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Lowengrin

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Everything posted by Lowengrin

  1. If you select a mission type for a fighter squadron and DCG can't make it work, you'll get a patrol mission.
  2. What if I don't remember....
  3. 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.
  4. I've been playing a lot with Betty's and they've been descending down before launching their torpedoes.
  5. No, I have not. I'll put it on the list of things to do.
  6. It's at least 128. Probably 1000. Next time I have the code open, I'll let you know.
  7. No, these files are not in 3.49. This is the first I've seen them.
  8. No changes there.
  9. 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.
  10. 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.
  11. 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).
  12. 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?
  13. 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.
  14. 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.
  15. Or you can just encourage user to check the "no transfer" option in the Option Menu (I forgot about that one).
  16. This should have been correct with 3.48 and newer versions. But the squadron must be in the squadids.dcg file AND be in the section for their country.
  17. 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).
  18. I've uploaded the 2nd beta. It has some tweaks to Combat Air Patrol missions.
  19. 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.
  20. 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.
  21. 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).
  22. 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.
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