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Lowengrin

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Everything posted by Lowengrin

  1. If you have three static aircraft of one type and one squadron with that type, all three will be subtracted from that squadron. However, a squadron will never fall below one plane. DCG sometimes gets ground unit the facing wrong. I just don't know why, but it does. Tanks aren't generally statics unless specified in the fobject.dcg. Truck units with artillery will be. There are a few situations where I may have used tanks for the front line (for more obscure campaigns). I don't remember. Units without fuel will still move at the location, but they will not advance to a new one.
  2. The campaign will advance to the historic dates if you check Fixed Start Date/Squadrons in the DCG menu. Fixed Start Date/Squadrons: when a campaign advances to a new area/map, if there is a start date given for that campaign, the campaign date will skip ahead to that date if this option is checked. If not, the campaign will advance one week. In addition, if checked, squadrons will transfer to the new campaign only if they are found in that new campaign's template file. If unchecked, no squadrons except the player's squadron will transfer. Your campaign shouldn't reset. There's a bug...possibly something to do with the log files.
  3. You should turn off "No Instant Success" so that you have "Instant Success".
  4. There is no "human only" in DCG, only AI only. So if MDS has a "human only" option, it may very well conflict with DCG. Unfortunately, I don't know MDS all that well so you'll have to explain how it works.
  5. Assuming you are using the "1946" version of IL-2, you should always select "Instant Success". It doesn't matter so much in DCG if you select "Primary Objectives" or not. DCG doesn't care if you complete the mission or not, time marches on regardless. The selecting of "Primary Objectives" will put some additional code in the mission file which will trigger a message if you succeed or not (and which can or can't be used by online campaigns for additional information), but for offline play, it really makes no difference.
  6. If you have Reset on Death off, yes, you can refly one mission over and over again and get millions of kills. As soon as you exit the mission (and before you hit "apply" in the debrief screen) the stats are computed and applied.
  7. This beta was released before the latest IL-2 update. I haven't added any of the new planes nor updated any of the payloads...hopefully someone else will and send me the files....
  8. CAP is a bit difficult to calculate when the object being CAP'd is moving. It would sure be nice if 4.11.1 has finally created a patrol command that would actually have CAPs follow an object...it would certainly make things easier. The only way (for you) to fix it would be to modify the mission in the FMB before starting the mission. Chutes can be off for all AI pilots, but not for any specific nationality. Sorry.
  9. It's a case of fixing the code in DCG that parses the log file. (That or you delete the lines in the log file that are crashing DCG after each mission and before DCG processes the mission). But I can't fix the code without seeing some log files responsible for crashing DCG as I don't have HSFX installed (nor plan to install it).
  10. I'll run some missions from the large airbase at Port Morsby and see if I can replicate the error, thanks. I can't guarantee DCG will work 100% with HSFX. The "integer" error crashes are often a result of DCG trying to read the log file generated by the game and HSFX modifies it. If it crashes in future, you could either email me the eventlog.lst file or post it here. The error might also occur because you made an error entering the new planes into the class.dcg and/or other files.... Can't help you with the DGen question. You might want to ask over at SimHQ or another forum.
  11. 1. Strange, your kills and sorties should have carried over. I will see if I can replicate it on my end. 2. Did you spawn in the air or on the ground? And if on the ground, were the friendlies static aircraft or AI? 3. That friendlies don't respond to your calls is a game glitch. Once they get into landing mode, for example, nothing will wake them out of it.
  12. Yes, "a" and "b" are what are referred to as "stock" and the other two are DCG. All it really means is that if you reverted back to using the old DGEN app, the first two would work and the other two would fail.
  13. If you'd like to email me the details of your tricks, I might be able to tweak DCG accordingly.
  14. Yeah, I could see how the larger maps would cause more issues with patrols and even worse with interceptions. It's difficult to calculate interception points given speed (level vs climbing) and distance so the further the distance, the less accurate it becomes. But frankly, interceptions probably shouldn't be happening on really large maps unless the bombers begin in the air and near the interceptors airfield (or some other defended place with communications to the airfield). Anyway, I'll give it some thought.
  15. I think what you want is in the dcgerror.txt file. Sorry for slow response. I've been on vacation.
  16. As you can probably guess by my delay in replying, I'm a bit busy at the moment, but I will look at this when I get a chance.
  17. I think what you want is in the campaign.dcg file.
  18. Is this with the same bomber type or different types?
  19. If the squadron is available in the Full Mission Builder, then yes. You just need to copy it's ID from a mission file and add it to the squadids.dcg file in the DCG DATA folder along with the name of the squadron. Drop the last two characters of the ID when you do.
  20. Interesting. I'll see if I can tweak the code for both ... although it's been years since I looked at bomber attack paths!
  21. The order of ships in the columns section is: Carriers (PRD) Escorts for carriers (PRD) Transports (SRD) Escorts for transports (SRD) As soon as you add a transport, all other ships below it will end up using the SRD routes.
  22. I had a look at the code last night. It all seems fine - there's a 100% chance a unit will unload at a contested or enemy harbour and a 50% chance elsewhere. I'm thinking of refining this a bit and having it check the locations further up the route from the harbour for enemy/contested locations to determine if they should unload or not.
  23. I never had a chance to look at the code this weekend. Five days away from work, and my wife kept me busy for most of it.
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