mizusummer Posted June 8 Report Posted June 8 When I open a mission I created in DCG in FMB, ground objects, ships, some planes, frontmakers, etc. are not displayed. I can play it in the dynamic campaign, but it's still bothering me, and in anti-ship attacks, planes explode at the start. I've created a few DCG campaigns myself, but this problem occurs in all of them and I'm having trouble. I don't know what the cause is. Someone please help me. I've uploaded a zip file containing my campaign and the generated missions, so could you please correct it? AirraidKure.zip Quote
Lowengrin Posted June 8 Report Posted June 8 It appears the campaign uses a 3rd party map so, sorry, I can't help you with the displaying of the mission in FMB. The planes that explode at the start, are they on the ground or in the air? Or on carriers? Are they all anti-ship attacks by all plane types? Or are they specific to one payload and/or one plane type? Quote
mizusummer Posted June 9 Author Report Posted June 9 Thanks for your reply. I just checked and it did not explode, but when I checked the anti-ship attack mission in the custom mission performance in DCG, it only generated an armed reconnaissance mission by myself. When it exploded, it was a ground launch. And I'm sorry I forgot to mention, but the map I uploaded as a zip file and the map that causes the problem with the above anti-ship attack are different The ground objects, ships, front lines, etc. are not displayed in FMB on all the maps I created for the DCG campaign Setouchi_beta /load.ini, B29_Alley/load.ini, Japan1/load.ini, ag_Formosa/load_Redko.ini, All are created with BATv4.3 Quote
Lowengrin Posted June 20 Report Posted June 20 Check the latest beta. It should fix objects spawning in the FMB - at least objects that are recognized by the game (vanilla or modded). Objects not recognized by the game will of course not appear. BTW, I noticed that if I try to run a mission that has a carrier that isn't in my game, all the flights/planes attached to it will explode at mission start because they all appear in the same location (where if the carrier had spawn, the game would distribute them appropriately on the carrier's deck). Quote
runes Posted July 21 Report Posted July 21 On 6/20/2025 at 4:30 PM, Lowengrin said: Check the latest beta. It should fix objects spawning in the FMB - at least objects that are recognized by the game (vanilla or modded). Objects not recognized by the game will of course not appear. BTW, I noticed that if I try to run a mission that has a carrier that isn't in my game, all the flights/planes attached to it will explode at mission start because they all appear in the same location (where if the carrier had spawn, the game would distribute them appropriately on the carrier's deck). I hope this is the right place to ask this; I'm having the same kind of issue with Pacific theater missions and them blowing up on start on carriers, everyone including enemies. I'm running a clean, freshly installed IL2 1946 game vers. 4.12.2, DCG 3.50 and no other mods, it works great so far thankfully! The problem starts when I try to get WxTech effects 1.6, specifically for the AI engine overheat mod (which requires their Effects mod pack) working alongside your mod. I start getting the missions where everyone on the map blows up. I know it's something with Wxtech's mod not working nicely with DCG but would you be able to give any pointers or possible simple solutions? I tried editing in FMB, but I'm pretty clueless when it comes to all this and embarrassingly haven't been able to find where the DCG mission files I need to edit are. I also don't know/can't find anything in their effects mod that would cause this? I assume it doesn't touch spawns/loadouts or add new carriers. So, I'm kind of lost. I'm obviously not the most knowledgeable person on this game or coding/modding troubleshooting in general. If I'm in over my head or there is no fix just let me know. I can enjoy your mod just as much without the AI engine overheat! Quote
