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Lowengrin

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Everything posted by Lowengrin

  1. I don't usually update the release date for a beta (but I probably should). It is possible to use the taxi feature from 4.12.1, but multiple flights at an airfield will cause total death and destruction. You can test it by creating a taxi and takeoff path in the FMB and then copy it into the AIRFIELDS.DCG file with the header named after the airfield (you can find the airfield names in the xxxxx.rds file - where xxxxx = the campaign map of the campaign). Even if I modified the code to ensure only one flight spawn at an airfield at a time, it would be a huge task to add a taxi/take off path for every airfield in every campaign.
  2. A quick fix for MDS users.... http://members.shaw.ca/lowengrin/il2dcg384beta2.zip Please post any bugs to this list. Additions (so far) to Version 3.48 Fixed formula that evaluates pilot skill. Fixed bug which would crash DCG if a AI squadron in MDS Dogfight mode attempted to intercept a "Human Only" squadron (with no predetermined flight path). Various small fixes to some mission files and roads (compliments of idefix44). Note: After installing, remember to reset your basic options and, if using DGen or NGen Replacement modes, make sure these options are re-checked before running IL-2 Forgotten Battles, Pacific Fighters or 1946. Mods which have made changes to the event log may not work with IL2DCG.
  3. I've done some testing and I can't replicate this with my vanilla install of IL-2 1946. If I fake using MDS in Dogfight mode, I will not get AI flights if I've selected "Human Only" for the squadron. So if you could send me a mission file next time it happens to you, I'd be happy to look at it. BTW, I did find a bug with DCG in MDS mode. If you set the first squadron in the DCG list to Human Only, if a AI flight tries to intercept it, DCG will crash (because a "Human Only" squadron will have no flight path to intercept).
  4. I can't say there'd be any reason why it wouldn't work in the latest version if it works properly in an older version. That code hasn't been touched in years.
  5. Okay, that's not right. I'll have a look at it as soon as I can.
  6. I'm obviously forgetting what is in DCG and what is not. The short answer is, "Human only" squadrons in MDS shouldn't be spawning AI flights. If AI flights are spawning, this is a bug. I wonder if MDS has changed something since I wrote the code....
  7. 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.
  8. 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.
  9. You should turn off "No Instant Success" so that you have "Instant Success".
  10. 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.
  11. 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.
  12. 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.
  13. 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....
  14. 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.
  15. 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).
  16. 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.
  17. 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.
  18. 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.
  19. Has 4.12 had any impact?
  20. If you'd like to email me the details of your tricks, I might be able to tweak DCG accordingly.
  21. 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.
  22. I think what you want is in the dcgerror.txt file. Sorry for slow response. I've been on vacation.
  23. 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.
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