Lonestar
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Everything posted by Lonestar
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I have the impression that this AI behavior of the escorts only occurs when the escort and bomber flights are starts from the same airfield/carrier! If the escort starts from a further away airfield and must first fly to the starting bombers, the subsequent behavior does not occur! I am often noticed in DBW 1.71, that the AI behaves strangely when waypoints are too close together like ground attack points for ship attacks! Also in this case the AI fly over the target and back home!
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Many thanks for the new updates, Lo!
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Dont know if you have already solve the problem . . . DCG placed the ships properly! I have load your routes in FMB and I think you've mixed up the names of your Sea locations!
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Maybe, but i believe the ships will drive the whole route only one time, then they will removed from the campaign! Better try to make a route from a new "Cagliari" .rds location and connect it with Cagliari_Airfield! Then write the new location "Cagliari" into the allcampaigns and grandcampaigns.dcg under the italy43 entries (new location entry), because "Cagliari" is for party red, the attacker! Then test again, could work!
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Ah, my mistake! 50 to 50 is the probability if units will load/unload ships! The probability of spawning ships is 100%, sorry! When you have a sea location named "Cagliari_Harbor" then you must have also a .rds location naming "Cagliari"! The same also with "Palermo_Harbor"! Its important because otherwise DCG will ignore your harbor location! This could be the reason . . . I can only recommend to make the little campaign in my tutorial! There I was trying to explain everything!
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Commands that can be used in timetable.dcg?
Lonestar replied to MisterMark's topic in DCG Feature Requests
No, only possble to change it in the "Aircraft class setting" panel! But fighters get during a campaign also ground attack missions when a payload (bombs/rockets) is active for the related aircraft! In the "data/timetable.dcg" file of your DCG folder under [Examples] are all commands listed! -
Yes, its random! I think its 50 to 50 if ships will spawn! Big ships like CVs,BBs and CAs remain sunk, no matter if the option "ships remain sunk" is active or not! This is only valid for DDs or cargo ships like "Tramps", when the option is set to "off"!
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Hi, Should be possible! Try to add a file naming "italy.srd" with your new routes into the "Data" folder of DCG! I have try to explain how to create new ship routes here: http://www.lowengrin.com/download.php?view.139 Hope it helps!
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Unending Campaign/some campaign progression issues
Lonestar replied to Pandacat's topic in DCG Public Discussion
I never used it but try to add new columns for the allied for your current campaign! Go to "Ground Objects Editor" panel of DCG and select under "column" the option "Add new column", available at the end of the list of all the columns! With more allied forces you should capture Buna! -
Unending Campaign/some campaign progression issues
Lonestar replied to Pandacat's topic in DCG Public Discussion
I must admit I never played the standard campaigns intensively! After the entries in the grandcampaign stops the USAAF campaign in NewGuinea42! Should finally end when Buna is captured by the allied! I have also the impression that some settings for the standard campaigns are hard coded in DCG! Because some (.mis,.rds,.rls) files like the Italy subcampaign have different names . . . Maybe Paul can say more about it! -
Unending Campaign/some campaign progression issues
Lonestar replied to Pandacat's topic in DCG Public Discussion
Palau comes after the Mariannas (after the grandcampaign.dcg entrys, Guadal43/Tarawa/Mariannas/Palau/ . . .) All ground columns should be displayed in the "Ground objects editor" panel of DCG! Of course when they included in the current subcampaign! Set the related vehicle column back to a "blank" location! For static objects set the option "Active" to "No"! But dont forget, all these changes are active from the next created mission! -
Unending Campaign/some campaign progression issues
Lonestar replied to Pandacat's topic in DCG Public Discussion
Hi, This subcampaign should switch to the next (Tarawa), when the position "Kokumbono" (endcampaign.dcg) is captured by the red fraction! Dynamic Campaigns are sometimes a tricky thing! When its almost impossible, deactivate some enemy ground forces in the DCG "Ground Objects Editor" panel! -
Thanks for your work, sniperton!
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Hi berik, Its an older post but could may help for your message problem: http://simhq.net/forum/ubbthreads.php/topics/1928154/Re_DCG_for_Dummies.html#Post1928154 DCG 3.48 beta1 is not yet adjusted for 4.12, so I would first remain at 4.11 with DCG! Probably the class or payload entries of some (new flyable) aircrafts was changed so that they no longer coincide with the current DCG file entries!
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Sorry, I am a bit busy, have currently 4.12 not installed! Mail the demo mission in the next days! Maybe someone else can test whether the new 4.12 AI can see enemy planes from a larger distance (during intercept missions)? Thanks!
