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Everything posted by Lowengrin
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You have the options correct. Long range set to "none" will mean that fighters will not escort beyond their range (if droptanks are selected, they will be given missions beyond their range). If no range for that aircraft type has been set, the default is 300kms (I think). The default loadout (as per the DCG option) is only for non-combat missions (base transfers or supply runs). It will never be used for a combat mission. A ground attack payload will always be determined from the ground attack loadout. There's no option for bomb + droptank combos...a designer could set the range of a ground attack plane to beyond it's operational range and then give it bombs + droptanks as it's ground attack loadout. But that's up to the designer. Did I get them all??? Oh, yeah, I just checked the code and it looks like it isn't case sensitive. I'll have to test if that is really true.
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I'll see what I can do.
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1. I'm pretty sure it's case sensitive, but I can certainly make it insensitive in the next beta. 2. There is no "none" loadout allowed for ground attack. Even if a plane has no bombs/rockets, DCG may give it a ground attack mission with "default" weapons. The chances of a mission are based on the aircraft class that's been assigned to the type. "None" is allowed for specialized anti-air and for anti-shipping. For anti-air, it just means the default will be used, but for anti-shipping, it means the plane will never be assigned anti-shipping strikes.
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Bugoutradius defines how close enemy ground troops can be to an airfield before the airfield is abandoned. Contactlevel is the separation that DCG puts between opposing (dynamic) ground units when they spawn at the same location. It's the number of waypoints plus the base number used depending on the location type. So if you want opposing tanks to start the mission up close, set it to "1". If you want them to start far apart, set it to "6". Of course, it doesn't really matter what you set it to right now, it defaults back to "default". I will try to have this fixed for the next beta release.
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Only Patrol Missions being generated
Lowengrin replied to JG7_X_Man's topic in DCG Public Discussion
You may have to make the front a location from your .rds file. Even if it's just a fake location in water. DCG may be confused by your using a water location as the front. That or your combat radius is too small...? -
Only Patrol Missions being generated
Lowengrin replied to JG7_X_Man's topic in DCG Public Discussion
If you select a mission type for a fighter squadron and DCG can't make it work, you'll get a patrol mission. -
What if I don't remember....
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Yes, they should loop back. I suspect (but am not positive) that when they hit the last waypoint (where they should unload) they are set to "blank" BEFORE they unload.
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I've been playing a lot with Betty's and they've been descending down before launching their torpedoes.
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Data files for DCG 3.48/49 and IL2 4.12.2/4.13.1
Lowengrin replied to Moezilla's topic in DCG Public Discussion
No, I have not. I'll put it on the list of things to do. -
It's at least 128. Probably 1000. Next time I have the code open, I'll let you know.
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Cool!
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Data files for DCG 3.48/49 and IL2 4.12.2/4.13.1
Lowengrin replied to Moezilla's topic in DCG Public Discussion
No, these files are not in 3.49. This is the first I've seen them. -
No changes there.
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Can you select the Kittyhawk through the Squadron Panel Editor on DCG after you've generated the campaign? If not, there's something wrong with your class file. If it's there, I'm not sure why it's not working.
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What type of campaign are you generating? A manual generation starts with a hard coded plane type so unless you're generating an "auto" with the appropriate DGen-based data files, you'll never get the Kittyhawk to appear from the start.
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Is there a .prd file and carriers in your campaign? Generally, if there are, DCG uses the first mission to search for them. The "front" is always contested (so it will switch it if it's not).
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Any chance the upgrade (or downgrade) plane for the Bf_109E4N is the BF_109E7NZ? And you've got the dates messed up with one or both of them in the class file? And does the BF_109E4N have a skin folder with the name of it matching it's DOGFIGHT ID?
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I found it by loading the bad mission into the Full Mission Builder and found that the bad squadron had been converted to a generic Russian squadron.
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Yes, I was testing a new campaign last night and found the exact same thing happens when a squadron spawns that doesn't exist in the game. For example, I had USMC_VMF_224z in the squadids.dcg file but it should have been USMC_VMF_224A. When ever it appeared, I (and every other plane) blew up.
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Or you can just encourage user to check the "no transfer" option in the Option Menu (I forgot about that one).
