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Lowengrin

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Everything posted by Lowengrin

  1. Mission experience should only impact the order if you are the same rank as another pilot. Can I ask what your squadron settings are? How many flights and how many planes per flight? It may just be a bug....
  2. Make sure that the DCG folder and all subfolders and files are not set to "Read Only". Same applies to all the folders and files in your IL-2 folder's MISSION folder. I'm not sure that will correct it, but that's often the cause of read errors.
  3. I'm going to have to agree that it's more likely changes to the IA in the 4.12 patch than DCG.
  4. Yes, this is a failing of the log file tracking. If the log recorded bomb/torpedo hits, there'd be a way to track damage from one mission to the next...or maybe even having ships withdraw/flee or even sink/scuttle between missions.
  5. I don't really see how it could be done via the mission file. Happy New Year!
  6. There are no real benefits for manual generation - and a couple disadvantages. I've left it available really only for those who don't feel comfortable replacing DGEN with DCG. The main disadvantage of manually hitting the GENERATE MISSION button, if you are playing with auto generation, is that you've now just generated two missions for no good reason. Every pilot that was assigned to mission #1 just got a free mission to add to their experience. Cheater! It also causes the ground units to get a double advance without any chance of being destroyed. So I don't recommend using it UNLESS the mission that just got generated fails to load because of a bug.
  7. Interesting. When I have some time, I'll do some testing.
  8. Exactly how is the new radio menu triggered?
  9. It really depends on the mission, but most involve generating an "egg" shaped path between home base and target area. Naval strikes are a bit different as DCG tries to estimate where the target ship will be given the speed of the ship and the speed of the strike force. And it even gets more goofy when DCG tries to estimate where the home carrier is on the return trip (because the further the planes go, the more less accurate the calculations are). I don't really want to go into it in too much detail - most of that code was written years ago and I've forgotten the details.
  10. If in the middle of a campaign, just delete it's entire line from the columns.dcg file. If you haven't started the campaign, delete it from the template mission. To end the campaign, run DCG, open the Ground War Editor panel and set the last airfield the Japanese have to "Allied" allegiance. It should end it on the next generated mission.
  11. Everything is good, thanks!
  12. I've updated the link on the DCG website. New digs look good.
  13. Not all campaigns are in the timetable.dcg file. They're only there if I've got some special commands for the campaign. So, yes, you need to add the appropriate header for the campaign in question to use any special commands.
  14. Yes, it was designed to keep squadrons from having less than X number of planes - mostly for "human" squadrons online.
  15. I don't actually know the furthest it can be. I always make them very close (under 50m is probably a good limit).
  16. This forum is being migrated over to a new one and any posts done this week (and until it's completed) will probably be lost. So don't post anything you want left for posterity.
  17. The first question is do you want to play coop or dogfight? Whichever you select, then select that option in DCG. After that, depending on which one you select, there are a couple ways to launch the game - and all that info is at www.lowengrin.com. Even though you have HSFX 7.0.1, I strongly recommend you stick to one of the "stock" campaigns that comes with DCG. Doesn't matter which, just pick one and give it a try.
  18. XX should be changed to next mission day. Yep, that would work.
  19. Where's my gun?
  20. It's all relative. DCG assigns a static object to the location it's closest to. So it doesn't matter how far it is from the location so long as it's closer to that location than any other location.
  21. Fixed so that carriers are recognized as the floating airfields that they are. http://members.shaw.ca/lowengrin/il2dcg348beta7.zip Note: this still uses the ship ID type in the shipnames.dcg file. I may change this down the road.
  22. I actually considered adding it to one of the other files but I was thinking only in terms of ships. However, you're right that if I expanded it to all ground units, special abilities (like transporting, carriers, capital ships, etc,) could all be defined through this file. More than that, multiple special abilities could be defined to one type. But, that would require a hell of a lot of code rewrite. Edit: BTW, I just noticed that I've got some hard coding when it comes to ship's nationalities. For example, for US carriers, the ID must include "USS", British must have "HMS" and Japanese "IJN" so that the proper squadrons get put on them. It will override even assignments through the timetable. Edit 2: Stationary objects do not have unique names in DCG, only IDs so this new code won't work for them. Not that any stock campaign uses stationary ships, but someone somewhere might.
  23. Okay, I may have missed a bit of the code when it comes to using the shipnames file. I'll have a look at it tomorrow. Too bad the Eagle hadn't been ID'd as Ships.HMSEagleCV....
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