Lowengrin Posted July 21 Report Posted July 21 Have you tried creating a simple carrier launch mission in FMB and then run it with WxTech effects 1.6 on? I wonder if the side effect of the mod is it bugs out carrier launches. Quote
runes Posted July 24 Report Posted July 24 On 7/20/2025 at 8:32 PM, Lowengrin said: Have you tried creating a simple carrier launch mission in FMB and then run it with WxTech effects 1.6 on? I wonder if the side effect of the mod is it bugs out carrier launches. Thanks for the response. So, I tried a FMB carrier launch, and it worked. I also tried a D3A Pearl Harbor operation start with all six carriers loading in and launching their squadrons successfully which was surprising. I then tried the Battle of the Coral Sea with a D3A again which was the original offender, and everyone blew up on launch, including enemy planes as before. I can continue looking for more missions that fail if that might help too. I can only find a couple right now that are failing, most seem to work correctly, but it just makes me nervous to start a career and run into this later. I don't know if it helps, but here's the mission log I believe for one of them. [Jul 24, 2025 7:31:22 AM] Mission: campaign/in/DGen_F_CoralSeadoe0/194205080.mis is Playing 16:00:00 Mission BEGIN 16:00:00 IJN_C_Shokaku_FS_VB000(0) seat occupied by Player at -491750.0 -300150.0 16:00:00 IJN_C_Shokaku_FS_VB000 loaded weapons '1x2502x60' fuel 100% 16:00:00 USN_VB_2B000 damaged on the ground at -510684.0 -330000.0 16:00:00 USN_VB_2B100 damaged on the ground at -510684.0 -330000.0 16:00:00 IJN_C_Shokaku_FS_VT000 damaged on the ground at -490000.0 -300000.0 16:00:00 IJN_C_Zuikaku_FS_VT000 damaged on the ground at -491750.0 -300150.0 16:00:00 USN_VB_3A000 damaged on the ground at -512434.0 -330150.0 16:00:00 USN_VB_3A100 damaged on the ground at -512434.0 -330150.0 16:00:00 USN_VB_3A100(0) was killed at -512434.0 -330150.0 16:00:00 USN_VB_3A100 shot down by 2_Chief at -512434.0 -330150.0 16:00:00 IJN_C_Shokaku_FS_VB000 damaged on the ground at -491750.0 -300150.0 16:00:00 IJN_C_Shokaku_FS_VB000(0) was killed at -491750.0 -300150.0 16:00:00 IJN_C_Shokaku_FS_VB000(1) was killed at -491750.0 -300150.0 16:00:00 IJN_C_Shokaku_FS_VB000 shot down by IJN_C_Zuikaku_FS_VT000 at -491750.0 -300150.0 [Jul 24, 2025 7:31:22 AM] Mission: FAILED 16:00:00 IJN_C_Zuikaku_FS_VT000(0) was killed at -491750.0 -300150.0 16:00:00 IJN_C_Zuikaku_FS_VT000 shot down by IJN_C_Shokaku_FS_VB000 at -491750.0 -300150.0 16:00:00 IJN_C_Zuikaku_FS_VB000 damaged on the ground at -491750.0 -300150.0 16:00:00 IJN_C_Zuikaku_FS_VB000(0) was killed at -491750.0 -300150.0 16:00:00 IJN_C_Zuikaku_FS_VB000 shot down by IJN_C_Shokaku_FS_VB000 at -491750.0 -300150.0 16:00:00 USN_VB_2B000(0) was killed at -510684.0 -330000.0 16:00:00 USN_VB_2B000 crashed at -510684.0 -330000.0 16:00:00 USN_VB_2B100(0) was killed at -510684.0 -330000.0 16:00:00 USN_VB_2B100 crashed at -510684.0 -330000.0 16:00:00 USN_VB_3A000(0) was killed at -512434.0 -330150.0 16:00:00 USN_VB_3A000 crashed at -512434.0 -330150.0 16:00:00 IJN_C_Shokaku_FS_VT000(0) was killed at -490000.0 -300000.0 16:00:00 IJN_C_Shokaku_FS_VT000 shot down by 4_Chief at -490000.0 -300000.0 16:00:01 Mission END Quote
