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DCG 3.48 Open Beta Test

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A beta of the latest DCG is available here for those who wish to give it a try:

http://members.shaw.ca/lowengrin/il2dcg348beta1.zip

Please post any bugs to this list.

Additions (so far) to Version 3.48

Fixed "Ace" AI pilot bug. Tweaked some static objects from a number of campaigns to avoid collision.

Note: Install over a complete copy of DCG 3.47 as this beta only includes files that have been modified from the previous build. After installing, remember to reset your basic options and, if using DGen or NGen Replacement modes, make sure these options are re-checked before running IL-2 Forgotten Battles, Pacific Fighters or 1946. Mods which have made changes to the event log may not work with IL2DCG.

 

 

 

[Note: the most recent DCG ver. 3.48 URL can be found at the end of this thread. -- Klaiber, 21 July 2014]

Edited by Klaiber
URL clarification

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As a reminder, this four bugs found using 3.47 in dogfight mode:

 

Normandy44

Gliders spawn in the trees

 

Kuban42

Ju-52/3mg5e seems unable to take-off and/or collied with ship at take-off

 

Prokhorovka

Trains collied

 

Mediterranean41

Ship waypoints on the beach

 

Have a good day.

 

Added 04/26/13:

 

MarethLine43

Planes damaged on the ground when mission begin

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hello, so I began to test new version of generator :-)

 

1. "clean" beta 1 gives "no message file found" (I read your note, but just in case...)

 

2. 3.47 overcopy- earlier started campaign run ok. seems allocation of diffrent AI skills in squadrons is now more correct. but I did't too much as I decided to begin new game with smoller maps (this was Singapore).

 

3. new campaign- starting leningrad 41 with finnish hawk 75a3 as active crashed the game, and in the long run after some tests I lost all my saved campaignes after one of crashes, both dcg as linear and dgen.

seems that you did't add new crafts in the game??? :-( noone is working.

 

and by the way, is there any way to make japanese not to jump with chute? in the start of the war this look not good...

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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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This beta was released before the latest IL-2 update. I haven't added any of the new planes nor updated any of the payloads...hopefully someone else will and send me the files....

 

New 4.12 payloads:

 

Beaufort1Early B 8x250lb

Beaufort1Early B 4x500lb

Beaufort1Early B 2x1000lb

Beaufort1Early T 1xtorp

Beaufort1Late B 8x250lb

Beaufort1Late B 4x500lb

Beaufort1Late B 2x1000lb

Beaufort1Late T 1xtorp

Beaufort2 B 8x250lb

Beaufort2 B 4x500lb

Beaufort2 B 2x1000lb

Beaufort2 T 1xtorp

Do217_M1 B 28xSC50

Do217_M1 B 4xSC250

Do217_M1 B 4xSC500

Do217_M1 B 4xSD500

Do217_M1 B 2xSC1000

Do217_M1 B 3xSD1000

Do217_M1 B 4xSD1000

Do217_M1 B 1xSC1800

Do217_M1 T 1xTorpedo

H_75A3 A 1x50+5x303

H_75A3 A 2x50+4x303

H_75A3 B 10x12kg_bombs

H_75A3 B 6x25kg_bombs

H_75A3 B 2x50+4x303+10x12kg_bombs

H_75A3 B 2x50+4x303+6x25kg_bombs

H_75A4 B 10x12kg_bombs

H_75A4 B 6x25kg_bombs

KI_45_KAIKO A 2xHo103_slanted

KI_45_KAIKO B 2x250kg

KI_45_OTSU A Type94_AP

KI_45_OTSU A 2xHo103_slanted

KI_45_OTSU B 2x250kg

KI_45_OTSU B Type94_AP_2x250kg

P_36A4 B 6x40lb_bombs

Wellington3 B 16x250lb

Wellington3 B 9x500lb

Wellington3 B 2x1000lb6x250lb

Wellington3 B 2x2000lb

Wellington3 B 1x4000lb

 

:)

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A quick fix for MDS users....

 

http://members.shaw.ca/lowengrin/il2dcg384beta2.zip

 

Please post any bugs to this list.

 

Additions (so far) to Version 3.48

 

Fixed formula that evaluates pilot skill. Fixed bug which would crash DCG if a AI squadron in MDS Dogfight mode attempted to intercept a "Human Only" squadron (with no predetermined flight path). Various small fixes to some mission files and roads (compliments of idefix44).

 

Note: After installing, remember to reset your basic options and, if using DGen or NGen Replacement modes, make sure these options are re-checked before running IL-2 Forgotten Battles, Pacific Fighters or 1946. Mods which have made changes to the event log may not work with IL2DCG.

