April 19, 201214 yr comment_3126 OMG finally got this forum working hehehehe. Hi Lor. I have a big problem with new beta6. I keep getting a "300 is not a valid integer" message. I thought that might have to do with conflicting skin folders so I copied and pasted my game skins to DCG paintschemes. I don't get this message all the time so I was just wondering if others got this too. Thanks. DCG is looking sweeeeeeeeeeeeeeeeeet. Report
April 21, 201214 yr Author comment_3157 If you started the campaign with an older beta, you'll have to start it again. Report
April 28, 201214 yr comment_3280 Couldn't you make ground-attack aircrafts (like Tempest) have sometimes fighter mission? It seems they have now only strafe mission, but they were universal. And couldn't you make that pilots assigned to mission were random? I fly for the tenth consecutive time, and there are the same, but rest of squadron never sees sky. :-) Report
May 4, 201214 yr comment_3463 About Trucks Columns City_A (Supply Zone) City_B City_C City_D (On the Front Line) Mission_1 2 Trucks Columns (TC_A and TC_ run from City_B to City_C TC_A: More than 5 vehicules are destroyed TC_B: More than 2 but less than 6 vehicules are destroyed Mission_2 TC_A: Land (~L) in City_A (Supply Zone). This Trucks Column was destroyed TC_B: run from City_C to City_D. It's like nothing happend to it Suggestion for Mission_2: TC_A: Land (~L) in City_A (Supply Zone). This Trucks Column was destroyed TC_B: Land (~L) in City_B. In order to repair damages and regain moral... Just an idea. Thanks for this great soft. Report
May 6, 201214 yr Author comment_3510 Couldn't you make ground-attack aircrafts (like Tempest) have sometimes fighter mission? It seems they have now only strafe mission' date=' but they were universal. [/quote'] I'd have to create a new class of aircraft. If you want the Tempest (or other type) to fly fighter missions as well as ground attack, just make it a fighter. And couldn't you make that pilots assigned to mission were random? I fly for the tenth consecutive time' date=' and there are the same, but rest of squadron never sees sky. :-) [/quote'] There should be some randomness. Your idea for truck convoys is interesting. I'll give it some thought. Report
May 7, 201214 yr comment_3529 About Trucks Columns continuation Mission_1 1 Trucks Column (TC_ retreats (~R) from City_C to City_B TC_B: More than 2 but less than 6 vehicules are destroyed Mission_2 TC_B: Defends City_B (~C). It's like nothing happend to it Suggestion for Mission_2: TC_B: Land (~L) in City_B. In order to repair damages and regain moral... Report
May 10, 201214 yr comment_3632 I'd have to create a new class of aircraft. If you want the Tempest (or other type) to fly fighter missions as well as ground attack' date=' just make it a fighter. [/quote'] yes, the next day after my post, I understood how to do. it's my slowwitteness :-) the tempest just was not in the right place. everything is ok now. approximately like klosterman memoirs :-) after in the latest .11 patch, enemy tanks are much tougher to be destroyed by bombs and il2 rockets, and sides suffer smaller losses. may be there is a reason to add as objects for strike\strafe missions more guns, machine-guns and so on? Report