Lowengrin Posted July 24 Report Posted July 24 It's strange that it would work for one carrier mission/campaign but not the other. But I'll have a look at the code specifically for carrier launches and see if I didn't bug it with the last changes I made. Thanks for the info! runes 1 Quote
runes Posted July 24 Report Posted July 24 7 hours ago, Lowengrin said: It's strange that it would work for one carrier mission/campaign but not the other. But I'll have a look at the code specifically for carrier launches and see if I didn't bug it with the last changes I made. Thanks for the info! Thanks for taking a look into this! I'm glad I could help with the report. Quote
Lowengrin Posted July 25 Report Posted July 25 So I generated some missions for Coral Sea (using no mods) and checked the mission format. Saw nothing out of the ordinary. And running them, I had no exploding planes. Could it be wind/weather conditions were bad, causing planes to slide/bounce on the carrier decks? Try reducing or eliminating wind (and bad weather) on the DCG Custom Mission panel. Quote
runes Posted July 25 Report Posted July 25 I've been using the full-auto generation mode that replaces my dgen.exe, not the manually generated campaign if that makes a difference. But I will try generating a carrier mission with calm weather to test that though Quote
Lowengrin Posted July 25 Report Posted July 25 I also used the dgen replacement mode when I generated the missions. But one thing I realized afterwards was that I had wind off and weather clear. Which made me wonder if it wasn't one of these effects causing the issue. Quote
runes Posted July 28 Report Posted July 28 Still using DCG+Wxtech effects I set the conditions you mentioned (good weather, 0.0 km/hr wind), and it still happens specifically on the Coral Sea map in a D3A 100% of the time for some reason. I ran into another weird problem; I tried a D3A career on the Solomon Islands winter 43/44 and it didn't spawn me in. It was a weird glitched horizon (have a screenshot) and I could hear sounds of AA or Artillery in the background as if the mission was playing out without me. When I quit and look at the event log it shows I wasn't even spawned, but it spawned enemy aircraft, and they blew up instantly according to the event log. Real odd issues when I wouldn't think the two mods interact much at all Quote
Lowengrin Posted July 28 Report Posted July 28 If you could post some mission files in which these occur, I could maybe see what's going on (though I'm fairly sure the Coral Sea one is related to a mod). However, the Solomon Islands might be DCG related. It's a newer campaign and may have some bad location data. Quote
runes Posted July 28 Report Posted July 28 Here's two examples that won't spawn me/or anyone in: [Jul 28, 2025 6:52:01 AM] Mission: campaign/in/DGen_F_Solomons4401doe0/194312100.mis is Playing 07:00:00 Mission BEGIN 07:00:00 USMC_VMSB_232z000 damaged on the ground at 99979.8 419722.72 07:00:00 USMC_VMSB_232z001 damaged on the ground at 100089.59 419811.2 07:00:00 USMC_VMSB_232z002 damaged on the ground at 100199.39 419899.62 07:00:00 USMC_VMSB_232z003 damaged on the ground at 100309.19 419988.1 07:00:00 USMC_VMSB_232z010 damaged on the ground at 99979.8 419722.72 07:00:00 USMC_VMSB_232z011 damaged on the ground at 100099.664 419795.88 07:00:00 USMC_VMSB_232z012 damaged on the ground at 100219.53 419869.03 07:00:00 USMC_VMSB_232z013 damaged on the ground at 100339.4 419942.2 07:00:00 USMC_VMSB_232z020 damaged on the ground at 99979.8 419722.72 07:00:00 USMC_VMSB_232z021 damaged on the ground at 100108.61 419776.38 07:00:00 USMC_VMSB_232z022 damaged on the ground at 