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Lowengrin

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Everything posted by Lowengrin

  1. Sounds like an issue with the log file. In your game's conf.ini, make sure that under the [game] section, these two lines are in there: eventlog=eventlog.lst eventlogkeep=0 It's important that if you have those two, but they aren't exactly as these two, that you make them exactly like these two.
  2. The latest beta is available here for those who wish to give it a try: http://members.shaw.ca/lowengrin/il2dcg347beta4.zip Hopefully it will stop the CTD that occurs when planes fly outside of the map area. There's also a tweak to the spawning of stationary aircraft. On the Dogfight Panel, you can now set whether they will spawn or not in Dogfight mode.
  3. After looking at the mission file and then actually flying the mission on autopilot, it looks like the problem is with the waypoints of the HE-111 squadron. It appears to be due to the off map squadrons and their final waypoints. NORMFLY -1499132.00 -574762.00 5500.0 300.00 &1 Having removed the final off-map waypoint and played the mission again, I got no CTD even after letting the game run beyond the point it crashed the first time. I think the game has memory issues when planes fly outside of the map bounds.... The quick fix is not to use any off-map airfields. This means not using campaigns that have off-map airfields or deleting off-map airfields from those that do (from the offmap.dcg file and the xxx.rds file used in the campaign). Meanwhile, I need to think up a more permanent fix.
  4. The number of "wagons" needed to destroy a train hasn't changed in probably 10 years' date=' but yes, it's six to destroy one. It depends on the static object. If it is neutral (like a building) or a plane then, no, it doesn't decrease the garrison. But guns and other static objects reduce the troop count by 10 for each one destroyed.
  5. Apparently the web server that hosted my site has suffered a catastrophic failure and so Lowengrin.com will be down for an unspecified amount of time. But as the beta is available through my Shaw.ca site and this forum is still running fine, I think we can limp along for a bit.
  6. Please send me the mission file should this strange escort mission happen again. It's easy to add squads in the game yourself. Just create a new mission in the FMB and then select a plane and the squadron that you want. Save the mission file. Open the mission file in Notepad and copy the squadron from the mission and put it in the squadIDs.dcg file (deleting the last number on the squadron ID).
  7. Sorry, for not putting the example in. It's: SetEscort [EscortingSquadIDx] = [EscortedSquadIDx] I hadn't considered start delay, but I think it should work so long as both spawn within a short time of each other. I'm pretty sure there's a radius where escorts will attach if one or the other unit is outside of it, they'll ignore the order.
  8. The latest beta is available here for those who wish to give it a try: http://members.shaw.ca/lowengrin/il2dcg347beta3.zip No major changes over the previous beta. Just a few small tweaks. Fixed issue where the fuel time table setting for the player's squadron took priority over the player's custom mission selection. Added new Time Table command "SetEscort".
  9. This used to be a common bug years ago, but it's been a long time since it's cropped up and I can't actually remember what the issue was. Try unchecking and then rechecking the option to set it to full auto mode. Also try deleting the eventlog.lst file. Both may kick start the campaign.
  10. Hi Moritz! Great to see your doing well. Now if we could just hear from some more of the old group like Bino, Eberhart and Kroll. ~Salute!~ Lo.
  11. Hopefully someone may provide some insight. In the meantime, the next time you get a CTD, email me the mission file that you were flying at the time. I'll check it and see if I can find something wrong in it.
  12. The lastest documentation is Lonestar's "How to Make a Campaign from Scratch". From that, you can pretty much figure out anything you're likely to need if you want to tweak an existing campaign. It's not even all that old. There are no plans to release any new docs in the near future. At this point, I can't even keep up with maintaining the code and data files to the latest release of the game.
  13. Yes, sorry, I forgot about the ^.
  14. You're welcome. If you have more questions, don't hesitate to ask.
  15. Good luck with your project. Thanks!
  16. You could cut and paste them out of the gunner file and into the pilot file. Just over-write an AI pilot and delete the squadron info in the player's info. For example' date=' from the gunner file, delete the yellow highlighted part of this line: 000 000 001 Paul Lowengrin @[h']USN_VF_42A1 #[/h]DGen\Photo *00 &1920Unknown And paste it over an AI pilot into the squadron you want them to appear in: [uSN_VF_42A1] 000 000 001 Paul Lowengrin @DGen\Photo *00 &1920Unknown 000 000 002 Leonard March @DGen\UN\13 *40 &1911Unknown . . .
  17. It will decide based on the number of troops, tanks, vehicles present at a location. The attacker is always the side with the stronger forces.
  18. As Lonestar said. It sounds like you failed to uncheck the replace modes for DGen (and maybe NGen) before deleting DCG. If what he said doesn't work, you can delete DGEN.EXE and/or NGEN.EXE from your main IL-2 folder. Then copy and paste the DGEN_BAK.EXE and NGEN_BAK.EXE files and rename them DGEN.EXE and NGEN.EXE. Of course, if you don't have one or either of these BAK (backup files) don't delete the matching one!!!
  19. That's because DCG can't store all the player stats in the pilot.dcg file. It used to, but in large online campaigns when there were large numbers of players rotating in and out of squadrons, their stats would end up getting over written as DCG could only track a maximum of 16 pilots/squadron. So now DCG will dump players into the gunners.dcg file when the player is inactive or if there are too many players in one squadron. So see if they are in there.
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