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Nephris

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Everything posted by Nephris

  1. Arnt the Rabaul airstrips offmap airfields? You should find it mentioned in the offmap.dcg. Offmap airfields are actually virual airfields used as airstart solution, if the map lags of appropiated airfields or distances. However an offmap airfield is added to rds file, created with the coordinates of a plane.I set it always at a height of 3000+ and add it then to an offmap.dcg file within my campaign folder. The distance of your airfield is too close to the front location, that is the reason why your squadrons are transfered. Change the front loaction, eitzher in the gui or the allcampaigns file (be advised, this resets the campaigns, measn all vehicles move back to the spawn point) As basic tip,if you caonsider to change morethan just a few columns .You will be much faster and less irritated, if you create your own campaign, instead of editting already made ones. Basically it follows the same pattern, you just want to change or add, maybe a tank column, followed by adding squadrons, and perhabs an alternative route to implement a new airfield or train routes.Which then is already the point to start a creating an own campaign.
  2. You need to edit the refering rls file in the data folder. E.g. the master file is called singapore.mis, the refering train file would be singapore.rls. To get trains reasonable working, train locatins should refer to a rds location, if you dont want it just to be cosmetic. Take a look at the old but still valueable tutorial made by tailspin, You should find it in the download section of lowengrin.com
  3. Well you play with UP3. Hard to discover the error, although i guess sth went wrong with the files, as no location can be found anymore. You should find a backup in the dcg folder itself.
  4. Basically the weather follows a hardcoded routine in some kind, but you are able to define the array via the gui. Open up the Gui and (am at work so i cant tell yo uexactly the rider to click) move to the last rider at right side where you can adjust settings (dropdown menu) like weather from "clear" to "blind", aswell gusts and turbulences and more soft settings.
  5. As the bomb ballistics and effects got much decreased, a very accurate bomb drop is needable to destroy anyting at all. Levelbombers are doing very hard in this situation. A field to activate deactivate wind would be usefull. Maybe next to "turbulence" and "gusts".
  6. Unsure if I understand your question correct.However I will try to give you an explanation. 1) you got an airfield, you name it German_airfield, every aircraft will be able to use it. 2)you got an airfield , you name it German_airstrip, every aircraft but bombers will be able to use it. 3)you got an airstrip, you name it German_airfield, every aircraft will be able to use it. 4)you got an airstrip, you name it German:_airstrip, every aircraft but bombers will be able to use it. So it just depends on how you call the location in your rds file and not on the shape of the airfield on the map. However, some maps offer airfields with 2 runways. Here you can make use of both, by pointing the first coordinate directly on the first runway and the last coordinate on the second runway. You then call it German_airfield and German_airstrip and you can make one location capable of double aircraft amount.
  7. Are you playing with mod?
  8. Paul, I guess I upset the apple cart here.... I was rock sure triggers and forward observers were vanilla feature, otherweise I would have had posted the suggestion. So it never came in mind to check it. It is really a HSFX feature ... a very good one, so I hope TD consider to implement sth like that but I dare doubting. Sry for making you to read in.
  9. I hope I didnt step into the trap by myself right now ... I was actually sure triggers are part of Team Daidalous all the time, and thus vanilla. Right now I start doubting....gonna check tomorrow It can be used in multiplayer. I tested it in coop and it worked flawless with 8 players. Literally the conditions "human,ai or squadron" belong to the executer of the event, the idea to test what happens when a human is part of the event never came up to my mind tbh. I will test what happens if a player is part of the squadron to be spawned tomorrow.
  10. 0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70 - type of trigger (apartion/apartion on attitude / take off) ; need to test this statement again tbh 0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70 - coordinates 0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70 - radius; min height; max height 0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70 - synced group (up to 4 planes) 0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70 - applies for side / human ,ai ,both/ Nb plane ; needs further testing to varify exact variables 0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70 - chance of presence
  11. When I understand it correct, the trigger is defined by 0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70 the bold marked numbers. The squadron that will be spawned is also defined (here: gb0101) What do you think, would be the most common way to implement triggers in DCG, if at all? Shall these be created in the template (e.g. to protect an airfield), so the spawning squadron only needs to be entered? Triggers seem to be of one-use only.
