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Everything posted by Nephris
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You can only in the generated mission imho, as the info added to the Homebase line it gets when u edit the master file in the FMB wont be copied by DCG. Dunno if you can make a certain homebase airspawn only by default via dcg atm.
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Fleshed out MDS features, including 'MDS campaign' support.
Nephris replied to EvilJoven's topic in DCG Feature Requests
Apparently all your suggestion are already implemented and do work. It is implemented. Human only/Flight Size/flyable by/downgrade gives you all you need to achieve what you suggested ,even without the server commander. All squadrons that shall be active can be set in the squadron editor. If you need a complete closeup, check out the squadron dcg file. You are ble to determine flyable and actrive planes either via squadron editor or via timetable if you prefer to plan ahead. Radar system is implemented by the game and it is working,...we made use several times of it. Radar system has actually nothing to do with DCG itself but the master file. Open the master file and add the MDS option u d like to get and resave it. Most master files were created long before 4.10 was released.If you want to make use of recon flights use the latest DCG beta. -
Does it happen within a vanilla campaign on Il2 1946 4.12.2 either? My question comes from the pov that it is hard to pin down issues with certain mods as there are HSFX,DBW,UP3 and remaining ones you can create yourself wit hany mod act. So actually it is hard to give support for issues with DCG on mods, just my opinion. Some mod creators had the marvelous idea to fiddle around with logging, which of course creates wrong entries to the stats. You issue sounds close to that, as your stats are doubled. To check if your issue is basically, or just mod related, try to reproduce the issue with a default DCG campaign on vanilla Il2. Changing the actual generated mission file isnt the best way to influence the outcome. Check the master mission file to add new vehilces , squadrons/airfields or statics. How was it the masterfile you were changing and I just got ya wrong here? Just in case I didnt, the mission masterfile will be found within the campaign folder. E.g. in DCG/Master/XYZ_Campaign folder/xyz_campaign.mis (default DCG campaigns).
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Hi Colin, how looks your maps. dcg?
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Just want to let u know, that this issue can be solved with mods when u use "dense" squadron setting instead of "full". No additional ai flights will be addedfor human only.
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We wrote an own parser, that reads the log file and generates the stats, whic hdoesnt work live, as it is no 24/7 Server but a 2x90min Sunday Evening Event. The Server Commander is for us just a managemnt tool, we dont use the stats module.
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I write only dogfight (MDS) DCG campaigns for our event server. You can check some "road maps" on our website, where u can see the complete route system as screenshot. At main depot I often use 4 branches of one road to devide the columns into several roads, but we are using up to 40 columns per site.
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Most locations are explained in the dcg info file by Tailspin, which u can load in the download section here. _ dropzone triggers transport planes with paratrooper loadout to drop them. Those paras can take _dropzone locations then, even if the location got no connection to the own territory (like "we are paratroopers, we are supposed to be surrounded"; example in the Normandy44 map). A nice addition is that a player in transport planes can drop himself paratroopers above each location, very useful in dogfight mission (or mds).
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What weapon did u define for level bomb,ground attack etc? Looks like there is no weapon defined for your CantZ. Of course it will only load those wepons which got defined before in the files. Thx for the 4.12 files.
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I am trying to set up a proper invasion scenario, where a complete invasion is dependant to rtansport ship resupplies. Actually similyr to the default DCG Normandy map. But I have a few questions to get things cleared once again. Are transport ships similar to "mobile depots", means doesent matter at which harbor they are, they got the chance to unload or load a column, or do they need to be at a _depot or supply_zone (like City_depot -> City_Harbor or Town_Supply_Zone ->Town_Supply_Zone_Harbor)? Only if a column and a tranport ship is at the same time at the same location it will load? What would be the most effective method to carry columns via tranport ships to another island? Could you imagine a way to create a timetable command to increase the chance of ships unloading at harbors (none dependant if friend or foe harbor). Atm , if I remember correctly, a ship will unload by 60% at enemy harbor and friend at 30% ? I got the problem that all my ship are loaded with columns but noone got unloaded anymore since 10 missions, although the ship has passed several times a few harbors (friend and foe). I use a circle as .srd, means the ship doesnt get deleted at the end of the route, but starts again. If a ship gets blank again, when i use a non circled route, the column is still asigned to the ship.