May 11, 201214 yr Author comment_3677 after in the latest .11 patch' date=' enemy tanks are much tougher to be destroyed by bombs and il2 rockets, and sides suffer smaller losses. may be there is a reason to add as objects for strike\strafe missions more guns, machine-guns and so on?[/quote'] Again, in DCG, you can set the payloads that you'd like each plane type to carry on the Aircraft Class Settings panel. Report
May 12, 201214 yr comment_3687 Again' date=' in DCG, you can set the payloads that you'd like each plane type to carry on the Aircraft Class Settings panel. [/quote'] no, I mean to do other class of ground targets more frequent. of course I can in one way or another to destroy tanks, but ground forces now consist now mainly of them. its boring and unrealistic. tanks, transport column, tanks, transport column... Report
May 14, 201214 yr comment_3701 Hi Paul! The problem with the behavior of the escorts is probably due to small distances of some waypoints! I have here an example of a generated DCG Misson and the same Mission again, but with greater distances to each other for the first waypoints! The escorts behaves in both missions completely different at the moment when they have contact with the enemy planes! Mission created with DCG 3.47beta6 and 4.11m (unmodded)! (not reworked) ------------ [MAIN] MAP Marianas/load.ini TIME 12.0 CloudType 0 CloudHeight 1000.0 army 1 playerNum 0 [sEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [MDS] MDS_Radar_SetRadarToAdvanceMode 0 MDS_Radar_RefreshInterval 0 MDS_Radar_DisableVectoring 0 MDS_Radar_EnableTowerCommunications 1 MDS_Radar_ShipsAsRadar 0 MDS_Radar_ShipRadar_MaxRange 100 MDS_Radar_ShipRadar_MinHeight 100 MDS_Radar_ShipRadar_MaxHeight 5000 MDS_Radar_ShipSmallRadar_MaxRange 25 MDS_Radar_ShipSmallRadar_MinHeight 0 MDS_Radar_ShipSmallRadar_MaxHeight 2000 MDS_Radar_ScoutsAsRadar 0 MDS_Radar_ScoutRadar_MaxRange 2 MDS_Radar_ScoutRadar_DeltaHeight 1500 MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0 MDS_Radar_ScoutGroundObjects_Alpha 5 MDS_Radar_ScoutCompleteRecon 0 MDS_Misc_DisableAIRadioChatter 0 MDS_Misc_DespawnAIPlanesAfterLanding 1 MDS_Misc_HidePlayersCountOnHomeBase 0 MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0 [RespawnTime] Bigship 1800 Ship 1800 Aeroanchored 1800 Artillery 1800 Searchlight 1800 [Wing] USN_VB_3A00 USN_VF_3A00 IJA_F_S_5z00 [uSN_VB_3A00] Planes 4 Skill0 1 Skill1 1 Skill2 2 Skill3 1 pilot0 un_28.bmp pilot1 un_14.bmp pilot2 un_02.bmp pilot3 photo.bmp Class air.SBD5 Fuel 100 weapons 1x1000 [uSN_VB_3A00_Way] NORMFLY 170147.00 150516.00 5000.00 260.00 &0 NORMFLY 170150.00 150519.00 6000.00 260.00 &0 NORMFLY 170152.00 150521.00 6000.00 260.00 &0 NORMFLY 155554.00 172419.00 6000.00 260.00 &0 NORMFLY 140957.00 194317.00 5000.00 260.00 &0 NORMFLY 130362.00 218217.00 5000.00 260.00 &0 NORMFLY 119768.00 242117.00 5000.00 260.00 &0 GATTACK 119583.00 241922.00 5000.00 260.00 &0 GATTACK 119398.00 241727.00 5000.00 260.00 &0 NORMFLY 133862.00 218217.00 5000.00 260.00 &0 NORMFLY 147957.00 194317.00 5000.00 260.00 &0 NORMFLY 159052.00 172417.00 5000.00 260.00 &0 NORMFLY 172995.00 155867.00 5000.00 260.00 &0 LANDING 172995.00 155867.00 0 0 1_Chief 0 &0 [uSN_VF_3A00] Planes 4 Skill0 3 Skill1 2 Skill2 1 Skill3 1 Class air.F6F3 Fuel 100 weapons 1x150dt [uSN_VF_3A00_Way] NORMFLY 170147.00 150516.00 6000.00 380.00 &0 NORMFLY 167750.00 148119.00 6000.00 380.00 USN_VB_3A00 1 &0 NORMFLY 170152.00 150521.00 6000.00 260.00 USN_VB_3A00 2 &0 NORMFLY 176144.00 151194.00 6000.00 260.00 USN_VB_3A00 