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Lowengrin

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Everything posted by Lowengrin

  1. Yes, it's the AI not DCG.
  2. Can you also post your rds file? Thanks!
  3. On the list. Can you point me to the update?
  4. 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.
  5. 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?
  6. I put it in a safe place.
  7. 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.
  8. 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.
  9. The nations are hard-coded according to the sides the "vanilla" game gives them. Unknown nations are ignored.
  10. 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.
  11. Base to target.
  12. sniperton's assessment is spot on.
  13. 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....)
  14. Latest beta adds a "Transfers" command.
  15. Beta 3 has been posted. Adds "Transfers" to the timetable and fixes the issue with the ContactLevel resetting.
  16. 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.
  17. I wonder if one of these two units don't have a static equivalent.
  18. 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....
  19. 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.
  20. 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.
  21. I'll see what I can do.
  22. 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.
  23. 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.
  24. 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...?
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