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Lowengrin

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Everything posted by Lowengrin

  1. Latest beta here: http://members.shaw.ca/lowengrin/il2dcg348beta13.zip This should fix the issue with static object losses not being applied to troop strengths (except when the static objects are the ones randomly generated at the front). It should also fix online issues with the Ju-52s. And the old MDS box in the Dogfight Panel has been removed for a simple MDS option in the Option drop down menu. If checked, it will activate MDS for ALL mission types...whether this is a good thing or not....
  2. I found some issues. Firstly, your missing an underscore in the .rds file (Cape_York_Invasion...). Second, you haven't enough waypoints between locations in both your .rds and .srd files. You need at least 8 waypoints for each route. For example, this one only has two: [Cape_York_Invasion_Beach to Cape_York_Invasion_Beachhead] 87133.79 55235.73 120.00 0 2 2.6388890743255615 86471.82 56152.94 120.00 Finally, if you've modified the class and payload files, you'll also need to update the allpayloads file as well. I'm not sure that's all the issues with your files, but those are the things I've noticed at a glance.
  3. I'd be happy to look over your campaign files if you'd like. Just email them to me.
  4. I checked the code and I don't understand why it isn't working as I said. I'll investigate further this weekend.
  5. Yes, I see. It's an easy fix. I'll try and post a new beta this weekend with it.
  6. Okay, I see the issue. Static objects that are in the campaign template (and therefore in the static object file) will reduce troop strength when destroyed, but the temporary ones created for the front lines will not.
  7. Only Wagon8 is for supplying oil and impacts supply rates.
  8. lol And I'm just the programmer. I'll look into it, but I'm pretty sure that it's not intentional if only columns in contact are attacking garrisons.
  9. Destroying a static object currently reduces the garrison value. Destroying "chief" objects does not (as they are not permanently assigned to a location). Sorry, I don't plan to change that any time soon.
  10. I'm not following you. Are you requesting the ability to switch from having small connections (A1 to B1 to C1 to D1 to E1 to F1) to having really long connections like (A1 to F1) and having a train randomly spawn to run either the long or short connections (like a local train vs an express train)...?
  11. Hopefully someone will chime in because I have avoided supporting the mods for IL-2. I do know there are some modified DCG files out there somewhere for use with them though.
  12. Latest beta with some changes to the timing of delayed start time squadrons. Now the delay is based on the action radius (bigger = longer delays) and players can make them even longer using the new setting on the Waypoint Settings Panel. http://members.shaw.ca/lowengrin/il2dcg348beta12.zip
  13. If the SU-85s don't upgrade the NEXT time they are respawn, let me know.
  14. As it exists now, it is possible so long as they have a spawn point. I'm just not sure what that spawn point would be....
  15. One thing I did do last weekend (but you'll have to wait for the next beta) is that I changed the existing start delay to factor in the action radius being used. So the bigger the action radius, the longer the start delay.
  16. Trains don't need a supply depot to start at. They'll start at the nearest station to the edge of the board. They'll end when they hit a station near the front lines. (Not sure how I missed this question.)
  17. Could you give me some details about your experiment. What version of IL2 are you playing and any mods...? Which campaign and squadron?
  18. Hi Nephris, Yes, that'd be fairly easy to implement...when I find some time.
  19. Hi Riksen, I'm not sure what you mean by the active front. Do you mean the semi-random tanks/guns that are generated at the front lines? Or do you mean the front moving as ground columns advance/retreat?
  20. I see the problem. The P-40M isn't available until March '43 and the campaign begins in December '42. Need to fix this.
  21. Actually, since it's now hard-coded, you can just add it to the grandcampaign.dcg or allcampaigns.dcg file for the "Map = ". No need to put it in the maps.dcg file at all.
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