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Those scouts "scan" in a custom definable angle below, their flight route. Each static object or column within this angle below will be highlighted at the ingame map for the custom definable MDS_Radar_RefreshInterval , like 5 secs or more .Option FoW must be enabled in default Il2 1946 difficulty settings of course to make use of that feature. I guess it will be most usefull for MP players, as you now would be able to asign own recon flights as flyable plane. Doesnt matter if mod or not, as scouts can also be defined custom. Hope to get ya back in BoS ;-)
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We noticed several problems in destroying bridges and in getting them tracked over to next missions. To point the problem down it would be interesting what the parser is looking for in the eventlog for destroyed bridges. is it this kind of lines the dcg parser is looking for ? Atm not all bridges are tracked into the next mission although they got destroyed.
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Since 4.12.1 the recon plane feature works again in MDS. Would it be possible to add the refering lines from the mission section to transfer from the master file to the actual playing mission? This is from the master file: Generated mission file: So appearently it is just about to add the section to be transfered. note: that way the recon planes could also do recon jobs for each players side. Of course it depends, what settings the host uses (FoW icons need to be activated) offtopic: are ya still in RoF or shall wait for BoS to send ya another donation?
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Should i ve been stepped into the trap to test and discover that issue with a mod ....that would be ashame. I will check tonight at home and send you the mission files, even if it was a mod issue, just outta interest.Thx for havin a look into it .
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Could you imagine to add this feature optional only to be activated via gui or timetable? I see the point that it would nearly be impossible to add each taxi path to every airfield of default maps, however i could imagine to add each airfields taxi path to the airfield.dcg of those fields i use in a campaign. That way it is the campaigns' creator/editor task to add the paths of each needed airfield. But I dont know much about the effort needed to change the code to add that optional feature. Basically I like the idea to use the taxiing feature and much more the idea to create start delays between each flight. Taxiing planes more population on airfields and thus another layer of immersion again - imho.
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Basically you should test all supposed bugs with vanilla Il2 version, means here: 4.12.1 The problem to mods is, everyone can change anything. We had several issues once with changes to logs, which of course caused errors. If DCG works fine with a mod - great. If not I guess we need to live with it, as Paul cant provide support for 3 different mod versions & the vanilla version for DCG of course.
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If I use the setting from the screesnhot above, DCG will set in the mission per flight 1 AI plane. Means if I´d use Flight size 3 it wouod set 3 planes.
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Hi Paul I stumbled again over some question in our running MDS campaign, which affects basic DCG question, maybe you can give me hand here once again. 1)Can you point me again to how DCG is counting losses of static planes at airfields. When I place 3 static aircrafts at an airfield, just one single (e.g) Bf109 squadron is located there.In the mission I will have 3 static Bf109 there, but how many are substracted from the squadrons plane numbers ,when all static aircrafts are destroyed? Is it a ratio of 1:3 or 1:1? I guess there wont be any differences in the ratio to Singleplayer or Multiplayer in any kind? 2) we noticed in our running campaign certain tanks facing to the wrong site. They were static, standing beside the road and faced to the direction where they actually came from. The tanks are not intended to be statics in the masterfile,nor are they customs in the fobject.dcg. 3) just to be sure: if a vehicle got no fuel anymore, it keeps stoping on the last location until fuel is on again?
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I hoped this "human only" option to work, but I guess it is just meant different. MDS is a hybrid. When I generate a Dogfight missions the squadrons will be available to spawn in homebases. In coop missions I simply spawn into the AI flights. In MDS a homebase gets created, where a plane of the stationed squadron is available. But aswell, that squadron gets spawned as AI planes. In case of that screenshot, I would be able to spawn as He111 at a homebase, and 1x AI HE-111 will spawn. When you work with limited aircrafts or downgrades, those AI planes get substracted from players counts which is very annoying of course. Do u think there is a way to add a human only option, that no AI planes would be spawned for marked squads?