  12. So here we go on the trigger: Example1 (apparition) Trigger executes if a red plane enters betrween 400-10000m Trigger has a spawn chance of 100% Trigger spawns a blue group (synced) Code applies for screenshot "trig1.jpg" [MAIN] MAP Iwo/load.ini TIME 12.000002 CloudType 0 CloudHeight 1000.0 army 1 playerNum 0 [SEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [Wing] gb0100 g0100 [gb0100] Planes 3 Skill 1 Class air.HurricaneMkIearly Fuel 100 weapons default [gb0100_Way] NORMFLY -73647.40 -11780.58 1000.00 300.00 &1 NORMFLY -38950.41 -11690.87 1000.00 300.00 &1 [g0100] Planes 4 OnlyAI 1 Skill 1 Class air.BF_109E4 Fuel 100 weapons default [g0100_Way] NORMFLY -2631.34 8420.80 2500.00 380.00 &1 NORMFLY -27138.09 -7668.91 2500.00 380.00 &1 [NStationary] [Buildings] [Bridge] [House] [Trigger] 0 2 0 0 -52733 -14094 5000 400 2000 g0100 0 0 3 100 Example2 (apparition) Trigger executes if a red human pilot enters the trigger within 800 to 6000m. Trigger has a spawn chance by 70% Trigger spawns a red group (synced with the trigger) (code applies for "trig2.jpg") [MAIN] MAP Iwo/load.ini TIME 12.000002 CloudType 0 CloudHeight 1000.0 army 1 playerNum 0 [SEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [Wing] gb0100 gb0101 [gb0100] Planes 4 Skill 1 Class air.HurricaneMkIearly Fuel 100 weapons default [gb0100_Way] NORMFLY -73647.40 -13088.42 1400.00 300.00 &1 NORMFLY -36054.48 -12438.21 1000.00 300.00 &1 [gb0101] Planes 3 OnlyAI 1 Skill 1 Class air.SPITFIRE1 Fuel 100 weapons default [gb0101_Way] NORMFLY -11412.56 7393.21 5500.00 300.00 &1 NORMFLY -17425.84 -11620.60 5500.00 300.00 &1 NORMFLY -34138.86 -17946.03 5500.00 300.00 &1 [NStationary] [Buildings] [Bridge] [House] [Trigger] 0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70 Basically we got 3 different triggers which are "apparition" and "take off" and "apparition related on attitude" The trigger characteristics are defined in the past line of the code , called [Trigger] , surprise! to be continued.
  13. Well, Can I help you with this in any kind?
  14. Buddy dont forget that Tailspin wrote his Tutorial 6 or 8 yrs ago, by a different DCG version. A lot of stuff changed in the meantime. Basically it is a red line to orientate and to to help you test and learn on your own. Paul gave a working explanation, how armor updates work right now. But maybe you could create an updated DCG Tutorial for newcomers?
  15. Just as a simple reminder, to whoever is interested to fly a dynamic coop campaign. We still meet each thursday at 19:45h met (TakeOff 20h met) and fly around 2 or 4 missions. For now we are in autumn 1942 at Murmansk. Soon Gen. Hoths army will be supported to free or not the stalingrad bulge. Following a quick rest at the Channel in early 1943 to enter the battle in spring 43 in northern africa again. If you are interested to fly thursday evening in a group, hop in TS , pm me or leave a post to the forums at il2-club.de or jg42.de. Complete squadrons are as welcome as single freelancer. Decide by your own which side you would like to fly.
