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DCG 3.47 Open Beta Test


Lowengrin

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I know that. I host a server wich settings are:

IL2 1946 4.11m + IL2 SC 2.02 + IL2 3.47b2

Before they were:

IL2 1946 4.09m + UP 2.01 (Zuti's 1.13 enabled)+ IL2 SC 2.02 + IL2 3.46

Zuti's 1.13 enabled is the forerunner of MDS features.

You don't remember but I was beta tester for the 3.46. ;)

I used UP 2.01 because before 4.11m patch the AIs behavior was very poor.

 

Here is what I say about .mis

 

With 3.46: Planes have the squadron's Skill.

[stab_JG7710]

Planes 2

Skill 1

Class air.BF_109G6

Fuel 100

weapons default

[stab_JG7710_Way]

TAKEOFF 110948.76 90663.83 0 0 &0

NORMFLY 106448.00 91162.00 500 410.00 3_ZG26_00 1 &0

Etc...

 

With 3.47b2: Planes have individual Skill.

[stab_JG7710]

Planes 2

Skill0 0

Skill1 0

pilot0 de_08.bmp

pilot1 de_13.bmp

Class air.BF_109G6Late

Fuel 100

weapons default

[stab_JG7710_Way]

TAKEOFF 54202.81 103289.45 0 0 &0

NORMFLY 58702.00 102790.00 500 410.00 &0

Etc...

 

The AI individual Skill appear with the 3.47b2 in dogfight mode.

 

Have a good day.

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In dogfight mode:

It seems that now AIs pilots have individual skill linked to the pilot.dcg file. It works fine. Some Rotte are very dangerous. Lol.

How does it work? How do you know if an AI pilot is alive or dead (captured) when the mission is ended?

How do you determine the renewal of a dead (captured) AI pilot by an other one? With wich skill level?

These questions don't really belong in the beta test thread' date=' but I'll answer them.

 

DCG knows an AI pilot's state from the event log file. Each pilot in the pilot.dcg file that flew has an ID that it looks for in the log to find out if the pilot died, if the pilot shot another plane down, etc. Then DCG tabulates the scores for those that lived (so they might get a little better for the next time). If they died, DCG creates a new pilot at one rank lower than the previous pilot and gives him some experience based on that rank, his country, and his squadron's overall skill level. You can set the squadron's skill level on the DCG Squadron Panel.

[/quote']

 

First, I don't know if it is important but I write it again: I use IL2 DCG 3.47b2 (previously 3.46) in DOGFIGHT MODE.

 

Here is the begining of the last eventlog.lst file created by the server (mission played yesterday evening)

 

[Mar 7, 2012 9:31:14 PM] Mission: net/dogfight\DCG\Italy194409290.mis is Playing

[9:31:14 PM] Mission BEGIN

[9:33:08 PM] NAST-FQ37:Fw-190F-8(0) seat occupied by NAST-FQ37 at 54140.562 101664.18

[9:33:08 PM] NAST-FQ37:Fw-190F-8 loaded weapons '1sc2504sc50' fuel 50%

[9:33:17 PM] 103_Chief0 destroyed by 248_Static at 71596.02 106299.46

[9:33:22 PM] NAST-idefix44:SpitfireMkIXe(0) seat occupied by NAST-idefix44 at 127415.33 77115.6

[9:33:22 PM] NAST-idefix44:SpitfireMkIXe loaded weapons 'default' fuel 100%

[9:34:15 PM] NAST-crapouillo:A-20G(0) seat occupied by NAST-crapouillo at 111103.95 90628.41

