idefix44 Posted February 21, 2020 Report Posted February 21, 2020 And the syntax in order to use Aggressor is: DATE Aggressor SIDE? Example: 19440606 Aggressor Allied Quote
Lowengrin Posted February 22, 2020 Author Report Posted February 22, 2020 Yes, that's it. An example of every timetable command should be in the timetable.dcg file. Just do a search and you shall find. Quote
idefix44 Posted February 22, 2020 Report Posted February 22, 2020 Got it in [Bessarabia41] I only had a look at [Examples]... Quote
Lowengrin Posted February 26, 2020 Author Report Posted February 26, 2020 The beta is on the previous page. Click the arrow in the top right of the quote box to link. Quote
CynicalKiwi Posted March 1, 2020 Report Posted March 1, 2020 I am completely new to this, so forgive my stupidity. Is this capable of creating campaigns with modded aircraft? For example a French campaign using the MB-152 or Potez? Quote
Lowengrin Posted March 1, 2020 Author Report Posted March 1, 2020 Yes, depending on the mod you are using.... First you have to find the supporting DCG files for that mod (if they exist) and add them. Then you can either just generate a stock campaign and then use the DCG app to change your plane. Or you can modify the campaign files and then generate a new campaign. (There are instructions on how to modify/create campaigns around here somewhere....)* If there are no DCG files to support the mod, then it's a lot more work because then you'll have to modify the stock ones for the modded planes. *Edit: Look for Lonestar's campaign design document here. Quote
CynicalKiwi Posted March 1, 2020 Report Posted March 1, 2020 Ahh interesting, I'm running BAT at the moment. I'm not sure if it will work with that or not. Ill have a poke around the forum when I get the chance. Running a bit over my head sometimes. New to the whole modding side of Il2. Quote
Bawo2019 Posted June 2, 2020 Report Posted June 2, 2020 Anyone encounter problems concerning class file and/or landing location? It seems to me anytime I made changes to class file on aircraft category via dcg panel, dcg generated faulty missions (aircraft exploded on the ground) Further, I'm having problem getting dcg to land troops at a harbor location. I noticed there are two new items on the ground war editor namely axis/allied naval supply locations. Any implications resulting from these changes? Cheers Quote
Bawo2019 Posted June 2, 2020 Report Posted June 2, 2020 Oh, before I forgot... Are static planes a special type of objects in dcg? I can't remove them using removestatic command im timetable Quote
Lowengrin Posted June 6, 2020 Author Report Posted June 6, 2020 I'll check if there's a bug in the save routine of the class file when it comes to the aircraft category that's slipping an error into the mission generation (causing the explosions). As for the troops landing. I can't really say for sure without knowing which scenario (and is it a stock one or a 3rd party). The naval supply locations should have no impact on troops landing. It's just to set the spawning point of ships for each side. Static planes are a bit of a special type of object (as they spawn depending on which side controls the base and what aircraft are based there), but they should be removable with that time table command...so it's an "unwanted feature" of their having some special code. I'll look at it. Quote
Lowengrin Posted June 6, 2020 Author Report Posted June 6, 2020 (edited) Latest beta (build #8) makes the "remove static" function a bit more severe as it removes the object completely from the stationary list rather than X'ing it out like destroyed statics (that can be rebuilt). No other changes. Edited September 4, 2020 by Lowengrin Removed beta. arquillos 1 Quote
Lowengrin Posted June 6, 2020 Author Report Posted June 6, 2020 On 6/2/2020 at 2:20 AM, Bawo2019 said: Anyone encounter problems concerning class file and/or landing location? It seems to me anytime I made changes to class file on aircraft category via dcg panel, dcg generated faulty missions (aircraft exploded on the ground) I can find no evidence that these explosions are the result of changing the aircraft category in DCG. Are you using a mod...? Quote
Bawo2019 Posted June 6, 2020 Report Posted June 6, 2020 5 hours ago, Lowengrin said: I can find no evidence that these explosions are the result of changing the aircraft category in DCG. Are you using a mod...? Its a small third party campaign of mine. All aircraft, ships and vehicles are stock but i am using btm pacific islands retextured map plus up_boomers objects on 4.13.4 with latest sas modact. I'll continue tweaking the campaign files using the new beta, maybe cutting it down to "skeleton campaign" to find the fault Cheers Quote
