Everything posted by kbetz
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Using drop tanks and simulating realistic range limitations
OK, Thanks I'm sure that the effort required to factor that in would not be widely appreciated anyway. DCG still generates some really great missions. I have been watching Greg's Airplanes and Automobiles podcasts (he discusses WW2 planes in granular detail) The one that prompted my question covered the USAAF resistance to providing droptanks to P-47s for bomber escort due to their hubris re bomber ability to fend off German fighters.
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Using drop tanks and simulating realistic range limitations
Just curious if anyone has a recommendation of how best to simulate fuel limitations using IL2 maps. I know maps are scaled down from actual, on one hand I'm fine with reaching a target in 20 min instead of an hour. On the other hand the use of drop tanks was a first order consideration in RL, but are rarely needed in the game. If one were to reduce the fuel of all squadrons to maybe 50%, does DCG adjust missions accordingly so that planes are not falling out of the sky?
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Can the main "Supply Zone" be moved automatically when threatened?
idefixx, Finally had a chance to implement your suggestions. Having played a few missions now I'm seeing a nice improvement in units spawning closer to the front. This was a big help, thank you.
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Can the main "Supply Zone" be moved automatically when threatened?
I have been experimenting with an Italian campaign on one of the new Italy maps. As it is a large map I would like to keep the supply zone somewhat close to the front line. I can move it manually when it is threatened, but I am wondering if this could be triggered automatically? With timetable? Triggers? If I broke the campaign down into smaller chunks covering less territory this wouldn't be a problem. But having the campaign that covers a large area really brings out the D in DCG, with new threats and breakouts in unexpected areas.
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Trouble adding infantry units to Lonestar Solomons Campaign
I was able to accomplish what I wanted by adding a vehicle column composed of infantry units to chief.ini in my HSFX install. After adding my new vehicle column to gunits.dcg, DCG was able to process the infantry unit's fate as it should. So it can be done with a bit of effort.
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Trouble adding infantry units to Lonestar Solomons Campaign
Thanks for the replies. I thought that might be the case. Yes I am using the HSFX mod. All of the newer mod packs include infantry units. I still want to carry on with my infantry experiment. I want to see where units will respawn if their position is overrun.
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Trouble adding infantry units to Lonestar Solomons Campaign
I found a early post that recommended adding Infantry units to Armor.dcg. That sounded hopeful so I tried that. Still infantry losses are not reflected when new mission is generated. Maybe DCG is not set up to do this for infantry, if not this would be my feature request.
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Trouble adding infantry units to Lonestar Solomons Campaign
I an experiment I added Japanese infantry columns in Lonestar's Solomons campaign. Using the timetable, units were created at Tassafaronga Point, from there waypoints take them to Mount St. Austen followed by Kukum on the way to Henderson Field. All went as planned initially, after a few missions I realized that losses to infantry units are negated when the next mission is created. So I have a situation where all infantry units come back in the next mission at full strength even if they were completely destroyed in the previous mission. Of course with regular columns, destroyed vehicles remain destroyed and destroyed columns wait for a transport to redeploy. If anyone who has tried to integrate infantry units into campaigns has an idea about what I am missing, I would appreciate it.
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DCG and new maps
Thanks, I think I found what I need. Been away from DCG for a while doing modding stuff. I have better computer than I did the first time around with DCG allowing me to use full squadron density. The campaigns seem to flow much better at this setting and I am quite hooked. Thanks for your great program.
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DCG and new maps
Is it possible to design a DCG campaign using a new (modded map) by altering the user accessible dcg files? I suspect that the answer is no. If maps are coded in the actual DCG program, would it be possible to break the map list out the the hardcoded program and create some sort of user accessible file? Probably not that simple, just wondering.