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Everything posted by Lowengrin
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Excellent news. Enjoy!
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Maybe it's the version. I'm running 4.13RC04.
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Yes, that's a good rule.
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I'd set the action radius just a little bigger like 550 km or 600 km.
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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.
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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.
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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.
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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.
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The limit is hardcoded in DCG, but the number of planes is calculated by the lines in the class file.
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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.
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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.
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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
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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.
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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.
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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.
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The "stable" build for 3.48 has been posted at: http://members.shaw.ca/lowengrin/
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I should have the beta up either later tonight or sometime tomorrow.
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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.
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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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Yes, but trains (unlike ships) respawn.
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No, it has more to do with the waypoint generation. An interception, for example, can completely miss it's intended target due to the distance between it's path and the enemies path. I have been doing some major changes, particular for flights starting in the air (and units escort and intercepting them). I may post a beta soon, but I'd only recommend using it if you intend to test large maps. If you play on small maps, I suggest sticking with the last beta. In fact, I may make the last beta the last build of 3.48.
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Of course you can add columns directly to the master mission file. Adding them through the timetable allows you to shift the number and strength of one side part way through a campaign.
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Are American vehicles on the ground? Without tanks or truck convoys, the Americans can't advance no matter what the Japanese troops strength is.
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When you add a new column through the timetable, just use ~L. It's spawning ("landing" in the game).
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So I've been tweaking and testing using the Solomon Island map without much success so far. For long missions, I need to make some bigger changes.