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Hi Paul, I got a problem with the "human only" setting in MDS. It looks like DCG produces also AI flights for that marked squadrons. This causes issues, as the Downgrades dont kick in correctly, as AI planes count into plane numbers when they got killed. Atm I use 2 flights and a flight sioze of 2, wihc equals 4 planes available for players. At same time 2x2 AI flights start from that airfield. Is there a way to not spawn AI flights with a "human only" setting? OR am I just using a wrong combination maybe?
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That is a common error to modfied files you changed for DCG. You missed some brackets or spaces in a file or probably your added plane got no skin assigned to the plane. What ever causes the crashes, it is due an error in your modified files. Maybe you want to follow my tip from the very first post and get the altered files for HSFX
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The stock campaigns are the default campaigns that come along with DCG, if you replace DGen. You can also load 3rd party campaigns, which are downloadable at Lo´s Website e.g. Either you play the grandcampaign after you replaced Dgen or you simply generate a single campaign via the world button in DCG gui. However it keeps working on active and moving fronts as long as you marked "active fronts" under options in DCG. You will find a the so called master files in the master folder that comes along with DCG. This are the templates, where you could edit the amount of vehicles and planes in a campaign, as stock DCG campaigns were written for weaker systems some years ago. Here u can add several new squadrons to each side. Dont forget to give each new squad u add a virtual squadron tag like 160IAP in the FMB of Il2 itself.
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No it just generates dynamic missions for SP,Coop or Dogfight. You need to add new planes yourself to DCG, by editing certain files, which are in the Data folder that comes along with DCG. class.dcg [h]P_51D25NA P-51D-25NA Mustang us 1 1 1 194405 194612 none P-51D-25NA P_51D5NT 5000 Meters 480.00 kph Default 480.00 kph P_51D30NA P-51D-30NA Mustang us 1 1 1 194405 194612 none P-51D-30NA P_51D5NT 5000 Meters 480.00 kph Default 480.00 kph [/h] Adapt the space to the norm of your class.dcg payloads.dcg [h]P_51D25NA 6xM2_APIT_10xHVAR default 4xM2_APIT_2x1000 none 4xM2_APIT_2x1000 default P_51D30NA 6xM2_APIT_6xHVAR default 4xM2_APIT_2x1000 none 4xM2_APIT_2x1000 default [/h] allpayloads.dcg [h]P_51D25NA B 6xM2_APIT_2x250 P_51D25NA B 6xM2_APIT_2x500 P_51D25NA B 4xM2_APIT_2x1000 P_51D25NA B 6xM2_APIT_2x75Nap P_51D25NA B 6xM2_APIT_2x110Nap P_51D25NA B 6xM2_APIT_6xHVAR P_51D25NA B 6xM2_APIT_2x250_6xHVAR P_51D25NA B 6xM2_APIT_2x500_6xHVAR P_51D25NA B 6xM2_APIT_2x75Nap_6xHVAR P_51D25NA B 