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Note, picked up latest beta, thx! Wondering if possible to update the month/year to correspond with the latest release when checking the version, or is the month/year only updated once the version moves from beta to RC?

 

~S~

wind

 

PS: also any updates regarding 4.12.1 and the AI taxing/spawn capability? Saw note where its possible to use this new feature for a single flight takeoff from an airfield; however, issue in place with address multiple flights from airfield. Also, is there a template/instruction for how test/configure this feature?

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I don't usually update the release date for a beta (but I probably should).

 

It is possible to use the taxi feature from 4.12.1, but multiple flights at an airfield will cause total death and destruction. You can test it by creating a taxi and takeoff path in the FMB and then copy it into the AIRFIELDS.DCG file with the header named after the airfield (you can find the airfield names in the xxxxx.rds file - where xxxxx = the campaign map of the campaign).

 

Even if I modified the code to ensure only one flight spawn at an airfield at a time, it would be a huge task to add a taxi/take off path for every airfield in every campaign.

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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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Agreed, like the idea of the toggle to enable the taxi feature or disable. Then depending upon the campaign and the associated airfield.dcg file the taxiway paths can be defined at campaign designer's choice. Likely, with the DCG stock campaigns, since the dcg files are editable, likely the community could help in the effort to create the taxi way paths for the stock campaigns?

 

All in all, if the feature could be added that would be excellent to see taxiing aircraft at spawn along with spawning in at the ramp rather then on the runway. All in all, a key edition in 4.12.1 and leveraging it in DCG would be excellent for offline immersion.

 

~S~

wind

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beta 2:

 

[RAF_No121SQN0]

Planes 11/12-4+4

Skill 1

Class air.BLENHEIM4

Active False AI Only

1up_mto.bmp

Tobruk_Airfield

Radio

 

[RAF_No121SQN00]

Planes 1

Skill0 2

Skin0 up_mto.bmp

numberOn0 1

pilot0 gb_17.bmp

Parachute 0

OnlyAI 1

Class air.BLENHEIM4

Fuel 100

weapons 2x500

 

RAF_No121SQN00 Blenheim4s are bomber type of aircrafts, so I don't understand why only one goes out for mission here.

Edit: (Squadron density is NOT set to 'full').

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Now with 4.12 we have the possibility to have custom skins on stationary planes. Here it goes:

 

... 1.0 null 0,

 

where

 

1.0: not the faintest idea what it could be for;

"null": a string for the custom skin in the folder for the plane; could be the same as in allpaints.dcg;

0/1: whether the plane has markings off/on.

 

Looks like:

 

117_Static vehicles.planes.Plane$IL_4_IL4 2 18561.45 94968.07 225.00 0.0 it 2 1.0 UP_IL-4\as\Br-20\IT\copy.bmp 1

 

where "\" stands for a space.

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Just a question. This is something I've never seen before -- bombers on a sightseeing tour: They fly off without bombs, visit the battlefield, and return. Have not modified their class.

 

[193squadriglia00]

Planes 4

Skill0 0

Skill1 0

Skill2 0

Skill3 0

pilot0 photo.bmp

pilot1 photo.bmp

pilot2 photo.bmp

pilot3 photo.bmp

Parachute 0

OnlyAI 1

Class air.CantZ1007bis

Fuel 100

weapons default

StartTime 8

[193squadriglia00_Way]

TAKEOFF 75837.49 187747.38 0 0 &1

NORMFLY 73595.02 190457.19 1000.00 300.00 &1

NORMFLY 69356.66 191026.94 2000.00 300.00 &1

NORMFLY 65414.98 187243.01 3000.00 300.00 &1

NORMFLY 70827.00 176235.00 6000.0 360.00 &1

NORMFLY 57978.00 156912.00 6000.0 360.00 &1

NORMFLY 41229.00 133689.00 6000.0 360.00 &1

NORMFLY 32279.00 118265.00 5000.0 360.00 &1

NORMFLY 20880.00 81918.00 5000.0 360.00 &1

NORMFLY 1681.00 37772.00 5000.0 360.00 &1

NORMFLY 6681.00 28773.00 5000.0 360.00 &1

NORMFLY 10181.00 27773.00 5000.0 360.00 &1

NORMFLY 17681.17 27772.16 5000.0 360.00 &1

NORMFLY 25181.00 27773.00 5000.0 360.00 &1

NORMFLY 28681.00 28773.00 5000.0 360.00 &1

NORMFLY 33681.00 37772.00 5000.0 360.00 &1

NORMFLY 38630.00 73168.00 5000.0 360.00 &1

NORMFLY 51779.00 110765.00 5000.0 360.00 &1

NORMFLY 67728.00 153162.00 5000.0 360.00 &1

LANDING 75877.39 187759.52 0 0 &1

 

Is it theoretically possible, according to your code, that something like this may happen?

