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Lowengrin

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Everything posted by Lowengrin

  1. Thanks, I'll have a look at them.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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!
  7. 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.
  8. Might be better just to offer them to anyone who asks directly.
  9. 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.
  10. The latest beta (#20) should fix the FMB issue. If not, let me know.
  11. 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).
  12. IL2DCG 3.50 Build #20 corrects a bug in flights' waypoint data which was preventing some missions from being fully loaded into the FMB.
  13. 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
  14. My guess is it's an error with one of the XXX.dcg files. Likely the class.dcg or squadids.dcg.
  15. 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.
  16. mizusummer, please download the latest IL2DCG build (3.50 #19) and see if that helps with your issues.
  17. IL2DCG 3.50 Build #19 improves the alternate plane selection - particularly with the US Marines and Finnish Air Force.
  18. If you could repost your campaign and data files, I'll have a look. The replacement plane issue is because DCG code is optimized to the shorter naming convention used by the vanilla game and not the full naming convention used by the mods (at least from the class files I've seen). It makes much of the selection code irrelevant and leads to much more random replacement choices.
  19. Sorry, I don't know where you can get pre-war campaigns. Maybe here: https://www.sas1946.com/ You can try to set your squadron to just you, but I'm not sure how DCG will behave. It's just something I've never tried.
  20. A quick look at your files and it might be that you assigned skins for your planes and/or that you started the flights on the runway. Neither are something I do when I create my master mission file. If you want to assign a skin to a particular squadron, do it through the timetable.dcg file.
  21. It appears the campaign uses a 3rd party map so, sorry, I can't help you with the displaying of the mission in FMB. The planes that explode at the start, are they on the ground or in the air? Or on carriers? Are they all anti-ship attacks by all plane types? Or are they specific to one payload and/or one plane type?
  22. 1. Mission distance is restricted by the "Action Radius Setting" in DCG on the General Campaigns Setting tab. 2. No. DCG is designed for full campaigns, not for duels.
  23. That's strange because the log shows that the campaign data files loaded fine. Are you using mods? I ask because they make the process of figuring out the error(s) a lot more difficult for me as compared to just "vanilla"?
  24. Glad it's working for you now.
  25. Yes. (I should have done a better job of integrating the Kurland area map when it was first released.)
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