6xM2_APIT_2x110Nap_6xHVAR P_51D25NA D 6xM2_APIT_2x75Tank_6xHVAR P_51D25NA D 6xM2_APIT_2x108Tank_6xHVAR P_51D25NA D 6xM2_APIT_2x110Tank_6xHVAR P_51D25NA D 6xM2_APIT_2x165Tank_6xHVAR P_51D25NA B 6xM2_APIT_10xHVAR P_51D25NA D 6xM2_APIT_2x75Tank P_51D25NA D 6xM2_APIT_2x108Tank P_51D25NA D 6xM2_APIT_2x110Tank P_51D25NA D 6xM2_APIT_2x165Tank P_51D25NA B 4xM2_APIT P_51D25NA B 4xM2_APIT_2x250 P_51D25NA B 4xM2_APIT_2x500 P_51D25NA B 4xM2_APIT_2x75Nap P_51D25NA B 4xM2_APIT_2x110Nap P_51D25NA B 4xM2_APIT_6xHVAR P_51D25NA B 4xM2_APIT_2x250_6xHVAR P_51D25NA B 4xM2_APIT_2x500_6xHVAR P_51D25NA B 4xM2_APIT_2x75Nap_6xHVAR P_51D25NA B 4xM2_APIT_2x110Nap_6xHVAR P_51D25NA D 4xM2_APIT_2x75Tank_6xHVAR P_51D25NA D 4xM2_APIT_2x108Tank_6xHVAR P_51D25NA D 4xM2_APIT_2x110Tank_6xHVAR P_51D25NA D 4xM2_APIT_2x165Tank_6xHVAR P_51D25NA B 4xM2_APIT_10xHVAR P_51D25NA D 4xM2_APIT_2x75Tank P_51D25NA D 4xM2_APIT_2x108Tank P_51D25NA D 4xM2_APIT_2x110Tank P_51D25NA D 4xM2_APIT_2x165Tank P_51D30NA B 6xM2_APIT_2x250 P_51D30NA B 6xM2_APIT_2x500 P_51D30NA B 4xM2_APIT_2x1000 P_51D30NA B 6xM2_APIT_2x75Nap P_51D30NA B 6xM2_APIT_2x110Nap P_51D30NA B 6xM2_APIT_6xHVAR P_51D30NA B 6xM2_APIT_2x250_6xHVAR P_51D30NA B 6xM2_APIT_2x500_6xHVAR P_51D30NA B 6xM2_APIT_2x75Nap_6xHVAR P_51D30NA B 6xM2_APIT_2x110Nap_6xHVAR P_51D30NA D 6xM2_APIT_2x75Tank_6xHVAR P_51D30NA D 6xM2_APIT_2x108Tank_6xHVAR P_51D30NA D 6xM2_APIT_2x110Tank_6xHVAR P_51D30NA D 6xM2_APIT_2x165Tank_6xHVAR P_51D30NA B 6xM2_APIT_10xHVAR P_51D30NA D 6xM2_APIT_2x75Tank P_51D30NA D 6xM2_APIT_2x108Tank P_51D30NA D 6xM2_APIT_2x110Tank P_51D30NA D 6xM2_APIT_2x165Tank P_51D30NA B 4xM2_APIT P_51D30NA B 4xM2_APIT_2x250 P_51D30NA B 4xM2_APIT_2x500 P_51D30NA B 4xM2_APIT_2x75Nap P_51D30NA B 4xM2_APIT_2x110Nap P_51D30NA B 4xM2_APIT_6xHVAR P_51D30NA B 4xM2_APIT_2x250_6xHVAR P_51D30NA B 4xM2_APIT_2x500_6xHVAR P_51D30NA B 4xM2_APIT_2x75Nap_6xHVAR P_51D30NA B 4xM2_APIT_2x110Nap_6xHVAR P_51D30NA D 4xM2_APIT_2x75Tank_6xHVAR P_51D30NA D 4xM2_APIT_2x108Tank_6xHVAR P_51D30NA D 4xM2_APIT_2x110Tank_6xHVAR P_51D30NA D 4xM2_APIT_2x165Tank_6xHVAR P_51D30NA B 4xM2_APIT_10xHVAR P_51D30NA D 4xM2_APIT_2x75Tank P_51D30NA D 4xM2_APIT_2x108Tank P_51D30NA D 4xM2_APIT_2x110Tank P_51D30NA D 4xM2_APIT_2x165Tank [/h] No. DCG is no mod, but a dynamic campaign generator. You will find some more and already altered files in the forums or in the web with added mod or stock planes. Google for HSFX class.dcg e.g. . Just in case you want to add more than the Pony to DCG.
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In the campaign.dcg I can find the setting I make for the supply rate in the generator gui itself. But wasnt there a way to see what the actual status of the spawn chance and the moving chance is? When I destroy 50 of 100 static Oil transporter, the enemy has a 50% chance of moving vehicles I just think to remind of an file called supply.dat or .dcg.