I mean is this a planned behavour under some conditions?

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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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What weapon did u define for level bomb' date='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.[/quote']

 

I'm not that stupid ;), you can check this in my 4.12 files (this section has been taken over from Paul's 'stock' 4.11 files):

 

CantZ1007bis 2x250+3x100 default 2x250+3x100 none 2xMotobombaFFF default

 

The problem is that DCG seems to ignore this (or, to be correct, did ignore it on one occassion, the reasons of which seem to me unexplicable; hence my question).

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Just a question. This is something I've never seen before -- bombers on a sightseeing tour: They fly off without bombs' date=' visit the battlefield, and return. Have not modified their class.

 

...

 

Is it theoretically possible, according to your code, that something like this may happen?

I mean is this a planned behavour under some conditions?[/quote']

 

It would be if they flew off as singles or pairs and act as recons. But not as a flight of four....

 

Very strange.

 

 

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It would be if they flew off as singles or pairs and act as recons. But not as a flight of four....

 

Very strange.

 

Yep, it happened only once, and I reported this because it was the exact opposite to the case of the single Blenheim (see #14). That looked like a recon flight WITH bombs, while this seemed to be a bombing flight WITHOUT bombs and a target. Such oddities occurred twice out of 10 to 12 missions. Maybe my files were screwed, I don't know. I'll report if the problem still exists after a fresh install.

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It is possible to use the taxi feature from 4.12.1' date=' but multiple flights at an airfield will cause total death and destruction.[/quote']

 

AI planes already queuing on the taxi path are quite intelligent in avoiding collisions, in my experience. A full flight of 4-engine bombers (4 planes) requires a bit more than 2 minutes to leave their spawn location and to line up for take-off (this takes considerably less than 2 minutes for fighters and 2-engine aircraft). So if you start each consecutive flight with a 3 minutes interval/delay, everything should be OK, I think.

 

Implementing this feature would require that

IF the given airfield has an entry in airfields.dcg,

AND it contains a row beginning with "TRIGGERS",

THEN all flights from this airfield should start with a 3 minutes delay each.

 

Just an idea... :)

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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.

 

Made some tests. Watch it and test it: 4 flights of Pe-8 heavy bombers taking off with 2 minutes intervals. It works flawless 3 times out of 4. (Even then' date=' no total annihilation, only two planes lost, out of 16, due to collision.) It works flawless with larger intervals (3 minutes) or smaller planes (fighters or medium bombers).

 

If Paul decides to implement it, a few hints for campaign designers:

 

1) take-off run start point should be situated TO THE LEFT of the spawn area;

2) taxi path should be long enough to accomodate 4 to 6 bombers queuing; therefore, spawn area should be around the middle of the runway or further (if it's closer to the start point, aircraft won't advance until another on the runway actually takes off, and therefore there will be a big bang when the next flight spawns);

3) distance between planes should be set to 45 m at least (bigger than the wingspan of heavy bombers);

4) distance between waypoint 0 and waypoint 1 should be 1.5 to 2 times of the wingspan of the aircraft involved, that is, 70 to 100 m.

 

These rules are for the safety of heavies. You can ignore them if you only want to field fighters and medium bombers.

 

 

[MAIN]

MAP Normandy/load2.ini

TIME 12.0

CloudType 0

CloudHeight 1000.0

player 1GvIAP00

army 1

playerNum 0

[sEASON]

Year 1940

Month 6

Day 15

[WEATHER]

WindDirection 0.0

WindSpeed 0.0

Gust 0

Turbulence 0

[Wing]

1GvIAP00

1GvIAP01

1GvIAP02

1GvIAP03

[1GvIAP00]

Planes 4

Skill 1

Class air.PE_8

Fuel 100

weapons 1fab20002fab1000

[1GvIAP00_Way]

TAKEOFF_004 106117.49 15338.58 0 0 &0

TRIGGERS 0 0 45 0

TAKEOFF_004 106043.28 15395.46 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105652.66 14836.78 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105622.83 14823.33 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105589.70 14846.75 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105587.82 14866.13 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105618.69 14907.99 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF 106494.25 16160.87 0 0 &0

NORMFLY 111011.50 22533.63 500.00 0.00 &0

NORMFLY 108721.88 27033.88 600.00 300.00 &0

NORMFLY 102422.74 27150.28 700.00 300.00 &0

NORMFLY 100013.85 23292.51 800.00 300.00 &0

NORMFLY 100250.17 18168.53 900.00 300.00 &0

GATTACK 100263.61 14115.82 1000.00 300.00 Bridge217 0 &0

NORMFLY 100377.23 11146.76 1000.00 300.00 &0

[1GvIAP01]

