borris70 Posted January 7, 2016 Posted January 7, 2016 Hello again Pat. I have been trying to lower the amount of enemy planes in missions as you said(sat simply config to low density air and ground,then i lowered the max enemy in Advanced config to 3..As you said But the first mission after that we were 4 germans flying BF 109.Than suddenly 8 LAGS came along.. How is this possible when i sat the max enemy figherts to 3 in Advanced config?? And how do i know when a mission is accomplised? Thanx alot Bjørn
PatrickAWlson Posted January 7, 2016 Posted January 7, 2016 1.2 is nearing completion. Still lots of testing so it may be another week or two before it's released. Release 1.2 Corrected circling aircraft by allowing each spawned AC to fly its own WPs Fixed Lagg skin assignment not possible Fixed airfield assignment issue that made early 283 IAD campaigns unplayable Me110: - Fixed Me110 payload - Added Me110 armor for ground attacks - will need unlocks to access Ju87: - Added siren to Stuka dive bomb attacks - will need unlocks to access - Added Ju87 ground attack option - will need unlocks to access - Added guns for ground attacks - will need unlocks to access - Added additional Ju87 armor for ground attacks - will need unlocks to access Me109 E7 - Made primary role Attack instead of Fighter - Added SG 1 as a Jabo squadron flying E7s Fixed P40 parameters to avoid engine burn out while cruising Added new advanced config params: - SecondaryRoleOdds Odds of an AI flight generating a mission in the secondary role - PlayerSecondaryRoleOdds Odds of an Player flight generating a mission in the secondary role Better odds of clear weather for bombing and dive bombing Improved air starts Still working on: Winter tracks and houses in autumn No pilots in the planes Probably not making it into 1.2 but still on the list: Airfield MGs Improved wind options Improved front MGs 5
LLv24_Zami Posted January 7, 2016 Posted January 7, 2016 Excellent! Nice list of fixes and improvements there
Bando Posted January 8, 2016 Posted January 8, 2016 I do not see the targets on the airfields. If I'm flying the 110 for example, and have to target an enemy airfield there are no targets (except some AAA and MG). I hope you can add those.
borris70 Posted January 8, 2016 Posted January 8, 2016 Good evening again Can anyone tell me how to fix the problem i have With too many enemy flights in my missions. I have lowered air and density to low.then Limited the enemy flights to 3 in the Advanced config,but still out numberded by 8 LAG last mission. What am i doing wrong.have no chance of taking them out... Thanx
Elem Posted January 9, 2016 Posted January 9, 2016 Just flown my first mission with PWCG. Scrambled my I-16 and killed 2 intruding MC 202s. I quit mission, go back to PWCG to do combat report and it's greyed out. What have I done wrong?
Azdack Posted January 9, 2016 Posted January 9, 2016 Hello Borris, I don't know if it's really a problem. I thought it was a problem. I have the same settings as yours but...I guess that PWCG is taking care about the historical situation and I'm wondering if in reallity it couldn't be possible that a flight of 3 or 4 Bf109 met 6 or 8 laggs?..I mean it could be possible that a flight met an ennemy flight overnumbered. I tried to be an hero diving into a flight of 8 laggs and in less then two minutes I was either under my chute or died or emergency landed among the flowers. Regarding about what I read concerning those days of war when a flight of 2/3 planes met an overnumbered ennemy flight most of the time they....run away. What I did in BWCG and i had the surprise to watch that two of the ennemies decided to follow me runing with my wingman and as soon as we were away enough to fight we turned and engaged the fight and...I got one. By the way i flew a mission with 3 other 109 and I saw a lagg just alone under me..poor guy he had no chance.
borris70 Posted January 9, 2016 Posted January 9, 2016 Hello AZDACK Thanx for the answer. I will try some more missions and see what happens.. Pat doing a awsome job though.. Pre ordered the Oculus today.Hope they have planes to make it work for BOS in time That would be sick. Have a Nice weekend Borris
Nicolaas5000 Posted January 9, 2016 Posted January 9, 2016 Just flown my first mission with PWCG. Scrambled my I-16 and killed 2 intruding MC 202s. I quit mission, go back to PWCG to do combat report and it's greyed out. What have I done wrong? Hi Elem, Had this problem in PWCG RoF as welll. All you have to do is go out of the main screen, once you return the combat report will be available. By the way, thanks Pat for the excellent BoS companion, it really adds another dimension to the game!
