Lowengrin Posted May 23, 2019 Report Posted May 23, 2019 Time Table Information The following commands will stay activated from the activation date forward (until overridden by another command). TimeTable On/Off ShipsRemainSunk BeachheadResets BugOutRadius SetMaxTroopLevel Transfers On/Off SetMissionTime DeployDistance SetTaskForceSpeed NameColumn AlwaysActive PilotType Radio On/Off SetFuel SetEscort NewPayload BanPayload RoadBlockOn RoadBlockOff PriorityLandingSite* The following commands will active only on the specified date. NewsBrief TCapture SetDate SetTimePassage RemoveColumn ShowMovie AddSquad RemoveSquad NameSquad MoveSquad NewPlane FlightSize SetSkill SetPaint MaxPlanes MinPlanes ActivePlanes AddStatic NewColumn SetTroops SetSupply SetOilSupply AttackRendezvous *New with DCG 3.50 Build 3... wheelsup_cavu 1 Quote
Fhechene Posted May 24, 2019 Report Posted May 24, 2019 My brain has been steadily getting slower since a few months ago, so please excuseme, but, which one of these are valid before the start of a campaign? TCapture is one of those, I believe. But AddSquad isn't. Quote
idefix44 Posted May 24, 2019 Report Posted May 24, 2019 In the timetable.dcg file, can you, please, add in the next beta, 3.50 Build 4, if it isn't too late, an example of use for the new PriorityLandingSite command? Thanks. Quote
Lowengrin Posted May 24, 2019 Author Report Posted May 24, 2019 PriorityLandingSite is hidden in the [Solomon4310] section. 19431111 PriorityLandingSite Axis = Numanuma Quote
Lowengrin Posted May 24, 2019 Author Report Posted May 24, 2019 4 hours ago, Fhechene said: My brain has been steadily getting slower since a few months ago, so please excuseme, but, which one of these are valid before the start of a campaign? TCapture is one of those, I believe. But AddSquad isn't. The first group of commands in the first post are all those that are valid before the start of the campaign. Neither TCapture nor AddSquad will work. The first of those can be set up in the allcampaign.dcg file and/or grandcampaign.dcg file (depending on whether it's the first campaign being played or a branching one). And the second, you can just add the squadron to the template mission file. Quote
Fhechene Posted May 25, 2019 Report Posted May 25, 2019 On 5/24/2019 at 8:18 PM, Lowengrin said: The first group of commands in the first post are all those that are valid before the start of the campaign. Neither TCapture nor AddSquad will work. The first of those can be set up in the allcampaign.dcg file and/or grandcampaign.dcg file (depending on whether it's the first campaign being played or a branching one). And the second, you can just add the squadron to the template mission file. Ah, but TCapture absolutely works! These are the lines I have for a Kyushu 45 campaign I've made [Kyushu45_sea] 19430622 TCapture Axis Kita-Kyushu_Harbor 19430622 TCapture Axis Fukuoka_Harbor 19430622 TCapture Axis Sasebo_Harbor 19430622 TCapture Axis Sasebo 19430622 TCapture Axis Sasebo_Factory_District They are all from 1943, but the campaign start date is 23 June 1945. The front is set at Kyushu, in the allcampaigns file. The first generated mission has Sasebo and other places as either Allied or contested. After the second mission is generated, all those places become Axis. If I don't TCapture those places with timetable, they remain Allied or contested the whole campaign (as there isn't an invasion force). Edit: that's why I thought that AddSquad and MoveSquad would work, too, but it seems they behave a little different. PD: I don't know what's happening with the forum interface, but I really like it. Quote
idefix44 Posted May 26, 2019 Report Posted May 26, 2019 21 hours ago, Fhechene said: Kyushu45_sea] 19430622 TCapture Axis Kita-Kyushu_Harbor 19430622 TCapture Axis Fukuoka_Harbor 19430622 TCapture Axis Sasebo_Harbor 19430622 TCapture Axis Sasebo 19430622 TCapture Axis Sasebo_Factory_District Have you try?: Kyushu45_sea] 19450623 TCapture Axis Kita-Kyushu_Harbor 19450623 TCapture Axis Fukuoka_Harbor 19450623 TCapture Axis Sasebo_Harbor 19450623 TCapture Axis Sasebo 19450623 TCapture Axis Sasebo_Factory_District Quote
Fhechene Posted May 26, 2019 Report Posted May 26, 2019 Just now, idefix44 said: Have you try?: Kyushu45_sea] 19450623 TCapture Axis Kita-Kyushu_Harbor 19450623 TCapture Axis Fukuoka_Harbor 19450623 TCapture Axis Sasebo_Harbor 19450623 TCapture Axis Sasebo 19450623 TCapture Axis Sasebo_Factory_District No, I havent', and I doubt I can try in the near future, because once again I broke my DCG installation. However, could you try doing something like that in any other campaign and tell us the results? Quote
idefix44 Posted May 26, 2019 Report Posted May 26, 2019 1 minute ago, Fhechene said: However, could you try doing something like that in any other campaign and tell us the results? Sorry, but no! Quote