100237.43 419830.0 07:00:00 USMC_VMSB_232z023 damaged on the ground at 100366.24 419883.66 07:00:00 USMC_VMSB_232z030 damaged on the ground at 99979.8 419722.72 07:00:00 USMC_VMSB_232z031 damaged on the ground at 100114.836 419752.94 07:00:00 USMC_VMSB_232z032 damaged on the ground at 100249.875 419783.16 07:00:00 USMC_VMSB_232z033 damaged on the ground at 100384.91 419813.38 07:00:00 USMC_VMSB_232z002(0) was killed at 100199.195 419899.66 07:00:00 USMC_VMSB_232z002(1) was killed at 100199.195 419899.66 07:00:00 USMC_VMSB_232z002 crashed at 100199.195 419899.66 07:00:00 USMC_VMSB_232z003(0) was wounded at 100308.99 419988.1 07:00:00 USMC_VMSB_232z003(0) was killed at 100308.99 419988.1 07:00:00 USMC_VMSB_232z003 shot down by landscape at 100308.99 419988.1 07:00:00 USMC_VMSB_232z012(0) was killed at 100219.336 419869.1 07:00:00 USMC_VMSB_232z012(1) was killed at 100219.336 419869.1 07:00:00 USMC_VMSB_232z012 crashed at 100219.336 419869.1 07:00:00 USMC_VMSB_232z013(0) was wounded at 100339.2 419942.25 07:00:00 USMC_VMSB_232z013(0) was killed at 100339.2 419942.25 07:00:00 USMC_VMSB_232z013 shot down by landscape at 100339.2 419942.25 07:00:00 USMC_VMSB_232z021(0) was killed at 100108.43 419776.44 07:00:00 USMC_VMSB_232z021(1) was killed at 100108.43 419776.44 07:00:00 USMC_VMSB_232z021 crashed at 100108.43 419776.44 07:00:00 USMC_VMSB_232z022(0) was killed at 100237.24 419830.1 07:00:00 USMC_VMSB_232z022(1) was killed at 100237.24 419830.1 07:00:00 USMC_VMSB_232z022 crashed at 100237.24 419830.1 07:00:00 USMC_VMSB_232z023(0) was wounded at 100366.06 419883.72 07:00:00 USMC_VMSB_232z023(0) was killed at 100366.06 419883.72 07:00:00 USMC_VMSB_232z023 shot down by landscape at 100366.06 419883.72 07:00:00 USMC_VMSB_232z031(0) was killed at 100114.67 419753.06 07:00:00 USMC_VMSB_232z031(1) was killed at 100114.67 419753.06 07:00:00 USMC_VMSB_232z031 crashed at 100114.67 419753.06 07:00:00 USMC_VMSB_232z032(0) was killed at 100249.7 419783.28 07:00:00 USMC_VMSB_232z032(1) was killed at 100249.7 419783.28 07:00:00 USMC_VMSB_232z032 crashed at 100249.7 419783.28 07:00:00 USMC_VMSB_232z033(0) was wounded at 100384.74 419813.5 07:00:00 USMC_VMSB_232z033(0) was killed at 100384.74 419813.5 07:00:00 USMC_VMSB_232z033 shot down by landscape at 100384.74 419813.5 07:00:00 USMC_VMSB_232z000(0) was killed at 99979.79 419722.72 07:00:00 USMC_VMSB_232z000 shot down by USMC_VMSB_232z030 at 99979.79 419722.72 07:00:00 USMC_VMSB_232z030(0) was killed at 99979.78 419722.72 07:00:00 USMC_VMSB_232z030 shot down by USMC_VMSB_232z000 at 99979.78 419722.72 07:00:00 USMC_VMSB_232z020(0) was killed at 99979.78 419722.72 07:00:00 USMC_VMSB_232z020 shot down by USMC_VMSB_232z000 at 99979.78 419722.72 07:00:00 USMC_VMSB_232z010(0) was killed at 99979.79 419722.72 07:00:00 USMC_VMSB_232z010 shot down by USMC_VMSB_232z000 at 99979.79 419722.72 07:00:00 USMC_VMSB_232z001 damaged by landscape at 100088.79 419811.28 07:00:00 USMC_VMSB_232z011 damaged by landscape at 100098.555 419795.62 07:00:00 USMC_VMSB_232z011(0) was killed at 100098.445 419797.47 07:00:00 USMC_VMSB_232z011 shot down by landscape at 100098.445 419797.47 07:00:05 USMC_VMSB_232z001(0) bailed out at 100105.59 419797.28 07:00:06 USMC_VMSB_232z001(1) bailed out at 100114.81 419793.4 07:00:14 265_Static destroyed by 144_Static at 99013.41 425003.3 07:00:19 Mission END [Jul 28, 2025 6:37:20 PM] Mission: campaign/in/DGen_F_Solomons4307doe0/194306300.mis is Playing 15:00:00 Mission BEGIN 15:00:03 Mission END This one was very odd and I can't replicate it, it was Coral Sea D3A career and it actually spawned me in without blowing up right away, but I was spawned