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Pandacat

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Posts posted by Pandacat

  1. I quick read through this guide.  Just have a question.  If I want to create something like this, how would it do it?  Say in mission 1.  I was able to damage the enemy carrier but not sink it.  I want the damage recorded and passed onto the 2nd mission, so that the 2nd mission I can continue on to finish it off.  I believe currently if you don't sink it in one mission, the carrier will be fresh again in the next mission.

  2. So I was playing around with the Tulagi and Coral Sea campaigns last night (and made Tulagi have a quick two day campaign for the Yorktown to get in and get out).  But when I tried to add some TBD Devastators to the Coral Sea campaign, it crashed just as the TBDs began their attack run on the Japanese carriers.  Not just once, but three times.

    So Paul, were you able to transition from Tulagi to Coral sea?  Mine was able to transition at all.

  3. The current Pacific campaign has many deficiencies.  I would like to revamp it, but I have no campaign creating and mission creating experience.  So how should I get started?  What should I get mastered first? FMB?  My plan is to create something on the side first and then test it extensively.  If everything works fine then we can get Paul's permission to merge with/replace the existing one.  

  4. Sorry, I've never played the pacific campaign. But HSFX is different ship-wise, so a missing ship (or one whose name has changed) can result in such issues. What if you googled campaigns made specifically for HSFX?

    There are many campaigns for HSFX on missions4today, but any of those are made for DCG?  Mostly they look like just Dgen campaigns.

  5. No, that doesn't solve it.  Here is what is going on:

     

    The US pacific campaign is consisted of 10 maps (from Tulagi to Okinawa sequencially).  The standard procedure is once I have reached victory conditions of one map, the campaign would advance to the next map.  Say in Tulagi map, if US forces occupies Tulagi Depot objective, then the map is won and the campaign would move onto the next one: Coral Sea.  Once I sink the Japanese carrier in Coral Sea, I win the map and advance onto Midway.  So on so forth.  As far as I remember, DCG always goes like this unless there is new stuff in 3.49 that I am not aware of.  But anyway.  Now I won Tulagi map, instead of moving onto Coral Sea, the campaign keeps generating new mission at Tulagi.  When you click fly the next mission, you and your whole squadron spawn in the water with damaged aircraft and mission fails.  As a result, you can't advance any further; your campaign is basically a dead end at this point.  So I was wondering if any of you had the same issue.  

  6. I figured out why late last night.  There was a section under USAF that is a repeat of what is up in the British section.  You can go down the list and take a look.  If I remember correctly it's between the sections of AVG and 9AF. At first I thought those squadrons were part of the Eagle squadrons.  But a closer look, you can see some Czech squadrons.  I simply deleted them out.  Now it's working fine.

  7. Awesome.  I'll try it and report back.  Oh btw, another question.  I got another pink plane issue with fw190D9.  After a bit research, it was due to its droptank.  I flipped from cap to lower case and back, none of them worked.  So I just deleted droptank for D9 and it worked fine after that.  So based on what HSFX weapons file shows, D9 has no AG weapons and no tanks?  Just a pure AA fighter?

  8. There is no info about maps like Tulagi, Coralsea, santacruz, marianas and Okinawa.  Is it ok to add those or there are some other hidden victory conditions not specified in endcampaign file?  Just an example, I can't advance from Tulagi to Coralsea even though the current date is 5/10, which is past of the start date of coralsea on 5/7.  

  9.  

     

    4.11+ AI code causes torpedo bombers to climb in case they think they're under attack.

    Unfortunately this can also be caused by heave AAA fire.

    When the attack continues and vital parts of the plane get hit, they will dump the torpedo.

    On the other hand, when the attack stops, they will continue their torpedo run but in that case they might have reached an altitude where the torpedo run code doesn't work correctly anymore and the torp will get "bombed" into the target.

    This is an error in TD's native AI code since 4.11, unresolved until today (4.13.2) and impossible to fix by modders since TD deliberately don't share their native library holding the new AI code.

     

    This is the root of the problem.  I found this on SAS site today.  So if you fly the torpedo bomber and lead the squadron yourself, you might be able to avoid the height issue.  But AI just can't do it in the heat of battle, especially when under attack from fighters and heavy AAA fire.

  10. Just wonder if DCG has any impact on how carrier launch its aircraft.  Here is an example:

     

    On Tulagi mission 2, I started the mission airborne in a F4F-3 and the carrier launched a full deck load of bombers to attack a Japanese supply ship column.  After all the bombers were well on its way, the task group came under attack from 12 Japanese bombers and 3 fighters.  Instead of getting more CAP fighters airborne, the carrier proceeded slowly to launch the second strike wave of bombers.  After that, then it started to launch 8 fighters.  By the time, we cleared most of the fighters and bombers, my pilot was wounded by a bomber and I was returning the carrier.  Just about to land on the deck, the carrier was starting to launch a 2nd batch of 8 fighters.  By then, the air battle was all but over.    

