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Lowengrin

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Everything posted by Lowengrin

  1. Good to know, but do you have any idea why it happens?
  2. It'd be fairly easy to add commands in the time table for what you're asking. It's just a case of my time...and I don't have a lot of it for DCG these days.
  3. There's no limit BUT when you branch, I recommend you list them in the order of priority with the "main" branches higher in the file than the "minor" branches. DCG will check them in this order.
  4. Sorry, yes, I forgot that one.
  5. 'Unless you specify the spawn point through the timetable.dcg file' date=' ships will spawn on the location closest to the "friendly" edge of the map. You can specify which side is friendly to the Axis in the maps.dcg file (the Allieds will spawn on the other side).' Let me ask whether this applies to all four of them, that is, whether they all, at the same time, [b']have to be [/b]closest to the friendly edge of the map to act as spawn points? Meaning that if a _Bridge###, an _Airfield or a single city name like 'Smolensk' is located closest to the friendly edge, then that will be used as a spawn point instead (like with ships). These are in addition to the spawn point on the friendly edge. When a unit spawns, DCG will drop it at one of these special locations or at the friendly edge.
  6. In the .rds file: _Airfield - full airfield. _Airstrip - small field for fighters and smaller bombers/recons _Beachhead - the first/last waypoint of an invasion _Depot - friendly spawn zone. _Camp - friendly spawn zone. _BridgeXXX - where XXX is the bridge number as per the FMB. _Ferry - will act as a water crossing turning a land unit into a boat. Must have a ferry location on the opposite side of the water (usually used for river/lake crossings) - see the Burma campaign for example In the .srd file: _Harbor - if matches a land location (for example, Le_Havre and Le_Havre_Harbor) will be an invasion point. _Seaplane_Base - airbase for seaplanes/floatplanes _Port - spawn point for ships _Bay - generic water location, no special function _Sea - generic water location, no special function _Ocean - generic water location, no special function _Bay, _Sea and _Ocean can also be used in the .prd file. In the .rls file: _Station - spawn point for trains - if matches a land location (for example Le_Havre and Le_Havre_Station) can be a drop off point of land units from trains _Rail_BridgeXXX - bridge for trains. Hope this helps.
  7. I'm not sure why they are not spawning through the timetable command. And, no, they don't spawn at _Harbor locations...unless that location happens to be the closest waypoint to the friendly edge.
  8. They unload at _Harbor locations. The harbor location needs to be named after a land location. So Le_Havre_Harbor unloads at Le_Havre. But land location should also have a beachhead location ending the route. So, for example, Le_Havre_Beachhead. Columns are picked up by ships when the ship spawns (or if the ship completes the circle). If a ship is on a non-circle route and doesn't "unload" the column when it "blanks", that's a bug. A timetable command is a good idea. There's no way for ships to pick up columns that have already spawn (traveling island to island). Instead you could use the "Ferry" location points...see my Burma campaign for an example.
  9. Good question, but you'll probably have to load up the FMB to find out.
  10. Yeah, that sounds easy. (Sorry I missed this post when I was through last). But what do these "scouts" do in terms of MDS? I still fly RoF occasionally, but not as much as I used to.
  11. Ships will sail the entire route and then be removed BUT then respawn at the beginning again. So what many of the campaigns do is run the route in a circle so that the last location joins the first. For example: Sea_1 to Sea_2 Sea_2 to Sea_3 Sea_3 to Sea_1 Unless you specify the spawn point through the timetable.dcg file, ships will spawn on the location closest to the "friendly" edge of the map. You can specify which side is friendly to the Axis in the maps.dcg file (the Allieds will spawn on the other side).
  12. Yes, but my example would result in YEARS of inaction.
  13. Yes, it's looking for the "BridgeXXX destroyed" in the eventlog. I'll have to look at the code for destroyed bridges. It may only be that bridges named in the road and rail files are tracked....
  14. It's an interesting idea, but one that I see would have some issues because the current design would cause it to overwrite the category in the class file. So if you went to another campaign, it would be set to whatever you changed it to through the time table file. Like Lonestar said, you can manually change it through the Aircraft Class Settings Panel (and change it back when you're done with the campaign).
  15. Good guess, but you actually have it backwards. The original campaign (for IL-2 Forgotten Battles) is the Eastern European one. The second campaign was the Pacific one. The first one in particular was designed to be completely open with no date restrictions whatsoever - so it was possible to see-saw back and forth across the maps. The issue with adding dates to all the campaigns is that should, for example, the Russians win the Lvov map in '41, the next map is Berlin. If the date is added to the grand campaign file, then suddenly it's '45. So in general, I only added dates where such issues wouldn't arise.
  16. I don't usually update the release date for a beta (but I probably should). It is possible to use the taxi feature from 4.12.1, but multiple flights at an airfield will cause total death and destruction. You can test it by creating a taxi and takeoff path in the FMB and then copy it into the AIRFIELDS.DCG file with the header named after the airfield (you can find the airfield names in the xxxxx.rds file - where xxxxx = the campaign map of the campaign). Even if I modified the code to ensure only one flight spawn at an airfield at a time, it would be a huge task to add a taxi/take off path for every airfield in every campaign.
  17. A quick fix for MDS users.... http://members.shaw.ca/lowengrin/il2dcg384beta2.zip Please post any bugs to this list. Additions (so far) to Version 3.48 Fixed formula that evaluates pilot skill. Fixed bug which would crash DCG if a AI squadron in MDS Dogfight mode attempted to intercept a "Human Only" squadron (with no predetermined flight path). Various small fixes to some mission files and roads (compliments of idefix44). 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.
  18. I've done some testing and I can't replicate this with my vanilla install of IL-2 1946. If I fake using MDS in Dogfight mode, I will not get AI flights if I've selected "Human Only" for the squadron. So if you could send me a mission file next time it happens to you, I'd be happy to look at it. BTW, I did find a bug with DCG in MDS mode. If you set the first squadron in the DCG list to Human Only, if a AI flight tries to intercept it, DCG will crash (because a "Human Only" squadron will have no flight path to intercept).
  19. I can't say there'd be any reason why it wouldn't work in the latest version if it works properly in an older version. That code hasn't been touched in years.
  20. Okay, that's not right. I'll have a look at it as soon as I can.
  21. I'm obviously forgetting what is in DCG and what is not. The short answer is, "Human only" squadrons in MDS shouldn't be spawning AI flights. If AI flights are spawning, this is a bug. I wonder if MDS has changed something since I wrote the code....
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