Elem Posted January 9, 2016 Posted January 9, 2016 Hi Elem, Had this problem in PWCG RoF as welll. All you have to do is go out of the main screen, once you return the combat report will be available. By the way, thanks Pat for the excellent BoS companion, it really adds another dimension to the game! Nope! That doesn't do anything :-(
LLv24_Zami Posted January 9, 2016 Posted January 9, 2016 Nope! That doesn't do anything :-(You have mission logs=1 in startup.cfg?
borris70 Posted January 9, 2016 Posted January 9, 2016 Hei ELEM. Yes .. ZAMI is right...you have to og to Your startup.cgf..open it in notepad and find the Mission logs.Type =1 in mission logs and Then save it. There you og..you will have full combat report.
Elem Posted January 9, 2016 Posted January 9, 2016 Hei ELEM. Yes .. ZAMI is right...you have to og to Your startup.cgf..open it in notepad and find the Mission logs.Type =1 in mission logs and Then save it. There you og..you will have full combat report. Ah! Thanks guys. Found it, done it, got it. Now how do you delete a campaign?
Bando Posted January 9, 2016 Posted January 9, 2016 Go to: D:\IL-2 Sturmovik Battle of Stalingrad\BoSCampaign\campaigns and delete the campaign you want.
Elem Posted January 10, 2016 Posted January 10, 2016 Go to: D:\IL-2 Sturmovik Battle of Stalingrad\BoSCampaign\campaigns and delete the campaign you want. D'oh, thanks Bando. I realised as soon as I posted this that they would be there!!
Azdack Posted January 11, 2016 Posted January 11, 2016 Hi everybody I like il16 very much and i own all planes but up yet il16 is not flyable in PWCG (as mig anyway). Can we expect to have them flyable soon? Thanks for answers.
Bando Posted January 11, 2016 Posted January 11, 2016 The I16 is in there. It may be so that Patrick set the I16 to be obsolete at some date, so make sure you set the date before 01-08-1942. I know for certain that 220IAD changed from I16 to Yak in PWCG. Check the date!!
PatrickAWlson Posted January 11, 2016 Posted January 11, 2016 Bando is correct. 220 IAD from 1/1/42 to 7/14/42 235 IAD from 1/1/42 to 5/14/42 So if you join up with 220 IAD you can fly the I16 for almost 7 months.
Azdack Posted January 12, 2016 Posted January 12, 2016 Thanks for the answers. It works and I can fly the Il16. By the way thanks again for your work Patrick. I was about to drop BOS cause I mainly fly off line and your soft allows me and I guess many others to fly off line with even more details of stats.
xvii-Dietrich Posted January 12, 2016 Posted January 12, 2016 Suggestion... Put a link to http://forum.il2sturmovik.com/topic/19183-what-pat-wilson-campaign-generator-bos in the original post of this thread. It took me a while searching the net before I found out what this whole "PWCG" thing is. In fact, for a long time I'd even been ignoring this thread, thinking it was about some type of obscure, random Soviet aircraft that I'd not be interested in. 1
SCG_Space_Ghost Posted January 12, 2016 Posted January 12, 2016 Suggestion... Put a link to http://forum.il2sturmovik.com/topic/19183-what-pat-wilson-campaign-generator-bos in the original post of this thread. It took me a while searching the net before I found out what this whole "PWCG" thing is. In fact, for a long time I'd even been ignoring this thread, thinking it was about some type of obscure, random Soviet aircraft that I'd not be interested in. Indeed... A greater part of the work to installing PWCG - BOS Edt. is finding the link in this subforum to the FTP it's hosted from.
jeanba Posted January 12, 2016 Posted January 12, 2016 1.2 is nearing completion. Still lots of testing so it may be another week or two before it's released. Thank you !