     

    Possible to set fighters launch as the priority whenever the carrier is in danger? Or at least, for every strike wave, launch the fighters first then the bombers.  Not sure if DCG can do anything about the launch logic.

  11. Oh, tabs and spaces.  That could be it.  I will give it a try tonight when I get home.  So let me make it clear:

     

    1. In the squadids file, the column on the left side is the data that DCG will use and the right column is simply a note to describe that squadron?  The right column is not used by DCG right?

    2. So the space between the left column and right column should all be tabs instead of spaces?

    3. Does it matter how many tabs after the id?

  12. This is another mission.  Mission 1 of German Ardennes campaign.

     

    [9AF_365FG_386FS00]

      Planes 4
      Skill0 0
      Skill1 1
      Skill2 2
      Skill3 0
      pilot0 de_08.bmp
      pilot1 de_01.bmp
      pilot2 de_29.bmp
      pilot3 de_09.bmp
      Class air.P_47D27
      Fuel 100
      weapons 2x5006x45
    [9AF_365FG_386FS00_Way]
      TAKEOFF 57539.43 13488.23 0 0 &0
      NORMFLY 53039.00 13987.00 500 480.00 &0
      NORMFLY 47689.00 8638.00 800 480.00 &0
      NORMFLY 52539.00 3488.00 1100 480.00 &0
      NORMFLY 57538.00 3488.00 1400 480.00 &0
      NORMFLY 62539.00 8488.00 1700 480.00 &0
      NORMFLY 55292.00 11241.00 2000.0 480.00 &0
      NORMFLY 62044.00 17993.00 2000.0 480.00 &0
      NORMFLY 56431.00 12793.00 2000.0 480.00 &0
      NORMFLY 41819.00 -1406.00 1000.0 480.00 &0
      NORMFLY 28960.00 -3853.00 1000.0 480.00 &0
      NORMFLY 7101.00 2700.00 1000.0 480.00 &0
      GATTACK 7100.00 6700.00 500.0 480.00 12_Chief 1 &0
      NORMFLY 25209.00 14397.00 1000.0 480.00 &0
      NORMFLY 34319.00 13094.00 1000.0 480.00 &0
      NORMFLY 50429.00 17791.00 1000.0 480.00 &0
      LANDING 57539.43 13488.23 0 0 &0
    [9AF_365FG_386FS01]
      Planes 4
      Skill0 1
      Skill1 0
      Skill2 2
      Skill3 1
      pilot0 de_29.bmp
      pilot1 de_25.bmp
      pilot2 de_17.bmp
      pilot3 de_20.bmp
      Class air.P_47D27
      Fuel 100
      weapons 2x5006x45
    [9AF_365FG_386FS01_Way]
      TAKEOFF 57539.43 13488.23 0 0 &0
      NORMFLY 53539.00 14487.00 700 480.00 &0
      NORMFLY 48839.00 9288.00 1000 480.00 &0
      NORMFLY 53039.00 4488.00 1300 480.00 &0
      NORMFLY 57538.00 4488.00 1600 480.00 &0
      NORMFLY 62039.00 8988.00 1900 480.00 &0
      NORMFLY 55292.00 11241.00 2000.0 480.00 &0
      NORMFLY 62044.00 17993.00 2000.0 480.00 &0
      NORMFLY 56431.00 12793.00 2000.0 480.00 &0
      NORMFLY 41819.00 -1406.00 1000.0 480.00 &0
      NORMFLY 29260.00 -4153.00 1025.0 480.00 &0
      NORMFLY 7101.00 2700.00 1025.0 480.00 &0
      GATTACK 7100.00 6700.00 500.0 480.00 12_Chief 1 &0
      NORMFLY 25209.00 14397.00 1000.0 480.00 &0
      NORMFLY 34319.00 13094.00 1000.0 480.00 &0
      NORMFLY 50429.00 17791.00 1000.0 480.00 &0
      LANDING 57539.43 13488.23 0 0 &0

    9AF_365FG_386FS is a U.S. P47 squadron misclassified as blue.

