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DCG 3.47 Open Beta Test

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I have tested both options in my campaign seperately and both causes the reactivation of the ships!

The only thing that can prevent this is to enable the option "Ships Remain Sunk"!

However, the campaign ended shortly when I made the changes (Allied supply Zone, Allied Supply, Ships Remain Sunk "On" via timetable)!

And the campaign has lost the party, which owned the ships, the Allied?!

  • Author
I have tested both options in my campaign seperately and both causes the reactivation of the ships!

The only thing that can prevent this is to enable the option "Ships Remain Sunk"!

However' date=' the campaign ended shortly when I made the changes (Allied supply Zone, Allied Supply, Ships Remain Sunk "On" via timetable)!

And the campaign has lost the party, which owned the ships, the Allied?![/quote']

Have you done any further testing?

 

It's true that even if you use the time table to remove ships, if you do not also enable the option "Ships Remain Sunk", the removed ships will reappear. But you can enable the "Ships Remain Sunk" through a time table command so you can always add it right at the beginning of your campaign.

 

I see some other issues with "sinking" removed ships (victory conditions being the big one), but I'm a bit hesitant to change it at this time.

 

 

 

No, I must admit I have not tested other possibilities!

 

Till now, I must never changed in my campaigns the option "Supply Zone"!

But this time I had to provide three .rds routes simultaneously, because the map is pretty big!

I think, the problem is probably more individually in this campaign!

The supply runs roughly like this:

 

Supply Zone ------- 3 ship routes -------3 "Camp" positions ---- (Maybe too many locations) ------ Endlocation

 

Now I wanted to move during the campaign the Supply Zone to one of the "Camp" positions!

 

I have the problem now bypassed while I have divided this campaign into two subcampaigns, and could thus move the Allied Supply Zone with no problems!

And the allied have now shorter routes to provide!

  • Author
I have the problem now bypassed while I have divided this campaign into two subcampaigns' date=' and could thus move the Allied Supply Zone with no problems!

And the allied have now shorter routes to provide![/quote']

This is exactly what I did with the Kurland campaign. The map was just too big to do it properly with just one large campaign so it's three separate ones.

  • 1 month later...

sorry I bring up the subject again, but I will talk about how AI level generates in DCG.

I played a lot of campaigns, with diffrent squadron skill settings- result is absolutely crude.

as I understand it, reasoning from books i read, in real WW2, typical ratio of pilot skill is something like: most abundant- Average, next- Veteran, next- Rookie, least often - Ace.

 

O.K. and what we have today?

campagn- tobruk 41. all squadrons are averige. typical mission.

[RAF_No486SQN00]

Planes 4

Skill0 3

Skill1 3

Skill2 3

Skill3 0

 

[iI_JG310]

Planes 4

Skill0 3

Skill1 3

Skill2 3

Skill3 1

 

[RAF_No081SQN11]

Planes 4

Skill0 3

Skill1 0

Skill2 3

Skill3 3

 

and so on. O.K. but may be if we set them to Rookie, all will be fine? well, let's see all squadrons are Rookie, after some missions passed with intense fights and heavy looses.

 

[RAF_No033SQN00]

Planes 4

Skill0 3

Skill1 3

Skill2 0

Skill3 0

 

[RAF_No033SQN01]

Planes 4

Skill0 0

Skill1 2

Skill2 2

Skill3 3

 

[iI_JG310]

Planes 4

Skill0 3

Skill1 0

Skill2 3

Skill3 1

 

[RAF_No081SQN11]

Planes 4

Skill0 3

Skill1 0

Skill2 3

Skill3 0

 

i dont know why, but most common skills with any settings, on any map are 3 and 0, after sometimes 2, and 1 is very very rare.

 

I only wish to create a realistic mission in a realistic cavpaign. PLEASE DO SOMETHING WITH IT!

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.

 

 

Seems to work fine now with the fixed file.

 

Thanks.

  • Author
sorry I bring up the subject again' date=' but I will talk about how AI level generates in DCG.

I played a lot of campaigns, with diffrent squadron skill settings- result is absolutely crude.[/quote']

Crude or crud? ;)

 

I will have another look at the code that generates AI levels....

 

 

Crude or crud? ;)

 

I will have another look at the code that generates AI levels....

 

 

.. well, I meant "crude" probably, sorry for my english :-)

  • 3 weeks later...
  • 3 weeks later...
  • 3 weeks later...
  • 4 weeks later...

Hi all and Happy New Year 2013.

I think that the IL2DCG campaigns have been developed for offline or cooperative mode usage.

In dogfight mode the Home Base radius setting can be a problem with some static objects.

The default radius setting is 3000 m. Is it possible to decrease it to 500 m wich is the minimum?

 

 

It's a simple thing to reduce the radius setting to 500m. Just adjust the slider all the way to the right on the Dogfight Server Settings panel.

 

I'm really sorry.

I don't remember that I've this possibility.

 

I'm a moron. It only can be best in 2013. :)

 

  • 1 month later...

And as usually half of all pilots have a #3 skill, at 6th mission, and with squadron settings of Rookie. But bombers left skill 0, even after squadron settings are Average, and my own squadron is mostly zero all the time. Wonderful! I thought at least something was changed with new version. I’m tired of such amount of aces in the battle. Any fight turns into massacre, whole flights perish in one day, every day. This is absolutely unhistorical. I don’t know how to tune this damned generator. :-[

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