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Lowengrin

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Everything posted by Lowengrin

  1. When DCG generates the mission, it puts the X/Y coordinates of each location into the locations.dcg file. According to this file: 200_Tyrrhenian_Sea 0 59000.00 1000.00 Crotone_Harbor 2 73000.00 4000.00 Crotone_Bay 0 74000.00 3000.00 While you have this: [Crotone_Bay to Crotone_Harbor] 73000.00 4000.00 120.00 0 2 2.7777777777777777 71000.00 4000.00 120.00 0 2 2.7777777777777777 69000.00 4000.00 120.00 0 2 2.7777777777777777 67000.00 3000.00 120.00 0 2 2.7777777777777777 67000.00 1000.00 120.00 0 2 2.7777777777777777 69000.00 2000.00 120.00 0 2 2.7777777777777777 71000.00 2000.00 120.00 0 2 2.7777777777777777 73000.00 2000.00 120.00 0 2 2.7777777777777777 75000.00 500.00 120.00 It appears Crotone_Harbor is taking from the first waypoint in this series and not the last one. This is definitely a bug. You could probably solve it by adding another "dummy" location just north of Crotone_Harbor that links to Crotone_Harbor. But I will look into fixing the bug.
  2. No, no. I meant, where's the download to 4.13.2m.
  3. I'll have a look, thanks.
  4. No, a location couldn't change sides for that reason. Did you have some transport drop paratroopers...? Front Movement can be set through the time table main command: 19410809 TimeTable Off 19410810 TimeTable On I'm pretty sure if you turn it "On", no locations should change hands from ground combat. Of course, it's been years since I looked at that code so maybe I'm mis-remembering.
  5. Thanks! I think DIT deserves a dedicated thread.
  6. Yes, it's the AI not DCG.
  7. Can you also post your rds file? Thanks!
  8. On the list. Can you point me to the update?
  9. I should also mention that some of the planes in your quote that have fighter capabilities - they may always be assigned ground-attack or ship strike missions, but if they are intercepted, they will drop their payloads and dogfight thanks to how the game's AI behaves.
  10. When it comes down to the difference between ground-attack and fighter, my choice between the two is dependent on two things, the planes historical role and how the AI flies it in the game. For those that get designated ground-attack in DCG, they will never get fighter missions. Conversely, there are a few fighters (like the P-47) which I have a bit of hard-coding that bumps up their chances of doing ground-attack. It looks like you have your assignments correct for the types. One thing to note is that the floatplane version of the Zero is hard-coded to fly fighter missions. If you don't mind, could we start a dedicated thread for DIT questions?
  11. I put it in a safe place.
  12. I see an issue with your file which may or may not solve the problem. You need at least eight waypoints for each route and I noticed many of yours only have three or four. Example: [Crotone_Bay to Crotone_Harbor] 73000.00 4000.00 120.00 0 2 2.7777777777777777 73000.00 1000.00 120.00 0 2 2.7777777777777777 75000.00 500.00 120.00 Stick a few more waypoints between each of these three waypoints.
  13. Crotone_Supply_Depot_Harbor is probably the issue. Even though the location is in the srd file, because it uses the key words "Supply_Depot", I think DCG is treating it like a land location. Try renaming it just "Crotone_Harbor" and see if that fixes it.
  14. The nations are hard-coded according to the sides the "vanilla" game gives them. Unknown nations are ignored.
  15. Hi sniperton, I took your beta for a little spin. Very nice! One thing I'd recommend: after making an edit on the Aircraft Editor and Verifying it, the highlighted band on the plane list disappears. It's be nice to have it stay on that aircraft so when you're working down the list, you can quickly see where you last were.
  16. Base to target.
  17. sniperton's assessment is spot on.
  18. You could do it through the timetable by renaming the unit and changing the plane type at the same time. And a message explaining your transfer. You'd still have all your current squad mates though. (But I could add some command to change them all up too....)
  19. Latest beta adds a "Transfers" command.
  20. Beta 3 has been posted. Adds "Transfers" to the timetable and fixes the issue with the ContactLevel resetting.
  21. Another thing to note. If historical dates is "on", planes won't appear on the Squadron Panel if the campaign date falls outside of the plane's start and end dates.
  22. I wonder if one of these two units don't have a static equivalent.
  23. It's not an error. It's the way DCG tracks dynamic ground units that have converted into static units because they are in contact with the enemy. Using "chief" instead of "static" in the Stationary section has never been a problem....
  24. On closer inspection, it isn't case sensitive. The problem may be that the ID for Dogfight missions doesn't match the paintscheme skin name...? I need a specific example for further testing...if there are any in the non-modded version I'm using.
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