in the air. When I quit the mission, it looks like everyone else blew up? I might have the logs mixed up on this one but I'm pretty sure this is the corresponding log to the air start in Coral Sea. I tried it again and I blew up on the carrier right away again like it was doing before. [Jul 28, 2025 6:42:46 PM] Mission: campaign/in/DGen_F_CoralSeadoe0/194205080.mis is Playing 13:00:00 Mission BEGIN 13:00:00 IJN_C_Shokaku_FS_VB000(0) seat occupied by Player at -491750.0 -300150.0 13:00:00 IJN_C_Shokaku_FS_VB000 loaded weapons '1x2502x60' fuel 100% 13:00:00 IJN_C_Zuikaku_FS001 damaged on the ground at -491645.34 -300144.06 13:00:00 IJN_C_Zuikaku_FS002 damaged on the ground at -491540.72 -300138.1 13:00:00 IJN_C_Zuikaku_FS011 damaged on the ground at -491645.34 -300144.06 13:00:00 IJN_C_Zuikaku_FS012 damaged on the ground at -491540.72 -300138.1 13:00:00 IJN_C_Zuikaku_FS021 damaged on the ground at -491645.34 -300144.06 13:00:00 IJN_C_Zuikaku_FS022 damaged on the ground at -491540.72 -300138.1 13:00:00 USN_VB_2B000 damaged on the ground at -510684.0 -330000.0 13:00:00 USN_VB_2B100 damaged on the ground at -510684.0 -330000.0 13:00:00 IJN_C_Shokaku_FS_VT000 damaged on the ground at -490000.0 -300000.0 13:00:00 USN_VB_3A000 damaged on the ground at -512434.0 -330150.0 13:00:00 USN_VB_3A100 damaged on the ground at -512434.0 -330150.0 13:00:00 IJN_C_Zuikaku_FS001(0) was killed at -491645.34 -300144.06 13:00:00 IJN_C_Zuikaku_FS001 crashed at -491645.34 -300144.06 13:00:00 IJN_C_Zuikaku_FS002(0) was killed at -491540.72 -300138.1 13:00:00 IJN_C_Zuikaku_FS002 crashed at -491540.72 -300138.1 13:00:00 IJN_C_Zuikaku_FS011(0) was killed at -491645.34 -300144.06 13:00:00 IJN_C_Zuikaku_FS011 crashed at -491645.34 -300144.06 13:00:00 IJN_C_Zuikaku_FS012(0) was killed at -491540.72 -300138.1 13:00:00 IJN_C_Zuikaku_FS012 crashed at -491540.72 -300138.1 13:00:00 IJN_C_Zuikaku_FS021(0) was killed at -491645.34 -300144.06 13:00:00 IJN_C_Zuikaku_FS021 crashed at -491645.34 -300144.06 13:00:00 IJN_C_Zuikaku_FS022(0) was killed at -491540.72 -300138.1 13:00:00 IJN_C_Zuikaku_FS022 crashed at -491540.72 -300138.1 13:00:00 IJN_C_Shokaku_FS_VB000 damaged on the ground at -491750.0 -300150.0 13:00:00 IJN_C_Shokaku_FS_VB000(0) was killed at -491750.0 -300150.0 13:00:00 IJN_C_Shokaku_FS_VB000(1) was killed at -491750.0 -300150.0 13:00:00 IJN_C_Shokaku_FS_VB000 shot down by IJN_C_Zuikaku_FS020 at -491750.0 -300150.0 [Jul 28, 2025 6:42:46 PM] Mission: FAILED 13:00:00 IJN_C_Zuikaku_FS020 damaged on the ground at -491750.0 -300150.0 13:00:00 IJN_C_Zuikaku_FS020(0) was killed at -491750.0 -300150.0 13:00:00 IJN_C_Zuikaku_FS020 shot down by IJN_C_Shokaku_FS_VB000 at -491750.0 -300150.0 13:00:00 IJN_C_Zuikaku_FS010 damaged on the ground at -491750.0 -300150.0 13:00:00 IJN_C_Zuikaku_FS010(0) was killed at -491750.0 -300150.0 13:00:00 IJN_C_Zuikaku_FS010 shot down by IJN_C_Shokaku_FS_VB000 at -491750.0 -300150.0 13:00:00 IJN_C_Zuikaku_FS000 damaged on the ground at -491750.0 -300150.0 13:00:00 IJN_C_Zuikaku_FS000(0) was killed at -491750.0 -300150.0 13:00:00 IJN_C_Zuikaku_FS000 shot down by IJN_C_Shokaku_FS_VB000 at -491750.0 -300150.0 13:00:00 USN_VB_2B000(0) was killed at -510684.0 -330000.0 13:00:00 USN_VB_2B000 crashed at -510684.0 -330000.0 13:00:00 USN_VB_2B100(0) was killed at -510684.0 -330000.0 13:00:00 USN_VB_2B100 crashed at -510684.0 -330000.0 13:00:00 USN_VB_3A000(0) was killed at -512434.0 -330150.0 13:00:00 USN_VB_3A000 crashed at -512434.0 -330150.0 13:00:00 USN_VB_3A100(0) was killed at -512434.0 -330150.0 13:00:00 USN_VB_3A100 crashed at -512434.0 -330150.0 13:00:00 IJN_C_Shokaku_FS_VT000(0) was killed at -490000.0 -300000.0 13:00:00 IJN_C_Shokaku_FS_VT000 shot down by 4_Chief at -490000.0 -300000.0 13:00:03 Mission END Idk if this is useful but here's an example of a successful spawn I've had on a carrier with 10+ D3A. [Jul 28, 2025 6:35:23 PM] Mission: campaign/in/DGen_F_WakeCSdoe0/194112200.mis is Playing 10:00:00 Mission BEGIN 10:00:00 IJN_C_Akagi_FS_VB002(0) seat occupied by Player at -109433.07 -155175.14 10:00:00 IJN_C_Akagi_FS_VB002 loaded weapons '1x2502x60' fuel 100% 10:00:06 Mission END Looks like wxtech effects interacts more with ships than I thought? Idk if any of this could cause these problems but I thought I'd show you. These are the classfiles for BigShipGeneric.class, for B.A.T. up to 4.1.1 (before triggers were introduced). BigshipGeneric.class comprises 16 files ShipGeneric.class comprises 11 files These classfiles are also suitable for for non-B.A.T. version 4.12 games in which the Engine Mod IS installed. Because some new effects were created for these modded classes, you must either use these with my effects pack, or else ensure you have the following files present in your game: 3do/Effects/Tracers/ShipTrail/SideWave.mat (present in stock game) 3do/Effects/Tracers/ShipTrail/SideWave.tga (present in stock game) The changes made to BigshipGeneric.class: - Increased the duration for ship gun damage fire and smoke. The original range in duration for guns from Tiny to Huge was 6 to 24 seconds. I've increased this range to 50 to 130 seconds. - Introduced a realignment of the smoke particle emission vectors to vertical, thus making my new smoke effects behave properly and consistently with so many other smokes from the surface and other surface objects. - Wake and wave code has been expanded upon for more versatility and uniformity of effect appearance. (This is the only area worked on in ShipGeneric.class.) - For "TankerType" ships, made the fire/smoke when destroyed based on a random time range between 4 and 7 minutes. Formerly, the effect would cease when the relevant hull part had sunk to a certain level, but this was generally too soon. - For "TankerType" ships, added an illumination source to go with the fire when the Sun is below the horizon, which lights up the ship and immediate surroundings. - For ships of size "Enormous", "Huge" and "Large" (as specified in Ships.ini), added a probability of between 33% to 15% for the "TankerType" fire/smoke effects to be invoked instead of the usual effects when destroyed. - When destroyed, a ship has a small explosion type effect set invoked. I've added a random chance of a somewhat bigger explosion effect occurring. Quote
Lowengrin Posted August 27 Report Posted August 27 For me to attempt any sort of testing, I need the mission files. Not the logs, but the actual "xxxxx.mis" file. For example, these two: campaign/in/DGen_F_Solomons4307doe0/194306300.mis campaign/in/DGen_F_CoralSeadoe0/194205080.mis Quote
runes Posted September 3 Report Posted September 3 My apologies! Here they are. 194205080.mis 194306300.mis Quote
Lowengrin Posted September 3 Report Posted September 3 Thanks, I'll have a look at them. runes 1 Quote
Lowengrin Posted September 10 Report Posted September 10 I finally sat down and looked at the two mission files, not only eyeballing them, viewing them in the FMB and running them in "vanilla". Neither had any issues that I could see. So I'd have to say it's something to do with Wxtech. Quote
runes Posted September 12 Report Posted September 12 Okay I appreciate you looking into this for me! I'll try a couple more things and talk to the creator of WxTech. Quote
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