  16. Hi Paul, just a basic question at first, would you consider to add new features introduced to Il2 1946 up to 4.12.2 or would you more like to be limited to bug fixing anymore. I could absolutely understand if you would keep it calm and stay in bug fixing, however if not ..... AI Taxiing We got e.g. the AI taxing introduced in the game. Which means planes spawn an their refering spawn points. I guess the main work to be done here, is to set the spawn points for each airfield, maybe in a seperated file to be adaptable and customizable for further maps. I could imagine adding the spanwpoints to a seperate file should be done by each user or campaign creator himself, reading the coordinates and processing it correct into the mission file would be left to you .... Forward Observer We got a new trigger (besides others) which triggers certain artillery units to fire on a reconnaissened target (entering a trigger) Although it is a nice feature, It needs some further testing in Coop mode aswell and if the trigger is reloadable. However using it at a front location connected with some artillery units could be a nice working feature. Spawning Trigger We got new triggers introduced which spawn units at a certain condition. The plane which will be spawned is preloaded, means it will be set on the map before, which could probably differ to DCG? This triggers can be used to save either performance , or even more to protect airfields. Like an enemy aircraft enters a certain trigger in conditions with a predefined distance and/or height, which then makes "defender aircrafts" spawning around the trigger. Hope you get what I try to explain.... This are just basic explanations of some new features, maybe you find some of them suitbable to implement in DCG. Then of course I (we) would provide more details info like mission files or testing etc However, as I said initially, I could absolutely understand if you would like to keep at bug fixxing only. Best regards
  17. Load a coop mission with your prefered loadout and check the eventlog in your Il2 root for the correct entry
  18. I am pretty sure DCG is not the point to look for that issue. However, I cant force the error on demand. I yesterday wrote a small test campaign with some carriers and Seafires operating on it. Working so far. Same on stock maps.
  19. I just left a post to the Debugging Forum of Team Daidalous in 1 C forum. Maybe one or another wants to support the reported issue there aswell, as it looks like it has sth to do with 4.12.2 and not DCG?
  20. Remove the line from timetable.dcg . In general,if you dont got a desired skin, the default skins will be loaded by the game however.
  21. Upcoming thursday 9th may we meet again at 19:45h met to take off at 20:00h into the skies above Rhzev. Meet and join us in our teamspeak server As we are expecting to fly 3 missions at all a later join for the second or third mission is easy possible. For now you will meet FW190-A4, Bf109G2,Bf110G2,Ju87D3,Ju88A4 and He111 vs Yak9, La5, P39D, Peshkas, Il2 of different kinds and DB bombers. Every pilot of each skill is welcome to join us!
  22. Hi folks, the 1./JG42 is hosting since a long time regular DCG Campaigns in chronological war time order. Last fall we started again in 1940 - France settling over to Riga 41, Leningrad 41, Malta 42 , Tobruk 42 and right now we are fliyng at Rhzev 1942. We meet each thursday evening at 19:45h (GMT+2 /Berlin time) and encourage each pilot who is still interested in flying Il2 1946 to join us. Basically you are free to choose which side and which of the available pilot seats you take. Our main goal is to fly together and having fun, noone of the present pilots is interested to become a new Rall or Hartmann. For coordinate flying we use the teamspeak server of 1./JG42, german and english (no moatter of what quality) language is default. Maybe you want to check out our dedicated campaign website with some basic information about the past and running campaigns and the present front situation. Of course we use DCG and mostly the default campaigns sometimes with an adapted planeset. Malta 42 and Tobruk 42 were campaigns on our own. The platform on what we fly in Il2 1946 4.12.2 @ HSFX 7.0.2 & a small custom mod paket We hope some of you are interested to fly with or versus us in a DCG generated campaign.
  23. Hi Paul, just let you know I am aswell following this topic with highest interests. I was aswell still not able to get the allied planes take off from carriers in our still existing Multiplayer Campaign. Hope you can fix the issue, which got imho introduced by 4.12. Let me know if u need any help in detailed testing. Keep up the fantastic work...still suprised how long DCG survives the time, I think I got first contact with it in 2006 - great peace of code!
  24. Could so. pls be so kind and explain me once again, what it means? Is it that tanks wont spawn ahead if an enemy is the contact distance value ahead? Like blue tanks are 3 locations off the red spawn point; contact distance is 3; no enemy tank will spawn anymore?
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