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ColHut

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Everything posted by ColHut

  1. Thanks Lo, I will build a Finnish campain then for Murmansk map. Regards
  2. Hi Lo, Just to confirm that the latest (17) beta is compatible with the 4.13 release? regards
  3. That's mine too. But I'm not sure whether it is how it was designed to work... And if you look at my 'edit' remark' date=' it's a bit strange that you can have 2 more planes in 2 days while resupply rate is set to 2/WEEK.[/quote'] Yes agreed, something like a secret store somewhere. I just assumed that it was just a work around to stop you having to manually adjust flights for the humans say when you have 8 people flying in one squadron, but lose too many planes so only one flight or less would generate. I think the other option was to have plane downgrades turned on, but not sure. You can play a bit with minimum flight sizes maybe?
  4. I'm pretty sure it specifies the minimum number of plans in the squadron. No matter how many losses they take it will never drop below that level. So (Blush) sometimes I use it for the player's squadron to make sure there are always two flights worth available (min of 8 planes in that campaign). etc etc. That my experience regards Wol
  5. Hmm that post of mine just disappeared! Anyway I thought the distances were more like the 100m or so from tailspin's Guide. I also thought the Airfields.dcg file was just to specify the take off circle to avoid the hills!. But I see that it also allows you to specify exactly the take-off point so that will save me re-doing the road routes, which are close enough already to the airfield in general? eg [Wheeler_Airfield] TAKEOFF 252518.25 53145.05 0 0 NORMFLY 250011.80 55739.09 300.00 300.00 NORMFLY 246434.23 60304.33 600.00 300.00 NORMFLY 246741.50 66076.73 900.00 300.00 NORMFLY 250494.66 70949.25 1200.00 300.00
  6. Dear Lo, How far exactly does the end of a road segment need to be from the end of an airfield for the resulting _Airfield location to be recognised by IL2fb to place the aircraft spawn point on the actual runway? regards Wol
  7. Well it turned out for the best Mind you I had recently added extra RAM to the old one so it could be all it could be, but you have to expect losses in a big operation. regards Wol
  8. Regarding planes on Carriers. There is a problem with wind over deck speeds. Really the carriers need to sail into the wind, and have a fuel and ordnance load commensurate with the wind over deck. Generally 30kts was considered a minimum without catapult launches... So in some cases the heavily loaded planes don't make it in Il2 I've watched whole plane loads go into the sea! The only things you can really do are to up the speeds to maximum before take off, and drop the fuel loads if carrying ordnance, and try and be pointing into the wind. regards
  9. Apologies for not being around. My Computer shot itself about three weeks ago and I only finally replaced the innards yesterday. back to some reading, testing, and updating! regards Wol
  10. Outstanding! Much appreciated regards Wol
  11. Thanks guys. Indeed much testing needed with the new units. I have added about five aircraft and a number of groun objects and armour. As a work around with the CV35 thing I am not game to use these 'airfields' and have turned off transfers! regards Wol
  12. Pretty close, and I'm sure your right about the work needed There can be several targets of missions in DCG and that is all good. I was just hoping that the action could be co-ordinated such that the missions strike home within say a 10 minute window (or 5 or 15 or similar), and more importantly squadrons flying from distant airbases get a 'leg-up' and start from close enough to reach their targets on the way in fairly promptly. Even if those targets are widely separated. I suppose with our online crowd we like to fly as many co-op campaign missions as possible in a night, and so having the action concentrated in time, if not space, is a good thing. But I don't want to pull the missions when our fragment of the great battle is over if all the other great individual squadron missions going on have not yet finished (or even started) as it affects the campaign outcomes. regards
  13. Thanks Lo, All this is much appreciated. Gosh its good to be doing some new campaigns with DCG! regards Wol
  14. Maybe as an alternative you could specify a distance from (any) target at which the squad would start its mission? regards Wol
  15. I wonder if you could specify a time (say 5 to 30 minutes) around which, with some random variation, aircraft would be set up on spawning so that their flight times were all similar to a given target. So instead of distant squads flying miles to the target even with air starts enabled and arriving after it was all over, they would set up much closer (or as required) and get into the action. I don't mind how far they fly back though.
  16. Hoping this could be done via the squadron page, along with the 'Active' an 'inactive' button to stop a squad flying until unchecked. To allow casual turning off of higher ordered squads which are preferentially pick for missions otherwise. regards Wol
  17. Outstanding - Downloaded already! regards
  18. The opposite of the please do version. To stop top numbered squads from flying occasionally... regards Wol
  19. Works fine much appreciated Wol
  20. Indeed the bug in IL2 is still there. the missions read fine in game but don't display in the fmb unless you copy or rename the.properties file xxx_ru.properties. Is there anyway you can get dcg to create the file with this 'extension' automatically?
  21. Thanks Lo Fast work. Will test it tonight regards Wol
  22. Thanks Lo Sorry to be a headache! BTW even the Italian Columns appear to be 'columns' for the sake of spawning some additional units. regards Wol
  23. Thanks Lo. You da man!. Much appreciated. regards Colin Any thoughts on those pesky CV35s?
  24. Another option for spacing would be to stagger their arrival if using sea routes (.srd ) rather than patrols and have them a leg apart. You can even make loops with the sea routes so they don't go away. When I save ot and then reopen the file it goes back the original boat. In this case I am trying to change the Generic US carrier to the Intrepid. Do you mean between generating campaigns or between missions, and are you trying to change the name or the type?. If between campaigns then you need to edit the master mission file. If you just want to edit the name then use the shipnames files or through a timetable command. regards Wol
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