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Lowengrin

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Everything posted by Lowengrin

  1. Just thought of one minor thing, DCG doesn't like a blank record in its data. Make sure that you haven't left an empty record at the bottom of the file. Delete everything up to the last character of the last record. Also, did you add the J6K1 to the payloads.dcg file? I don't see that file in this thread.
  2. I don't see anything wrong with the class.dcg file. It may be one of the others causing the "valid...error" file. The access violation might be that one of your data files has too many records.
  3. Make sure the read-only attribute is also removed from the IL-2 game folder and sub-folders. Unfortunately the exploding on spawning is all too common with the BAT mod (and some other mods). I don't know why that is.
  4. Looks like you have a line break in your class entry for the J6K1. Load it up in Notepad and set the word wrap off. You'll see the problem.
  5. If you want to change the experience of any pilot, just double click on their name and you can give them more (or less) missions and/or kills.
  6. Under options, you can check "Squadron Management" and then in the Squadron Editor Panel you can assign who flies with who (but only in your squadron), by swapping the position of one pilot with the other. Just click on the one pilot you want to swap with the other. Each set of four pilots is a flight: flight leader, wingman, leader, wingman. You can also change the skill of the squadron with the "SKILL" drop down on the Squadron Editor Panel. The value chosen is the base skill of the squadron, but individual pilots with more experience will be higher and individuals with little or no experience will be one step lower. (It's not random.)
  7. I ran a few missions for Okinawa in vanilla and had no issues with planes exploding at the start or beginning airborne with the engine off. Is it possible that the VP Modpack modifies either the Okinawa map or makes changes to the game's physics? I checked out the VP 1.2 announcement but it only lists the changes made from the previous version and not all the changes that VP has in it, so I can't pinpoint what it might be. https://www.sas1946.com/main/index.php?topic=69631.0
  8. I finally sat down and looked at the two mission files, not only eyeballing them, viewing them in the FMB and running them in "vanilla". Neither had any issues that I could see. So I'd have to say it's something to do with Wxtech.
  9. I'm not 100% certain but I think this is an issue caused by mods. But I haven't tested the Okinawa campaign in years so it might be a some change to the base game has impacted the spawn points. I'll test and get back to you.
  10. For me to attempt any sort of testing, I need the mission files. Not the logs, but the actual "xxxxx.mis" file. For example, these two: campaign/in/DGen_F_Solomons4307doe0/194306300.mis campaign/in/DGen_F_CoralSeadoe0/194205080.mis
  11. If you could post some mission files in which these occur, I could maybe see what's going on (though I'm fairly sure the Coral Sea one is related to a mod). However, the Solomon Islands might be DCG related. It's a newer campaign and may have some bad location data.
  12. I also used the dgen replacement mode when I generated the missions. But one thing I realized afterwards was that I had wind off and weather clear. Which made me wonder if it wasn't one of these effects causing the issue.
  13. So I generated some missions for Coral Sea (using no mods) and checked the mission format. Saw nothing out of the ordinary. And running them, I had no exploding planes. Could it be wind/weather conditions were bad, causing planes to slide/bounce on the carrier decks? Try reducing or eliminating wind (and bad weather) on the DCG Custom Mission panel.
  14. It's strange that it would work for one carrier mission/campaign but not the other. But I'll have a look at the code specifically for carrier launches and see if I didn't bug it with the last changes I made. Thanks for the info!
  15. Have you tried creating a simple carrier launch mission in FMB and then run it with WxTech effects 1.6 on? I wonder if the side effect of the mod is it bugs out carrier launches.
  16. Might be better just to offer them to anyone who asks directly.
  17. This is an interesting error. It suggests something is wrong with the .rds file and/or airfields.dcg file. Alternatively, check that the player squadron is in the squadids.dcg file.
  18. The latest beta (#20) should fix the FMB issue. If not, let me know.
  19. Check the latest beta. It should fix objects spawning in the FMB - at least objects that are recognized by the game (vanilla or modded). Objects not recognized by the game will of course not appear. BTW, I noticed that if I try to run a mission that has a carrier that isn't in my game, all the flights/planes attached to it will explode at mission start because they all appear in the same location (where if the carrier had spawn, the game would distribute them appropriately on the carrier's deck).
  20. IL2DCG 3.50 Build #20 corrects a bug in flights' waypoint data which was preventing some missions from being fully loaded into the FMB.
  21. I'm unsure why they won't fully load in FMB. It could be that something in the mission format has changed over the years or it could be errors in your DCG files that use objects from BAT. I haven't had time to test to see if it's a change in the mission format. If it is, I'll correct it. If it's not, then (again) it's something in the data files. To use BAT, did you create your own data files for DCG? Or use an existing set? onyx1999 has posted campaigns using BAT 4.3 and is probably the most knowledgeable person on combining BAT and DCG that I know. His "compatibility" mod is here: https://www.sas1946.com/main/index.php?topic=74038.msg804297#msg804297
  22. My guess is it's an error with one of the XXX.dcg files. Likely the class.dcg or squadids.dcg.
  23. I'll have another look, but my suspicions are that it's an issue with the DCG data files for the mod and not DCG itself.

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