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Ok, mail sent!
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Yes, I can imagine that it is hard to calculate! And I think, its not unrealistic for WWII times, that the interception propability was lower the greater the distance was! But for gameplay reasons, it can be frustating, especially for long flight times! As far as I have observed is the length of the waypoint to the target flight almost always right! Only the direction is often only a few kilometers next to the waypoint from the target! Perhaps the interceptors should fly, from a certain distance, a high angle zig zag course to increase the probability of interception?! I personally edit every DCG mission before I fly (mainly for ship attack and interception missions) and I have learned a few tricks for me, so that I do not need the FMB! However, some changes would take a little too long with every new mission!
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Hi Paul! Some last wishes for future versions of DCG! As some new (modded) maps are getting larger, DCG meets with some mission types sometimes his limits! During a recent created campaign for an approximately 450 km wide map, I noticed that the patrol time for the defenders over a target were often not long enough to meet the enemy bomber formation later! This time difference was up to half an hour after the time indication of the waypoints in FMB! In this case, I have created only offmap airfields for one side to shorten the flight time, but it would be better if you could use the airfields of the map! Because sometimes the way back waypoints runs not exactly toward the own front area when you have offmap airfields! Has apparently something to do with the angle of the offmap airfield to the target location!? My suggestion would be that DCG could generate, by larger settings of "action radius" values, more interception missions or to extend the patrol time for the defenders over the target (possibly up to an hour)! Also a timetable command to change that would be a suggestion! However, I also noticed that the interception waypoints are often inaccurate, the greater the distance to the enemy flights is! Have often experienced that the two groups are past each other only a few kilometers, without being able to see it each other! The interception waypoints should be reworked again! As I said, all of this applies mainly for modded maps, but the new Solomons map is meanwhile also a bit larger then the older maps of IL-2! Thanks for your time!
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Randomness for static aircraft as a target
Lonestar replied to Lonestar's topic in DCG Feature Requests
Hi Paul! I have created 6 unmodded 4.11m Missions in the Lov41 standard campaign for the He-111! 5 times right level bomb waypoints, but in the last mission I get a level bombing mission with a Bridge marker for the attack waypoint! DCG 3.48beta: Used Auto generation and replace DGen Selected Bridge attack/recon in the "Custom mission preference" option! Massed bombers unchecked Air starts checked Action radius 700km Squad density "dense" Flights pro Squads "2" DCGerror for player squad: [2013.05.20 19:44:58.589] I/Kampfgeschwader 3 (HE-111 H-2) at Uzhgorod_Airfield: Bomb Zapyitov_Rail_Bridge497. -
Randomness for static aircraft as a target
Lonestar replied to Lonestar's topic in DCG Feature Requests
Happened with standard B-24 J-100 and modded Lancaster heavy bomber in a 3rd party campaign for DBW 1.71! Currently not tested in unmodded IL-2 1946! -
Randomness for static aircraft as a target
Lonestar replied to Lonestar's topic in DCG Feature Requests
After some more testing, it looks like a random or bridge position thing! Flew a new heavy bomber career and had a normal level attack waypoint against another rail bridge! But It happends last time for the AI, a bit wicked . . . EDIT: Another reason could be the option "Massed bombers"! I had this option unchecked, as DCG created the "ground attack" waypoints for bridge level bombing! It was checked as all works correct! EDIT: Nope, had this time "Massed bombers" checked and selected also Bridge attack/Recon in DCGs "Custom Mission Selection" and get this ground attack waypoint for level bombing! Seems like a random thing . . . -
Randomness for static aircraft as a target
Lonestar replied to Lonestar's topic in DCG Feature Requests
Thanks, Paul! -
Hi Paul, I noticed that level bombers get always assigned the same static aircraft as a target on an enemy airfield although the target was destroyed each time! (At least in my campaigns!) Would it be possible to include a certain randomness for these targets in the future? EDIT: The second thing has something to do with the attack points for level bombers against bridges! In V 3.48 beta get the level bomber an extra target marker for bridges, although the bridge postion is defined in rls.dcg relative near the bridge on the map! The main problem is, that now the heavy bomber leave there formation and attack the bridge like a ground attack aircraft and not as a bomber in formation for level bombing! It happends also for vehicle bridges with a front marker for the bridge postion!
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Just for info: After 5 missions in one of my campaigns, only this example designation seems to work: Merderet_River_Bridge436_Camp
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Oh, interesting! I'll try it out! Thanks Lo!