Lowengrin Posted June 6, 2020 Author Report Posted June 6, 2020 From my experience, exploding planes are usually the result of loadouts that don't exist (usually misspelled or applied to the wrong plane). Quote
Bawo2019 Posted June 12, 2020 Report Posted June 12, 2020 Ok.. it seems ive located the problem... It seems, indeed as you pointed out, a loadout mod that i co installed with japancats otherwise excellent a6m pack. Though i didnt use the mods aircraft, i did use Japanese 250 kg bombs to equip stock ki 45 in anti shipping role. I belive this may cause dcg to generate the faulty mission. After removing the newpayload command the problem dissapears. Cheers Quote
Lowengrin Posted September 4, 2020 Author Report Posted September 4, 2020 Latest beta (build #9) streamlines (and hopefully speeds up) the code for Stationary Front Routine. No other changes. arquillos, idefix44 and wheelsup_cavu 3 Quote
Sharkzz Posted September 8, 2020 Report Posted September 8, 2020 g'day there Paul mate, sorry it's been soooo long since last post and your reply, thanks for that by the way, hope you are well during these trying times, had a few more operations after I had my right arm amputated and still in a shit load of pain but cannabis helps immensely as I cannot stomach , nor do i want to take prescription opioids, they do more damage than help so I just stopped what they were trying to keep me on, give me chillums, cookies, hemp tea and bongs any day ! looking forward to getting back into your wonderful DCG again. Sticking with BAT as it's the best so far too, I only update vanilla main game now when ever TD patches come out just to keep a copy relevant, who know what's around the corner eh ? ps, made a prosthetic attachment so I can still bat playing cricket, works good but throwing left handed is like a 6 yr old now, next is I am making one for gettng out on the longboard again, that will be interesting as it needs to float and not drag me down lol, I tried surfing with just the stump but paddled in circles with the left hand and getting up was a challenge short one arm, swimming in any decent surf is very hard too one armed don't get very far and rips are bad news foe . ah well , it makes life interesting and ya gotta keep trying and laughing at the world. all the bast to you and all there. Sharkzz Fhechene 1 Quote
Lowengrin Posted September 9, 2020 Author Report Posted September 9, 2020 Hi Sharkzz, I'm keeping well, thanks. Being on an island has it's benefits (no big pandemic outbreak here). Hope DCG helps in some small way to take your mind off these bat crazy times. Any questions on it, you know were to find me. Cheers! Lo. Quote
Lowengrin Posted September 17, 2020 Author Report Posted September 17, 2020 Trying to fix the issue with Unicode displaying properly in the game (Russian, for example) for ranks and awards. Unicode is expected to be in the format "\u9999" This is the format as found in the ranks_ru.properties and awards_ru.properties files found in the campaign folders. Characters not supported by ASCII will show as "?" in DCG as it doesn't support unicode. OBTable and matini 2 Quote
Lowengrin Posted October 17, 2020 Author Report Posted October 17, 2020 Beta 11 refines the upgrade/downgrade of aircraft so nationality plays a bigger role in selection. The class file should now be able to contain multiple entries for the same aircraft but with different "long names" and nationalities. arquillos, idefix44, wheelsup_cavu and 1 other 4 Quote
Bawo2019 Posted January 19, 2021 Report Posted January 19, 2021 Hi Paul, what is exactly the syntax for removing static objects? I don't think it's included in built 11 timetable. Thanx and stay safe Quote
Lowengrin Posted January 19, 2021 Author Report Posted January 19, 2021 It's hidden in the [Testbed] section. However, since I have it, it's: 19410808 RemoveStatic 22_Static Quote
Bawo2019 Posted January 20, 2021 Report Posted January 20, 2021 Thank you.... Tried it out and noticed that the command was carried out in DCG 1 day after the date in timetable (with possible exception of the first day of the campaign).... Maybe its something with my campaign Quote
Lowengrin Posted January 20, 2021 Author Report Posted January 20, 2021 Which "time passage" setting are you using? It's possible there's a bug there. Also, it's possible in my hurry to add it, I used ">" rather than ">="... Quote
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