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Everything posted by Lowengrin
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Okay, waiting on the squadid file. Meanwhile, I'll try to answer your question(s) on the maps and naming convention.... Here we have Lvov41 and Poland38 from the allcampaigns. They both share the same map (Lviv) and .rds and .rls files. So no problem. Nothing further is needed. [Lvov41] Campaign=Grand_Campaign Map=Lviv Date=21/06/1941 BugOutRadius=15 Attacker=Blue Front=Yaroslav DeHome=Krosno_Factory_District RuHome=Lvov DeBase=Bzhozuv_Airfield RuBase=Shyretsz_Airfield Locale1=Dubetszko Locale2=Mihalovtsze Locale3=Mihalovtsze_Airfield Locale4=Uzhgorod Locale5=Uzhgorod_Airfield Locale6=Chinadievo Locale7=Perechin [Poland39] Campaign=Western_Campaign Map=Lviv Date=10/09/1939 Attacker=Blue Front=Yaroslav DeHome=Krosno_Factory_District RuHome=Lvov DeBase=Bzhozuv_Airfield RuBase=Shyretsz_Airfield Locale1=Dubetszko Locale2=Mihalovtsze Locale3=Mihalovtsze_Airfield Then we have Riga41 and Mitau. They both use the same IL-2 map (Kurland) but I wanted the road networks to behave differently so I need to tell DCG to use Riga for Riga41's roads and rails and Mitau for Mitau's roads and rails. Not only that, but I wanted one to align West/East and one to align North/South. So the allcampaigns looks like this: [Riga41] Campaign=Grand_Campaign Map=Riga Date=21/06/1941 Attacker=Blue Front=Tilsit_Bridge346 DeHome=Memel RuHome=Riga_Bridge399 DeBase=Memel_Airfield RuBase=Riga_Airfield Locale1=Memel_Factory_District Locale2=Saugos_Bridge123 Locale3=Gross-Skaisgiren_Airstrip Locale4=Tilsit_Airfield Locale5=Kuckerneese_Bridge116 Locale6=Cranz Locale7=Cranz_Airfield [Mitau] Campaign=Kurland_Campaign Map=Mitau Date=01/08/1944 Attacker=Red Front=Gataucial_Bridge DeHome=Riga RuHome=Radvilkis DeBase=Fraunburg_Airstrip RuBase=Kauen_Airfield Locale1=Kauen_Airstrip Locale2=Schaulen_Airstrip Locale3=Seduva_Bridge Locale4=Schaulen But I need to have more info so I created the maps.dcg file to house the additional info. See below. [Riga] Load=Kurland/load.ini MapAxis=West AlliedID=14 AxisID=8 Description=Kurland [Mitau] Load=Kurland/load.ini MapAxis=North AlliedID=14 AxisID=8 Description=Kurland Hopefully this explains why some are set up one way and others not.
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Project to revamp the pacific campaign
Lowengrin replied to Pandacat's topic in DCG Public Discussion
In another mission, I saw them launch them fine...those few that survived the flak.... I think the issue is my old computer can't handle a full out carrier battle. It crashed again on a different mission when both sides were fighting off attacks. -
Change victor to blue. The problem is the campaign that is next is only triggered if the Japanese win.... [Tulagi] Campaign=Pacific_Campaign EndDate=2/5/1942 Victor=Blue
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No, there's no timetable command for defending a moving object - but if there would, it'd make carrier CAPs a bit more controllable....
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Yes, after I added an end date in the endcampaign file.
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Project to revamp the pacific campaign
Lowengrin replied to Pandacat's topic in DCG Public Discussion
I wasn't flying the TBD, I was just watching the AI flight. I'm mod clean. And unfortunately the unmodded version doesn't have anything in the log recording hits on ships. Just sinking. If it did, I would add code for it in an instant. -
It shouldn't. DCG doesn't carry over very much information from one mission to the next that isn't supplied by the log. So if you were to figure out a way to launch more CAP outside of the mission file (through a trigger), DCG would just take the losses from the CAP and apply it to the campaign.
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Project to revamp the pacific campaign
Lowengrin replied to Pandacat's topic in DCG Public Discussion
I should add that it's a little dated so there are new features since it was written, but the core stuff is all there and unchanged. -
Project to revamp the pacific campaign
Lowengrin replied to Pandacat's topic in DCG Public Discussion
If you haven't read the attached document, I'd start with it. how_to_make_a_3rd_party_dcg_campaign_from_scratch.zip -
So I was playing around with the Tulagi and Coral Sea campaigns last night (and made Tulagi have a quick two day campaign for the Yorktown to get in and get out). But when I tried to add some TBD Devastators to the Coral Sea campaign, it crashed just as the TBDs began their attack run on the Japanese carriers. Not just once, but three times.