2 &0 NORMFLY 182136.00 151866.00 5000.00 380.00 USN_VB_3A00 2 &0 NORMFLY 151852.00 194591.00 5000.00 380.00 &0 NORMFLY 116768.00 242116.00 5000.00 380.00 &0 NORMFLY 119768.00 242117.00 5000.00 380.00 &0 NORMFLY 136262.00 215817.00 5000.00 380.00 &0 NORMFLY 147957.00 194317.00 5000.00 380.00 &0 NORMFLY 161452.00 170017.00 5000.00 380.00 &0 NORMFLY 172995.00 155867.00 5000.00 380.00 &0 LANDING 172995.00 155867.00 0 0 1_Chief 0 &0 [iJA_F_S_5z00] Planes 2 Skill0 3 Skill1 3 Skill2 1 Skill3 1 pilot0 ja_15.bmp pilot1 ja_02.bmp Class air.A6M5A Fuel 100 weapons 1xdt [iJA_F_S_5z00_Way] NORMFLY 149748.94 244684.86 6000.00 370.00 &0 NORMFLY 145514.00 239162.00 6000.00 370.00 &0 NORMFLY 140680.00 233041.00 6000.00 370.00 &0 NORMFLY 140985.00 233346.00 6000.00 370.00 &0 NORMFLY 140680.00 233041.00 6000.00 370.00 &0 NORMFLY 156337.00 180797.00 5000.00 370.00 &0 NORMFLY 172594.00 127953.00 5000.00 370.00 &0 NORMFLY 169594.00 127952.00 5000.00 370.00 &0 NORMFLY 162833.00 158435.00 5000.00 370.00 &0 NORMFLY 156671.00 188318.00 5000.00 370.00 &0 NORMFLY 152910.00 216801.00 5000.00 370.00 &0 LANDING 149748.94 244684.86 0 0 &0 [NStationary] [buildings] [bridge] [House] (Reworked) ----------------- [MAIN] MAP Marianas/load.ini TIME 12.0 CloudType 0 CloudHeight 1000.0 army 1 playerNum 0 [sEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [MDS] MDS_Radar_SetRadarToAdvanceMode 0 MDS_Radar_RefreshInterval 0 MDS_Radar_DisableVectoring 0 MDS_Radar_EnableTowerCommunications 1 MDS_Radar_ShipsAsRadar 0 MDS_Radar_ShipRadar_MaxRange 100 MDS_Radar_ShipRadar_MinHeight 100 MDS_Radar_ShipRadar_MaxHeight 5000 MDS_Radar_ShipSmallRadar_MaxRange 25 MDS_Radar_ShipSmallRadar_MinHeight 0 MDS_Radar_ShipSmallRadar_MaxHeight 2000 MDS_Radar_ScoutsAsRadar 0 MDS_Radar_ScoutRadar_MaxRange 2 MDS_Radar_ScoutRadar_DeltaHeight 1500 MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0 MDS_Radar_ScoutGroundObjects_Alpha 5 MDS_Radar_ScoutCompleteRecon 0 MDS_Misc_DisableAIRadioChatter 0 MDS_Misc_DespawnAIPlanesAfterLanding 1 MDS_Misc_HidePlayersCountOnHomeBase 0 MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0 [RespawnTime] Bigship 1800 Ship 1800 Aeroanchored 1800 Artillery 1800 Searchlight 1800 [Wing] USN_VB_3A00 USN_VF_3A00 IJA_F_S_5z00 [uSN_VB_3A00] Planes 4 Skill0 1 Skill1 1 Skill2 2 Skill3 1 pilot0 un_28.bmp pilot1 un_14.bmp pilot2 un_02.bmp pilot3 photo.bmp Class air.SBD5 Fuel 100 weapons 1x1000 [uSN_VB_3A00_Way] NORMFLY 170147.00 150516.00 5000.00 260.00 &0 NORMFLY 170150.00 150519.00 6000.00 260.00 &0 NORMFLY 170152.00 150521.00 6000.00 260.00 &0 NORMFLY 155554.00 172419.00 6000.00 260.00 &0 NORMFLY 140957.00 194317.00 5000.00 260.00 &0 NORMFLY 130362.00 218217.00 5000.00 260.00 &0 NORMFLY 119768.00 242117.00 5000.00 260.00 &0 GATTACK 119583.00 241922.00 5000.00 260.00 &0 GATTACK 119398.00 241727.00 5000.00 260.00 &0 NORMFLY 133862.00 218217.00 5000.00 260.00 &0 NORMFLY 147957.00 194317.00 5000.00 260.00 &0 NORMFLY 159052.00 172417.00 5000.00 260.00 &0 NORMFLY 172995.00 155867.00 5000.00 260.00 &0 LANDING 172995.00 155867.00 0 0 &0 [uSN_VF_3A00] Planes 4 Skill0 3 Skill1 2 Skill2 1 Skill3 1 Class air.F6F3 Fuel 100 weapons 1x150dt [uSN_VF_3A00_Way] NORMFLY 164188.67 148117.19 6000.00 380.00 &0 NORMFLY 170226.19 143089.24 6000.00 380.00 USN_VB_3A00 1 &0 NORMFLY 175181.76 144872.20 6000.00 260.00 USN_VB_3A00 2 &0 NORMFLY 178697.57 148021.38 6000.00 260.00 USN_VB_3A00 