons at the lowest rank for the US side. That shouldn't happen. If you change endcampaign parameters after you've started the campaign, it won't change. You have to re-create the campaign. As for carriers, most have 2 fighters, 1 torpedo (with fewer planes for US), 1 dive-bomber, but I've been modifying them recently to add a third fighter squadron so that two can escort and one fly CAP.
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The leader is always the highest ranking officer of the mission - so it can change from one mission to the next. So if you want to be the leader, you need to make yourself the highest ranked officer in the squadron. I'm not sure what you're asking about the carrier. I have set up some carriers to have as many as five different units on them.
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Yes, that's correct.