Lowengrin Posted May 27, 2019 Author Report Posted May 27, 2019 I've used TCapture on the start dates of a couple of my Solomon Island campaigns and it works fine. Perhaps I can create a new command for one that would work for past dates...but the problem with that is that it would over-ride any future capture by the other side's forces. Which would be fine if the ground war was completely controlled through the timetable (and Timetable Off was used). Quote
Fhechene Posted May 27, 2019 Report Posted May 27, 2019 11 hours ago, Lowengrin said: I've used TCapture on the start dates of a couple of my Solomon Island campaigns and it works fine. Perhaps I can create a new command for one that would work for past dates...but the problem with that is that it would over-ride any future capture by the other side's forces. Which would be fine if the ground war was completely controlled through the timetable (and Timetable Off was used). How about instead of using the TCapture to change location sides before the start of a campaign we had something like the "localeN=" for both attacker and defender? Quote
Lowengrin Posted May 27, 2019 Author Report Posted May 27, 2019 So instead of TCapture Contested, you're suggesting putting a new type in the allcampaign and/or grandcampaign file. That might work... Quote
walter_solito Posted June 2, 2023 Report Posted June 2, 2023 Any chance to have also (please) a description of what each timetable command is doing and the specified syntax the command should have? Quote
walter_solito Posted June 4, 2023 Report Posted June 4, 2023 Found them in TIMETABLE....sorry.... Quote
Lowengrin Posted June 5, 2023 Author Report Posted June 5, 2023 If you have any specific questions regarding these commands, just post them below. Quote
walter_solito Posted June 11, 2023 Report Posted June 11, 2023 Thanks mate! I have doubt about the syntax for those commands: NewPayload BanPayload Expecially about the code for the DEFAULT weapon change....by far I have understand this syntaxes: 19410810 NewPayload JU_88A4 GAWeapon = 2xSC1000 (for Ground Attack) 19410810 NewPayload JU_88A4 LBWeapon = 10xSC50 (for level bombing) 19410810 NewPayload JU_88A4 ASWeapon = 2xSC1000 (for Antiship) 19410810 NewPayload FW_190A8 AAWeapon = r14mg15120 (for interception) 19410810 NewPayload FW_190A6 Droptank = r11tank (for long range fighter) But as the 6th ordnance column in payload.dcg file manage the change of aircraft 'DEFAULT' payload , how syntax I have to use to introduce it's modification by TIMETABLE command too? Thanks in advance for your help! Regards Walter Quote
Lowengrin Posted June 11, 2023 Author Report Posted June 11, 2023 The 6th ordinance column can only be changed through the GUI (Aircraft panel) as 99% of them are "default". As it's used only for fighter patrols/sweeps and transfers, I never bothered to create a timetable command for it. Quote
walter_solito Posted June 12, 2023 Report Posted June 12, 2023 Thanks for your reply! It has sense because it's a very specific loadout.... About the Aircraft Panel GUI , since it's drop downs list got the weapons from codes inside allpayloads.dcg....in this latter file (allpayloads) we have 4 letters to inform DCG how to assign/use the loadout type: A x heavy fighter (like Wfr21 rockets in FW190/BF109) B x Bombs (level bombing or groud attack) D x Droptank (for long range fighters) T x Antishipping I'm wondering if 'default' have a specific code for it in this file? If so we can specify it in allpayloads and than find it in the Aircraft Panel GUI drop down menu.... BTW.... As in some aircraft I couldn't find in the dropdown the 'none loadout to deny specific kind of missions (but only default) I have added for them in allpayload a none loadout (ex T none or B none) to avoid (for example) have fighters tasked to bomb something....as far I haven't got any issue....but....do you think that this code usage could be a good idea? I'm asking because your POV for me is the law behind the scene.... Thanks again in advance for your help and for the great work you have done developing this wondeful DCG! Quote
Lowengrin Posted June 29, 2023 Author Report Posted June 29, 2023 I'm unsure what will happen if you specify "default" in allpayloads.dcg file. Without testing, I assume it will work as expected. Adding "none" to the file should also be fine, but the game assumes for drop tank and anti-shipping that no entry is none. Quote
walter_solito Posted June 30, 2023 Report Posted June 30, 2023 Thanks for your reply! From my pov the default loadouts are working without any issue....maybe is only an eyecandy but I like this one.... About the none I have also positive results....I a DCG I find in the He-51 listed one loadout as antishipping....maybe 4 Sc50 can be hardly effective....so I'll continue to add non loadout to specificate and avoid a specific kind of mission for not suited or deigned or historically employed planes.... Quote
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