-
Posts
1,115 -
Joined
-
Last visited
-
Days Won
15
Everything posted by Lowengrin
-
Noted. I think the quick way now would to be just to set the "worst" weather conditions to "clear". That should make the wind speed very low.
-
Implementing Features introduced up to 4.12
Lowengrin replied to Nephris's topic in DCG Feature Requests
Okay, I have a dumb question. How come I don't see the "Trigger" tab in my FMB? -
Implementing Features introduced up to 4.12
Lowengrin replied to Nephris's topic in DCG Feature Requests
So it can be used in multiplayer? What does a human pilot do if he ends up in a squadron that's being triggered by an event? Sit in the mission menu until it's triggered? -
Implementing Features introduced up to 4.12
Lowengrin replied to Nephris's topic in DCG Feature Requests
Sure. Can you post the spawning triggers and a breakdown of the code? (It may be simple, I haven't looked.) Same for the forward observation code. -
As Nephris said, Tailspin wrote that tutorial many years ago. Some things have changed since then (and a few things he got wrong at the time...but not his fault because I missed them when I reviewed the document).
-
Implementing Features introduced up to 4.12
Lowengrin replied to Nephris's topic in DCG Feature Requests
A while back I played around with the taxiing code...but decided it was just too much effort. The other two features I haven't looked at. The spawning one is the most interesting as it means I could put fighter squadrons on stand-by and have them spawn only if enemy get near. This would be better than trying to get fighters to CAP carriers from the beginning of the mission.... -
Armour won't upgrade unless it's made obsolete so don't look at the new armours start date but the current one's end date.
-
Questions about Co-op campaigns, and singleplayer Careers.
Lowengrin replied to MistaMeowmas's topic in DCG Public Discussion
Welcome to IL-2 1946 and DCG. To answer your main question, yes, DCG's coop game is as dynamic as the single player mode. They use almost exactly the same mission generation code. If you want to "level" the playing field a bit for the Russians in '41, you might want to change some of the settings on the General Campaign Settings page. For example, you can set the "Squadron Balance" to "Allied Advantage" for one. You might also want to change the "Russian Flight Size" from default to four. And maybe reduce the maximum flights per squadron down to two or even one. Finally, after you've generated the campaign, you might want to dumb down the German squadrons a bit on the Squadron Editor Panel. In '41, many of them have their skill level set to Veteran. Good luck and if you have any more questions, don't hesitate to ask. -
I can remember if I did it, but you can make the IL4 flyable on the Aircraft Class Setting panel.... Columns won't upgrade immediately. In fact, if I remember correctly, they won't upgrade unless they are spawning.
-
idefix44, see the new beta. If the problems persist, come back here and ruin my day.
-
Minor fix to the Ground Objects Panel but it may have been the reason weird things are happening to the armor upgrade/downgrade and spawning. http://members.shaw.ca/lowengrin/il2dcg348beta10.zip Feedback always welcomed.
-
I'm as confused about the armor thing as you are.
-
That's probably a good order no matter what scenario one is making.
-
How can I have a good day reading about bugs.
-
The correct syntax is: 19410801 BanPayload JU_88A4 = 2xSC2000;10xSC50 The first value is the year/month/day that you want the ban to begin. The second is the command (obviously). The next is the plane ID followed by " = " (make sure you have spaces before and after the "=" sign. Everything else is the payload seperated with ";". Does it still work with the latest patches to IL2, I don't know.... Adding a weapon (including unbanning one) is: 19410810 NewPayload JU_88A4 GAWeapon = 2xSC1000 19410810 NewPayload JU_88A4 LBWeapon = 10xSC50 19410810 NewPayload JU_88A4 ASWeapon = 2xSC1000 19410810 NewPayload FW_190A8 AAWeapon = r14mg15120 19410810 NewPayload FW_190A6 Droptank = r11tank The difference here is you have to specify what the payload is used for (ground attack, level bombing, anti-shipping, anti-air, or long-range tanks).
-
I'm not convinced DCG is the issue when it comes to spawning on aircraft carriers...Sniperton has a specific example with squadrons being relocated to land bases, but my testing of online missions shows that they are all spawning in the air - even missions I make from scratch in the FMB.
-
Yes, only one ferry per mission. Given the issues with convoys, more than one would probably cause headaches when it came to them spawning and not running into each other or crawling along the beach.
-
It's not like you're responsible for it.
-
Pilot's Name Changes After Coop Mission?
Lowengrin replied to MisterMark's topic in DCG Public Discussion
The squadron management feature is really designed just for offline. I will see if I can replicate the problem you're having with losing your name/pilot and then fix it. It really shouldn't happen. -
Some DCG Requests & Suggestions (rather long...)
Lowengrin replied to Slink's topic in DCG Feature Requests
-
Weird, I don't have that happening. I will have another look.
-
Some DCG Requests & Suggestions (rather long...)
Lowengrin replied to Slink's topic in DCG Feature Requests
I got that you meant for the AI squads. I'm saying I might be able to expand on the player squad code so that AI squads could use it too. But I'm quite a few more years from retiring from my real job. -
Some DCG Requests & Suggestions (rather long...)
Lowengrin replied to Slink's topic in DCG Feature Requests
Hi Riksen, I would have to look at the code...it's been years since I touched the mission generation functions. My initial thoughts are it could be possible without too much effort as there is already code in there for the player squadron to have mission preferences (see the Custom Mission Panel). For example, you could set the player squadron to do a shipping strike at XXX_Harbor. However, the current code allows DCG to ignore a player's preferences if it's not possible to carry out the orders. For example, if there were no shipping in XXX_Harbor, DCG would ignore the order. But while I say "without too much effort", there'd still be a lot of coding involved (most of it fairly mindless) to get DCG to recognize the new commands. So it's unlikely I'd get around to it. -
I did some testing today and except for bug reported by WindWeapon (which I haven't replicated), I can't find anything wrong with DCG and carrier takeoffs. They worked perfectly fine in the off-line campaign...but a funny thing happened when I tried to fly the same campaigns in online coop mode...all planes started airborne. I'm a bit confused by it all.
-
I hope to have some time tomorrow to have a look at the issue (again). 2006 is nothing. I think I started this back in 2001 as a way to embarrass Maddox into making their own dynamic campaign generator. It was never meant to be anything more than a demo.