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Check that you have "Single Map Campaign" option unchecked. Years ago, there was a bug that was preventing campaigns from advancing, but it was squashed way back when. But maybe you've found something new.
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I'm surprised there's still a Falcon 4 community. Doesn't that thing pre-date IL-2? Sniperton, thanks for updating the squad id file. I'll add it to the next download and credit it to you. _Ferry location is a .rds type that magically turns a ground unit into a boat ("ferry") to get it across the water. If the boat is destroyed, the ground unit is destroyed.
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Yes, you can add the info if you want to specify different victory conditions than one side captures it. I'm a bit surprised I never gave Tulagi an end date. (Coral Sea will end as soon as either side loses a carrier - those are default hard-coded conditions for carrier battles.)
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It may have been a bit illogical that the carrier launched the bombers before the fighters, but unfortunately, that's the way it goes. There's no triggers in IL-2 (unlike the very old Microsoft CFS2) and it's very hard to get the timing right with CAP (so I don't bother).
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1. Yes, the ostcampaign.dcg file is obsolete. (I didn't even realize it was still part of the download.) 2. Once a campaign is started (based on allcampaigns), all the rest of the data for further battles are taken from grandcampaign, yes. 3. I have added _Strait to the list of hard coded names. It acts like _Ocean (so nothing special) Other notes on location names: "_Depot" is all you need to trigger this location type ("_Supply_Depot" was shortened to just "_Depot". It and "_Camp" will spawn units. "_Beach" is actually the landing zone for invasions. The corresponding "_Beachhead" just allows them to spawn correctly. Naval units can only spawn at the nearest water location to their "side" of the map. "_Port" can also be used by seaplanes. "_Station" are where tanks, etc. get dropped off, but technically they spawn at the corresponding location of the same root name. For example, "Berlin_Station" has them spawn at "Berlin". The same happens with them being dropped by ships at "_Harbors" and "_Ports". Would you believe, I started DCG in 2001 as a proof of concept to show Oleg Maddox and the IL-2 team that they could make a fully dynamic campaign for their game. I had no intentions at the time of actually doing it (for them for free).
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1. "Squadron Management" only allows you to manage the pilot list in DCG. In the game, management of the mission is determined by whomever the mission leader is (whether it's AI and locked or you and unlocked). 2. Others have explained this better than I could have. 3. Usually the first mission in the Guadalcanal campaign for a USMC pilot is to fly a transfer mission to Henderson. If this did not happen to you, it's probably because you've set your combat radius so large, DCG thinks you don't mind flying long mission. 4. I can't say why the F6F3 downgraded to the F2A other than it should only do that if there aren't enough F6F3 aircraft available or the F6F3 start date is in the future. 5. The TBD may be too large for the number of aircraft spawning on the carrier deck (the old Yorktown...?) I can't say for sure. 6. If the carrier is turning when aircraft spawn, it's a death sentence to the pilots.
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Yes, because whether or not you accomplish the mission is irrelevant to the next mission. What's relevant is what actually happened.
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1. Either. What determines anti-shipping is them having a loadout for anti-shipping. 2. Active fronts has the game spawn some units to make it appear as if there's combat at the front. Additionally, units destroyed there will have an impact on the likelihood of the front moving if one side has columns (tanks/vehicles) in the area. 3. Air Start gives your squadron and other squadrons a chance of starting in the air. It's not a certainty. 4. No, you should have "no instant success" unchecked no matter what. I'm not even sure why I've even left that an option because whether you're successful at your mission or not, time should advance. There's no second chance in DCG,
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Active Front setting in timetable.dcg
Lowengrin replied to JG7_X_Man's topic in DCG Public Discussion
If I remember correctly, turning the timetable on or off shouldn't impact ground movement, just the capturing of locations. -
I'll take a second look at it when I have some time.
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Weird. You can fix that by adding a new second last line copies the X/Y coordinates of the last line.
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New beta has been posted. This one will crash older class files because I've added an extra character to the altitude column. If you're using a modded class file, you'll have to add an extra character. The easiest way is to load your class.dcg file into NOTEPAD and do a REPLACE ALL of "Meters " to "Meters " (the original having one space after "Meters" and the replacement having two spaces). The extra space now allows missions above 9999 meters. The other fix for this one is the locations bug which was causing allied ships to spawn in the wrong place. Happy testing!
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Active Front setting in timetable.dcg
Lowengrin replied to JG7_X_Man's topic in DCG Public Discussion
I've gone back to the code to answer your question and the answer is: 19410809 TimeTable Off 19410810 TimeTable On The FrontMovement option was disabled a long time ago, replaced by the above. For some reason, I never removed it from the .ini list. -
Wow, it's been a while and DCG is still alive and well
Lowengrin replied to Pandacat's topic in DCG Public Discussion
That's the easy way to end it. -
Thanks for noting the first. The second does seem a bit strange, I will double check.
