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Lowengrin

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Everything posted by Lowengrin

  1. There's an airfield limit, but it's a lot more than 22. As for clustering, it happens more the smaller the action radius. I could add a new timetable command that stops squadrons from transferring (unless their field is threatened by ground units).... The new instructions for running the waypoints is correct. East-west is very old (when there was only the Eastern front and the Germans were always in the West and the Russians in the East).
  2. I've uploaded the 2nd beta. It has some tweaks to Combat Air Patrol missions.
  3. I sat down with all your files and made a mock campaign up with them. In the process I think I found the problem and it's in the shipnames.dcg file. You need to add all the ship names from your time table into the correct ship class area. For example, you don't have Carrier_USS_Yorktown under [USSCVGeneric] CV although this is the category you specified it under in the time table. Also, you don't have the Lexington name under it's ship class. Nor do you seem to have IJNRyujoCVL class at all in the ship name file.
  4. Strange. I've been working on a Solomons '42 campaign where I have USMC squadrons starting on an escort carrier that uses the .srd rather than .prd and it works fine. For example: [uSMC_VMSB_232z00] Planes 3 Skill 1 Class air.SBD3 Fuel 100 weapons default [uSMC_VMSB_232z00_Way] TAKEOFF 792845.36 17521.60 0 0 5_Chief 0 &0 NORMFLY 766061.54 20306.79 500.00 300.00 &0 . . . [Chiefs] 0_Chief Vehicles.M3A1_APC 1 1_Chief Vehicles.Kurogane 2 2_Chief Ships.IJNYukikazeDD41 2 0 2 1.0 3_Chief Ships.DaihatsuLC 2 0 0 1.0 4_Chief Ships.Tramp 1 0 2 1.0 5_Chief Ships.USSCasablancaCVE55 1 0 2 1.0 BTW, nothing wrong with your ship names as far as I can see.
  5. I suspect changes made to how ships are classified may have impacted your campaign. If you named ships through the timetable.dcg, the names must also be in the shipnames.dcg file or else DCG won't identify them properly. And if you're using a mod with new ships, they need to be added into that file and given a classification. The carscolumn.dcg allows modders to specify what a car column can do - resupply/repair or be mobile artillery (right now oil does nothing).
  6. Would you believe I don't have a backup of 3.47... Hopefully Lonestar will appear and be able to confirm if he's having this problem with 3.48 too.
  7. Excellent news. Enjoy!
  8. Maybe it's the version. I'm running 4.13RC04.
  9. Yes, that's a good rule.
  10. I'd set the action radius just a little bigger like 550 km or 600 km.
  11. Sounds like the AI got tweaked from when I put that campaign together or maybe it's the particular plane in question. The fix is to add the airfield to the airfields.dcg file and set the take off waypoints such a way that they can through any surrounding hills. I can post the fix if you let me know which airfield it is.
  12. You can estimate the distance by going to the FMB and placing one plane with the player box checked and making two waypoints on opposite sides of the map. Go and "test" the mission but on the mission introduction page, zoom into the first waypoint. It'll give you the distance to the second waypoint and thus the approximate size of the map. See attached image.
  13. What's the ratio of fighter squadrons to bomber? Generally you need more fighter squadrons to bombers because the fighter squadrons will be assigned defensive missions before offensive ones.
  14. If you open BQx33 in the full mission builder and then add any flyable plane and make it the player's. Then put the first waypoint of the plane over your base and the second over one of the enemy bases. If you save it and start the mission, it should show you the distance between the two points on the map. Maybe it's less than 700KMs.
  15. The limit is hardcoded in DCG, but the number of planes is calculated by the lines in the class file.
  16. BTW, good to know the class file created by JG7_X_Man has 964 lines. The current limit in DCG is 1028. I will increase it in the next beta.
  17. Long long ago, IL-2 used to use the same name for the skin folder as the online dogfight ID of the plane, so I used the existence of the skin folder to confirm the availability of the plane in the version of the game a person was using. Unfortunately, somewhere along the way, the rules changed. So now it's a bit of a mess.
  18. No, but if you add the following to the bottom of the timetable.dcg file, you'll have it for whatever version you want to use. [Tarawa] 19410812 RemoveColumn 1_Chief
  19. Updating should have no impact on your campaign. However, I'd recommend you just get 3.48 unless you like flying missions greater than 500 kms. Leave the others to test 3.49 for the time being.
  20. I've actually modified this campaign in the most recent beta to remove the column after a week or so. There was no way the Japanese could have reinforced the island so it shouldn't keep respawning. It's a bit of a cheat, but it's not accurate the thing keeps respawning in the first place.
  21. The first beta for 3.49 has been posted. Additions to Version 3.49 Updated links to online website and support. Improved logic for long distance missions. However, for best results, users should use the Aircraft Class Settings Panel to update the ranges of all active plans to their historical stats. Note: After installing, remember to reset your basic options and, if using DGen or NGen Replacement modes, make sure these options are re-checked before running IL-2 Forgotten Battles, Pacific Fighters or 1946. Mods which have made changes to the event log may not work with IL2DCG.
  22. The "stable" build for 3.48 has been posted at: http://members.shaw.ca/lowengrin/
  23. I should have the beta up either later tonight or sometime tomorrow.
  24. Okay, try this: Open the columns.dcg file and delete the following entry (it won't be exactly as posted, but it start with 1_Chief...). 1_Chief Vehicles.JapanCarsColumnB 2 @Betio_Airfield $JapanCarsColumnB_1 ~L I'm guessing this column keeps respawning and blocking the Americans from ever winning.
  25. It's very strange, because just last night I was generating missions from the Tarawa campaign (but not actually playing them out) and the campaign ended after a dozen or so missions. If you open up the territory.dcg file in the campaign folder, have a look at the values given for each side. For example: Midway_Airfield 1 allied=20 axis=0 See just how much strength the axis have on the island. (And possibly change them all to "0").
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