[9:34:15 PM] NAST-crapouillo:A-20G loaded weapons '40xParaF' fuel 100%

[9:34:31 PM] NAST-FQ37:Fw-190F-8 in flight at 54250.92 103129.69

[9:34:31 PM] basta:Bf-109G-10(0) seat occupied by basta at 54580.418 103355.945

[9:34:31 PM] basta:Bf-109G-10 loaded weapons 'default' fuel 50%

[9:34:34 PM] NAST-idefix44:SpitfireMkIXe in flight at 127462.33 78210.51

[9:35:50 PM] basta:Bf-109G-10 in flight at 53857.207 103507.84

[9:35:53 PM] B-17G damaged on the ground at 104039.24 119945.66

[9:35:53 PM] B-17G(4) was killed at 104039.24 119945.66

[9:35:53 PM] B-17G(1) was killed at 104039.24 119945.66

[9:35:53 PM] B-17G(0) was killed at 104039.24 119945.66

[9:35:53 PM] B-17G(2) was killed at 104039.24 119945.66

[9:35:53 PM] B-17G(3) was killed at 104039.24 119945.66

[9:35:53 PM] B-17G(5) was killed at 104039.24 119945.66

[9:35:53 PM] B-17G(6) was killed at 104039.24 119945.66

[9:35:53 PM] B-17G(7) was killed at 104039.24 119945.66

[9:35:53 PM] B-17G shot down by landscape at 104039.24 119945.66

[9:36:11 PM] B-17G damaged on the ground at 104785.625 120249.82

[9:36:11 PM] B-17G(0) was heavily wounded at 104785.625 120249.82

[9:36:11 PM] B-17G(1) was killed at 104785.625 120249.82

[9:36:11 PM] B-17G(0) was killed at 104785.625 120249.82

[9:36:11 PM] B-17G(2) was killed at 104785.625 120249.82

[9:36:11 PM] B-17G(3) was killed at 104785.625 120249.82

[9:36:11 PM] B-17G(4) was killed at 104785.625 120249.82

[9:36:11 PM] B-17G(5) was killed at 104785.625 120249.82

[9:36:11 PM] B-17G(6) was killed at 104785.625 120249.82

[9:36:11 PM] B-17G(7) was killed at 104785.625 120249.82

[9:36:11 PM] B-17G shot down by landscape at 104785.625 120249.82

[9:36:27 PM] NAST-crapouillo entered refly menu

[9:36:30 PM] NAST-crapouillo:A-20G(0) seat occupied by NAST-crapouillo at 111103.95 90628.41

[9:36:30 PM] NAST-crapouillo:A-20G loaded weapons '40xParaF' fuel 100%

[9:37:30 PM] NAST-crapouillo:A-20G in flight at 111374.87 91538.336

 

Two B-17G are damaged on the ground (in blue and orange) and the crews are killed. B-17G(0) to B-17G(7). I don't see any link to individual AI pilot in the pilot.dcg file. How IL2 DCG can it know if the first B-17G (in blue) is the fligt leader or the wingman when one of them accomplish it mission?

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Hi Paul, many thanks for DCG!

 

A conceptual issue, rather than a proper bug:

 

When TimePassage is set to faster than normal, DCG ignores Timetable commands with skipped dates.

 

That is, if Mission #1 is, say, on 10th of Month, and time passage is set to "Fast", then Mission #2 occurs on 13th of Month, and commands with dates of 11th and 12th are ignored. Of course there's a workaround by specifying dates according to the time passage setting, but it doesn't work with "Random" (which setting makes timetable commands highly "selective" and thus largely obsolate.)

 

 

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Just another conceptual issue, definately not a bug, rather a feature request.

 

When a CV is sunk, onboard squads are transferred to a land base (if available).

E.g. from 12 Fulmars, 6 flying CAP and 2 shot down, 6 + 4 are transferred if the carrier is sunk. I think it would be more realistic if either

A) only the 4 airborne and survived planes were transferred, or

B) all 12 were considered lost and the whole squad were removed from the game.

 

Thanks again

 

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Just another conceptual issue' date=' definately not a bug, rather a feature request.

 

When a CV is sunk, onboard squads are transferred to a land base (if available).

E.g. from 12 Fulmars, 6 flying CAP and 2 shot down, 6 + 4 are transferred if the carrier is sunk. I think it would be more realistic if either

A) only the 4 airborne and survived planes were transferred, or

B) all 12 were considered lost and the whole squad were removed from the game.

[/quote']

 

Good point. It'd be a bit tricky to figure out "A", but "B" is certainly possible - although I'm not sure I'd remove them from the game (just reset them to zero planes) just because it might be a player squadron.

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  • 3 weeks later...