  13. This is the Italy campaign mission 1.

     

    [146Squadron00]

      Planes 4
      Skill0 0
      Skill1 0
      Skill2 0
      Skill3 0
      pilot0 de_19.bmp
      pilot1 de_22.bmp
      pilot2 de_10.bmp
      pilot3 de_02.bmp
      Class air.A_20C
      Fuel 100
      weapons 2x1008x1002x100
    [146Squadron00_Way]
      TAKEOFF 127476.02 77088.25 0 0 &0
      NORMFLY 126977.00 72588.00 500 300.00 &0
      NORMFLY 132326.00 67238.00 800 300.00 &0
      NORMFLY 137476.00 72088.00 1100 300.00 &0
      NORMFLY 137476.00 77087.00 1400 300.00 &0
      NORMFLY 132476.00 82088.00 1700 300.00 &0
      NORMFLY 110628.00 81869.00 2000.0 300.00 &0
      NORMFLY 88380.00 92049.00 2000.0 300.00 &0
      NORMFLY 91085.00 94754.00 2000.0 300.00 &0
      NORMFLY 88380.00 92049.00 2000.0 300.00 &0
      NORMFLY 88884.00 62419.00 1000.0 300.00 &0
      NORMFLY 94787.00 27389.00 1000.0 300.00 &0
      GATTACK 98787.49 27388.63 500.0 300.00 12_Chief 1 &0
      NORMFLY 110159.00 43513.00 1000.0 300.00 &0
      NORMFLY 116131.00 54238.00 1000.0 300.00 &0
      NORMFLY 124503.00 68363.00 1000.0 300.00 &0
      LANDING 127476.02 77088.25 0 0 &0
    [146Squadron01]
      Planes 4
      Skill0 0
      Skill1 0
      Skill2 0
      Skill3 0
      pilot0 de_25.bmp
      pilot1 de_29.bmp
      pilot2 de_15.bmp
      pilot3 de_24.bmp
      Class air.A_20C
      Fuel 100
      weapons 2x1008x1002x100
    [146Squadron01_Way]
      TAKEOFF 127476.02 77088.25 0 0 &0
      NORMFLY 126477.00 73088.00 700 300.00 &0
      NORMFLY 131676.00 68388.00 1000 300.00 &0
      NORMFLY 136476.00 72588.00 1300 300.00 &0
      NORMFLY 136476.00 77087.00 1600 300.00 &0
      NORMFLY 131976.00 81588.00 1900 300.00 &0
      NORMFLY 110628.00 81869.00 2000.0 300.00 &0
      NORMFLY 88380.00 92049.00 2000.0 300.00 &0
      NORMFLY 91085.00 94754.00 2000.0 300.00 &0
      NORMFLY 88380.00 92049.00 2000.0 300.00 &0
      NORMFLY 88584.00 62719.00 1025.0 300.00 &0
      NORMFLY 94787.00 27389.00 1025.0 300.00 &0
      GATTACK 98787.49 27388.63 500.0 300.00 12_Chief 1 &0
      NORMFLY 110159.00 43513.00 1000.0 300.00 &0
      NORMFLY 116131.00 54238.00 1000.0 300.00 &0
      NORMFLY 124503.00 68363.00 1000.0 300.00 &0
      LANDING 127476.02 77088.25 0 0 &0
  14. Yeah, your work is appreciated.  I mean without DCG, the old campaign is almost unplayable.  Dgen mod is a good alternative, but not as automated as DCG and doesn't have as much dynamic aspects and customization you can have.  I wouldn't characterize IL2 franchise as being played by few though.  There are indeed quite many newer generation WWII combat sims such as DCS, Il2 BOS.  But none of them can match IL2 1946's breadth and playability. The only thing I would complain about IL2 1946 is the mod community is chaotic just as Sniperton alluded to.  So many different things going on at the same time.  I think the best organized sim so far is the F4 BMS.  There is one site, one voice, one mod and everybody else is contributing to it instead of carving out his own fiefdom. 

  15. In my USN Tulagi map, it appears AI sometimes was able to launch torpedoes fine sometimes they just drop them like bombs.  It's very interesting.  I don't know what is affecting their behaviors.  I played Tulagi map extensively for testing.  The second mission, when Betties and B5ns counterattacked my task group, I was overwhelmed by them once and they sank the carrier.  Other times, they just drop like bombs and failed to achieve anything.  Btw, DCG generated Pearl Harbor mission, if you play B5n, it always load you with bombs to attack the warships.  Even though I specified torpedo as the anti-ship weapon on Kates.

  16. Just wonder if the newest DCG uses any of the functions from HSFX 7.03 Triggers mod?  Cuz I believe the only difference between 7.02 and 7.03 is the Triggers mod.  I currently have 7.02, it works fine and I don't want to change anything if the new features from 7.03 don't really have much added value.

  17. Alrite, I found there were 5 squadrons.  All British: 615, 176, 47, 146, 131.  I added them all in to squadids file. The first 3 worked fine.  But the 146 and 131 refused to be come over to red side.  146 is a A-20 while 131 is a Mosquito squadron. I deleted the campaign and regen everything, those 2 just refuse to be on allied side.

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