Planes 4

Skill 1

Class air.PE_8

Fuel 100

weapons 1fab20002fab1000

StartTime 2

[1GvIAP01_Way]

TAKEOFF_004 106117.49 15338.58 0 0 &0

TRIGGERS 0 0 45 0

TAKEOFF_004 106043.28 15395.46 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105652.66 14836.78 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105622.83 14823.33 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105589.70 14846.75 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105587.82 14866.13 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105618.69 14907.99 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF 106494.25 16160.87 0 0 &0

NORMFLY 111011.50 22533.63 500.00 0.00 &0

NORMFLY 108721.88 27033.88 600.00 300.00 &0

NORMFLY 102422.74 27150.28 700.00 300.00 &0

NORMFLY 100013.85 23292.51 800.00 300.00 &0

NORMFLY 100250.17 18168.53 900.00 300.00 &0

GATTACK 100263.61 14115.82 1000.00 300.00 Bridge217 0 &0

NORMFLY 100377.23 11146.76 1000.00 300.00 &0

[1GvIAP02]

Planes 4

Skill 1

Class air.PE_8

Fuel 100

weapons 1fab20002fab1000

StartTime 4

[1GvIAP02_Way]

TAKEOFF_004 106117.49 15338.58 0 0 &0

TRIGGERS 0 0 45 0

TAKEOFF_004 106043.28 15395.46 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105652.66 14836.78 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105622.83 14823.33 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105589.70 14846.75 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105587.82 14866.13 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105618.69 14907.99 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF 106494.25 16160.87 0 0 &0

NORMFLY 111011.50 22533.63 500.00 0.00 &0

NORMFLY 108721.88 27033.88 600.00 300.00 &0

NORMFLY 102422.74 27150.28 700.00 300.00 &0

NORMFLY 100013.85 23292.51 800.00 300.00 &0

NORMFLY 100250.17 18168.53 900.00 300.00 &0

GATTACK 100263.61 14115.82 1000.00 300.00 Bridge217 0 &0

NORMFLY 100377.23 11146.76 1000.00 300.00 &0

[1GvIAP03]

Planes 4

Skill 1

Class air.PE_8

Fuel 100

weapons 1fab20002fab1000

StartTime 6

[1GvIAP03_Way]

TAKEOFF_004 106117.49 15338.58 0 0 &0

TRIGGERS 0 0 45 0

TAKEOFF_004 106043.28 15395.46 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105652.66 14836.78 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105622.83 14823.33 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105589.70 14846.75 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105587.82 14866.13 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF_004 105618.69 14907.99 0 0 &0

TRIGGERS 0 0 20 0

TAKEOFF 106494.25 16160.87 0 0 &0

NORMFLY 111011.50 22533.63 500.00 0.00 &0

NORMFLY 108721.88 27033.88 600.00 300.00 &0

NORMFLY 102422.74 27150.28 700.00 300.00 &0

NORMFLY 100013.85 23292.51 800.00 300.00 &0

NORMFLY 100250.17 18168.53 900.00 300.00 &0

GATTACK 100263.61 14115.82 1000.00 300.00 Bridge217 0 &0

NORMFLY 100377.23 11146.76 1000.00 300.00 &0

[NStationary]

0_Static vehicles.planes.Plane$PE_8 1 106042.50 15301.06 215.00 0.0 null 1 1.0 Pe8_44.bmp 1

[buildings]

0_bld Plate$GroundParkingLarge 1 106195.69 15236.13 395.00

[staticCamera]

106091 15266 100 0

[bridge]

[House]

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I tested sniperton mission as well and obtained the same results as he described above, but I could see some problems with this approach when using it in a dogfight or any other type of online mission with a lot of players in it. First, the system would require the players to be rather fast to turn on and begin taxing otherwise the next generated AI group would cause destruction of the planes if one unfortunate player took too long to move out of the way. The other problem is actually related to the AI per se. In a campaign for example, the AI usually fly in a group of 8 aircrafts to complete the same objective. The spawning feature, however, only allows 4 aircraft to be created at a time which means that the first 4 aircrafts of the group would have a 8 hour advantage over the second created group of the remaining 4 aircraft. Consequently, they would not be flying in formation but rather two separate groups with a 3 min difference between them. Unless the first group has a patrol type of waypoint so it can circle around a couple of times so the second group may regroup to the leaders flight, I dont see any way to overcome this issue with your suggested system ...

 

It is a good idea though but it would require some tweaking of DCG engine.

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