Probably an old issue: theoretically DCG should not respawn ships at _Seaplane_Base locations, should it? But if the fartherst waypoint of a searoute (I mean "farthest" according to the map axis) is a _Seaplane_Base, DCG prefers it to the nearby _Harbor or _Port location to resurrect ships.

 

And just a question: is it possible (and how) to comment out entries in the Timetable file? (slash, backslash, semicolon?)

 

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Probably an old issue: theoretically DCG should not respawn ships at _Seaplane_Base locations' date=' should it? But if the fartherst waypoint of a searoute (I mean "farthest" according to the map axis) is a _Seaplane_Base, DCG prefers it to the nearby _Harbor or _Port location to resurrect ships.[/quote']

Yes, if the _Seaplane_Base is the farthest point on the map axis, there's going to be an issue. I'll give it some thought and maybe come up with a fix.

 

And just a question: is it possible (and how) to comment out entries in the Timetable file? (slash' date=' backslash, semicolon?)[/quote']

Double slash should work.

 

// 19441023 AddSquad 131Squadron0

 

Just make sure there are no spaces before or between the two slashes.

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The latest beta is available here for those who wish to give it a try:

 

http://members.shaw.ca/lowengrin/il2dcg347beta3.zip

 

No major changes over the previous beta. Just a few small tweaks.

 

Fixed issue where the fuel time table setting for the player's squadron took priority over the player's custom mission selection. Added new Time Table command "SetEscort".

 

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Paul, format for the new SetEscort timetable command would be ??

 

19400101 SetEscort [EscortedSquadID0] [EscortingSquadID0]

 

Maybe, or the other way around? Not in the examples list yet or did I miss something?

 

Does this also work with a start delay (as long as they match)?

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Sorry, for not putting the example in. It's:

 

SetEscort [EscortingSquadIDx] = [EscortedSquadIDx]

 

I hadn't considered start delay, but I think it should work so long as both spawn within a short time of each other. I'm pretty sure there's a radius where escorts will attach if one or the other unit is outside of it, they'll ignore the order.

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lads, sorry I dont know was these discussed before but:

 

-in 3.46 when my flight on escort mission, if they meet anemy fighters, they did their rout twice: after fight returns to the base and flight the rout again. it often occurs to bingo fuel.

 

when they flight a strafe mission and meet the same, they returns to the base without the strafe.

 

- the plane crash-landed on its "belly", counts as damaged beyond repair.

but it losing significance to land it so hardly and dangerous, it is easier to bail out immediately. may be it must be corrected somehow.

 

- you do add some new historical squads, yeah? :-)

 

 

- when will we see your marvellous programme? we are looking forward to!

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Please send me the mission file should this strange escort mission happen again.

 

It's easy to add squads in the game yourself. Just create a new mission in the FMB and then select a plane and the squadron that you want. Save the mission file. Open the mission file in Notepad and copy the squadron from the mission and put it in the squadIDs.dcg file (deleting the last number on the squadron ID). :)

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one more thing.

my flight got a task to intercept enemy il2. we flew to the point of meet, circled there some time, and returned to home. after about ten minutes, the target flight scrambled into air and so on.

I dont know a bag it or not, but...

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Hi all,

In dogfight mode,

It seems that since 3.47 b3 we need to destroy 6 wagons to get a destroyed train. Is it right?

It seems that the destruction of static objects by humans don't decrease the garnison value of cities. Is it possible to change that?

 

Thanks for this great soft.

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It seems that since 3.47 b3 we need to destroy 6 wagons to get a destroyed train. Is it right?

The number of "wagons" needed to destroy a train hasn't changed in probably 10 years' date=' but yes, it's six to destroy one.

 

It seems that the destruction of static objects by humans don't decrease the garnison value of cities. Is it possible to change that?

It depends on the static object. If it is neutral (like a building) or a plane then, no, it doesn't decrease the garrison. But guns and other static objects reduce the troop count by 10 for each one destroyed.

 

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The latest beta is available here for those who wish to give it a try:

 

http://members.shaw.ca/lowengrin/il2dcg347beta4.zip

 

Hopefully it will stop the CTD that occurs when planes fly outside of the map area. There's also a tweak to the spawning of stationary aircraft. On the Dogfight Panel, you can now set whether they will spawn or not in Dogfight mode.