2 &0 NORMFLY 182136.00 151866.00 5000.00 380.00 USN_VB_3A00 2 &0 NORMFLY 151852.00 194591.00 5000.00 380.00 &0 NORMFLY 116768.00 242116.00 5000.00 380.00 &0 NORMFLY 119768.00 242117.00 5000.00 380.00 &0 NORMFLY 136262.00 215817.00 5000.00 380.00 &0 NORMFLY 147957.00 194317.00 5000.00 380.00 &0 NORMFLY 161452.00 170017.00 5000.00 380.00 &0 NORMFLY 172995.00 155867.00 5000.00 380.00 &0 LANDING 172995.00 155867.00 0 0 &0 [iJA_F_S_5z00] Planes 2 Skill0 3 Skill1 3 Skill2 1 Skill3 1 pilot0 ja_15.bmp pilot1 ja_02.bmp Class air.A6M5A Fuel 100 weapons 1xdt [iJA_F_S_5z00_Way] NORMFLY 149748.94 244684.86 6000.00 370.00 &0 NORMFLY 145514.00 239162.00 6000.00 370.00 &0 NORMFLY 140680.00 233041.00 6000.00 370.00 &0 NORMFLY 140985.00 233346.00 6000.00 370.00 &0 NORMFLY 140680.00 233041.00 6000.00 370.00 &0 NORMFLY 156337.00 180797.00 5000.00 370.00 &0 NORMFLY 172594.00 127953.00 5000.00 370.00 &0 NORMFLY 169594.00 127952.00 5000.00 370.00 &0 NORMFLY 162833.00 158435.00 5000.00 370.00 &0 NORMFLY 156671.00 188318.00 5000.00 370.00 &0 NORMFLY 152910.00 216801.00 5000.00 370.00 &0 LANDING 149748.94 244684.86 0 0 &0 [NStationary] [buildings] [bridge] [House] Report
May 15, 201214 yr comment_3727 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. Sorry, but doesn' work for me. I get a '// 19} not a valid integer' error. Report
May 15, 201214 yr comment_3728 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 Fixed duplicate name issue. (Not fully tested). Seems to be OK now, thanks for the fix. The only issue I had since then is that once I shot down an ace just to be shot down by an ace with the same name and in the same squad two missions later. C'est la vie. Report
May 15, 201214 yr comment_3731 I'd call it only an issue, not a bug, and no idea how old/new it is. I noticed that DCG sometimes sets an extra waypoint between the takeoff path (as specified in airfield.dcg) and the mission path in a way that the mission path starts somewhere near the initial takeoff waypoint. So if the takeoff path goes southeast, and the mission objective is towards southwest, then the planes fly initially southeast (takeoff path), THEN NORTH (extra waypoint), then southwest (mission path). It can be a real nuisance if the reason behind specifying a takeoff path was to help the planes out of that bloody valley or fjord... Anyway, thanks for the great soft! Report
May 17, 201214 yr Author comment_3775 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. Sorry, but doesn' work for me. I get a '// 19} not a valid integer' error. I will have a look at the code this weekend. Stay tuned. Report
May 17, 201214 yr Author comment_3776 I'd call it only an issue' date=' not a bug, and no idea how old/new it is.I noticed that DCG sometimes sets an extra waypoint between the takeoff path (as specified in airfield.dcg) and the mission path in a way that the mission path starts somewhere near the initial takeoff waypoint. So if the takeoff path goes southeast, and the mission objective is towards southwest, then the planes fly initially southeast (takeoff path), THEN NORTH (extra waypoint), then southwest (mission path). It can be a real nuisance if the reason behind specifying a takeoff path was to help the planes out of that bloody valley or fjord... Anyway, thanks for the great soft! [/quote'] It's a bug similar to the one where the front line forces sometimes face the wrong direction. Report
