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Lowengrin

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Everything posted by Lowengrin

  1. As mentioned, DCG calculates losses, etc, when exiting the mission. So, if you want to refly the mission, best to crash your plane first (assuming you don't have the dead is dead option on). Someday, I should fix this, but someday never comes.
  2. Unfortunately I wrote the code so basically any squadron DCG can't identify is German. But you guys have just given me a better way to do it based on ordering within the squad ids table...anything between the default types should be identified as the nationality of the last default type. Definitely will modify the code to work it that way.
  3. User-definable supply columns would have been a great idea...way back when I started coding. Unfortunately, now, it's probably faster to add to the hard code....
  4. Haha, neither can I.
  5. No, Italian car columns won't supply like the German, American and Russian ones. (When did Italian columns appear?) You'll have to use the German columns. And, no, you can't define your own French columns. Check the stock Burma campaign for ferries (river crossings). Look in the .RDS file.
  6. You're front line is too close to the Cagliari airbase. It may be because a sea location is too close and these are considered neutral (and therefore the front line). You can lower the "bugoutradius" in either the grandcampaign.dcg file or allcampaigns.dcg file BEFORE starting a campaign. For example: [Wake41 to Midway] Blue Campaign=Pacific_Campaign Map=Midway StartDate=03/06/1942 BugOutRadius=1 Front=Midway DeHome=Rabaul RuHome=Midway_Airfield DeBase=Rabaul_Airfield RuBase=Midway_Airfield The default is 10 and the minimum is 1 (and they must be whole numbers).
  7. Good to know, but do you have any idea why it happens?
  8. 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.
  9. 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.
  10. Sorry, yes, I forgot that one.
  11. '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.
  12. 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.
  13. 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.
  14. 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.
  15. Good question, but you'll probably have to load up the FMB to find out.
  16. 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.
  17. 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).
  18. Yes, but my example would result in YEARS of inaction.
  19. 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....
  20. 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).
  21. 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.
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