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Thanks Paul for the thoughts and info in #36. Still I have two more problems.

 

The first I have already reported a few versions ago: DCG allows multiple AI pilots with the same name, resulting in multiplied losses when one of them is KIA or MIA. The log is processed correctly as can be seen on the debriefing map (showing only one loss); the extra pilot is „killed” when DCG modifies the squadron files according to the actual mission results. It deletes both pilots as can be seen e.g. in the debriefing text.

 

As to campaign scenarios, DCG correctly transfers me to the next map/mission template, but fails to upgrade my plane according to my initial choice as stored in conf[countrycode].ini in the DGEN folder. (If I'm not mistaken, it is the only file that stores the plane choice for each campaign scenario.) Without manually editing the plane type or modifying it through a timetable command, DCG sticks to the plane chosen for the 1st battle. Is this a bug or a feature? ;-) Or do I simply miss somathing?

 

Thanks again and cheers

 

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The first I have already reported a few versions ago: DCG allows multiple AI pilots with the same name' date=' resulting in multiplied losses when one of them is KIA or MIA. The log is processed correctly as can be seen on the debriefing [i']map[/i] (showing only one loss); the extra pilot is „killed” when DCG modifies the squadron files according to the actual mission results. It deletes both pilots as can be seen e.g. in the debriefing text.

 

I will have a look at this again because years ago I put in code to check that pilots wouldn't have the same names at the time the pilot was generated. (And continue to check should the player rename a pilot thereafter).

 

As to campaign scenarios' date=' DCG correctly transfers me to the next map/mission template, but fails to upgrade my plane according to my initial choice as stored in conf[countrycode'].ini in the DGEN folder. (If I'm not mistaken, it is the only file that stores the plane choice for each campaign scenario.) Without manually editing the plane type or modifying it through a timetable command, DCG sticks to the plane chosen for the 1st battle. Is this a bug or a feature? ;-) Or do I simply miss somathing?

 

DCG doesn't track your upgrade choices. It only cares about the first plane you select. Remember, DCG has a branching campaign so there's not even a guarantee after the first campaign, that the others will even happen.

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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/il2dcg347beta6.zip

 

Please post any bugs to this list.

 

Some fixes between this and beta 4 (there's no public release of 5):

 

Moved the most distant off-map waypoints back from the 1000 km edge of the world to stop futher CTDs. (Not tested).

Fixed duplicate name issue. (Not fully tested).

Fixed static plane bug which crashed DCG when there was no nation (blank not "null") identified for the static plane. This is an issue with only very old campaign templates like France40.

 

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Hi all,

 

I don't know if the last version fixes it but I have a problem with the IL2DCG347b4.

 

In Dogfight mode.

 

Using IL2 1946 4.11m Dedicated Server + IL2 Server Commander 2.02.

All works fine with older versions of IL2DCG347b. I actually use the IL2DCG347b3.

I tried to upgrade to IL2DCG347b4 3 times and 3 times the same problem appear.

Here's what happend:

When I close the server, using IL2 Server Commander, IL2DCG347b3 create a new mission (Italy194503230.mis). That's OK.

I replace IL2DCG347b3 with IL2DCG347b4.

I launch IL2 1946 4.11m Dedicated Server + IL2 Server Commander 2.02.

Italy194503230.mis is playing.

Italy194503230.mis stops after 90 min. That's OK.

IL2DCG347b4 create a new mission (Italy194503240.mis). That's OK.

Italy194503240.mis is playing.

Italy194503240.mis stops after 90 min. That's OK.

At this moment IL2DCG347b4 isn't able to create a new mission (Italy194503250.mis). That isn't OK.

 

The IL2DCG347b4 window warning is: "is not a valid floating point value.

 

I send you a zip file with IL2DCG folder using IL2DCG347b4, Italy194503230.mis, Italy194503240.mis and the warning window (IL2 DCG 3.47 beta 4 Alert.jpg).

 

Am I the only one user of IL2 DCG in Dogfight mode ?

 

Thanks.

 

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