May 18, 201214 yr comment_3803 Just two ideas. As I know that your time to be spent with DCG is very much limited, please take them less pretentious than they are. You may want to reconsider them when 4.12 is out with the announced new scoring system introducing partial kills (and prompting for a re-coding of DCG). 1. Distributable campaign settings: dcg.ini split into a proper application ini (with only the working paths) and a campaign.ini (with the rest of the settings) where this latter can also have duplicates in 3rd party folders and can be used optionally just like e.g. the class file. Reason: Campaign settings recommended by the designer for proper working now require dozens of timetable commands at start-up (from the designer’s side) and dozens of other settings to be set manually via the interface (from the user’s side). 2. Updating the settings of ‘old’ (identical) squads on campaign transfer according to new template file: at least plane type and skin should be reset IMHO, possibly also min planes, max planes, and flight size, optionally also active planes. Reason: Now when an ‘old’ squad (player and AI alike) is found to be identical to a ‘new’ one, it’s entry in the new template file is completely ignored and the settings/values inherited from the previous battle are used instead. So when the designer wants squads taken over from the previous battle to be refitted and/or replenished, the only way to do so is through timetable commands. Thanks for considering! Report
May 28, 201214 yr comment_3868 Hi, A little wish: can you add a checkbox in the Dogfight Server Settings enabling or not the nn option in the BornPlaceCountries items ? So, even if a player forget to choose markings his plane as some by default. Thanks for this great soft. Report
July 12, 201214 yr comment_4207 Using it in dogfight mode. I don't know if the problem come with DCG 3.47b6 but something is wrong in the marethline43 campaign. Blue side is on the left of the map (west), Red side is on the right of the map (east). The problem is located at C5-5_El_Hamma_Checkpoint. From west to east we have: - Mareth_B5-7_Airstrip - C5-5_El_Hamma_Checkpoint - E5-4_west_bank_Wadi_Zigzaou_delta When Blue trucks columns defend C5-5_El_Hamma_Checkpoint (They are static objects - howitzers and other) against Red columns coming from E5-4_west_bank_Wadi_Zigzaou_delta they are ineffective and destroyed by Red forces because they aim at Mareth_B5-7_Airstrip and they fire at nothing. They show the back to the ennemy... Is it possible to do something? Thanks for this great soft. Report
July 14, 201214 yr Author comment_4238 Mareth is the one campaign in the package that I did not design. I suspect there's some bad location placement. If I get a chance, I'll take a look and see if I can correct it. Report
July 28, 201214 yr Author comment_4346 Thanks. I think the waypoints for the Germans and Allieds were just too close together so I've tweaked them. Email me for the fixed file. Report
July 29, 201214 yr comment_4350 Hi, After I removed some chiefs (ships) via timetable.dcg during a 3rd party campaign, I have change in DCG the location for "Allied Supply Zone" and set "Allied Supply" to "100%"! But after this, in the next created mission, all removed ship were reactivated!? Happened in 3.47beta6! Report
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