Jason_Williams Posted January 12, 2016 Author Posted January 12, 2016 I've added a link to download and I have added the video I requested from Requiem to explain how to get started. Jason 1
SCG_Space_Ghost Posted January 12, 2016 Posted January 12, 2016 I've added a link to download and I have added the video I requested from Requiem to explain how to get started. Jason Awesome! I'm so glad Pat decided to work on this port... It seriously brings a compelling SP experience that was lacking for us SP'ers before.
LLv24_Zami Posted January 13, 2016 Posted January 13, 2016 (edited) Pat, there's a mention of airfield MGs in the post about the 1.2 version. Do you plan to add heavier AA to the airfields at some point?And can PWCG add static planes for flavor? They would also serve as additional targets for planes attacking airfield.How about the convoys/trains/ships, can those be added for richer ground enviroment? Edited January 13, 2016 by Zami
Picchio Posted January 13, 2016 Posted January 13, 2016 (edited) Zami, if useMG=1 (frontline MG if you're looking at the advanced configuration window), AAA will be placed on airfields as well, regardless of airfields dedicated settings. What I think Pat means is that the two settings will be functioning separately. Let's see what he says. I've got a question too: how does the weather description work? We get X values for cloud layers altitude and "some" fog; is the generated mission actually taking these settings into account? I tried to find these in the ME without success. Cloud base value seems to be locked. Different values for atmospheric pressure don't make a difference either. Any ideas? Edited January 13, 2016 by Picchio
LLv24_Zami Posted January 13, 2016 Posted January 13, 2016 Zami, if useMG=1 (frontline MG if you're looking at the advanced configuration window), AAA will be placed on airfields as well, regardless of airfields dedicated settings. What I think Pat means is that the two settings will be functioning separately. Let's see what he says. I have useMG=1 but haven`t seen any AAA on airfields.
Picchio Posted January 13, 2016 Posted January 13, 2016 (edited) I have useMG=1 but haven`t seen any AAA on airfields. Strange. At any rate, keep in mind that unless very high values are used for KeepAAASpread, PWCG won't generate AAA emplacements far from the mission's waypoints; so there will be empty areas. What settings are you using for Ground object density? What value do you see in MG spacing? Have you just "not seen" any or have you actually checked through the ME? I use default values for KeepAAASpread (10000), high density for ground objects and MGSpacing 3000. When using high ground object density, this value defaults at 500, which results in a dense belt of AAA emplacements along the frontline, which I don't find plausible. AAA is also placed around towns and airfields (UseAirfieldMGs = 0). Edited January 13, 2016 by Picchio
LLv24_Zami Posted January 13, 2016 Posted January 13, 2016 Strange. At any rate, keep in mind that unless very high values are used for KeepAAASpread, PWCG won't generate AAA emplacements far from the mission's waypoints; so there will be empty areas. What settings are you using for Ground object density? What value do you see in MG spacing? Have you just "not seen" any or have you actually checked through the ME? I use default values for KeepAAASpread (10000), high density for ground objects and MGSpacing 3000. When using high ground object density, this value defaults at 500, which results in a dense belt of AAA emplacements along the frontline, which I don't find plausible. AAA is also placed around towns and airfields (UseAirfieldMGs = 0). I use medium settings on ground units. Default settings. I haven`t seen AA on airfields in game and just checked with ME. KeepAAASpread is 10000 and MGSpacing 2000. I have used useairfieldMGs=1 as it is default. I tried with useairfieldMGs=0 and no change.
Picchio Posted January 13, 2016 Posted January 13, 2016 (edited) I use medium settings on ground units. Default settings. I haven`t seen AA on airfields in game and just checked with ME. KeepAAASpread is 10000 and MGSpacing 2000. I have used useairfieldMGs=1 as it is default. I tried with useairfieldMGs=0 and no change. Try generating a mission with high density for ground objects and maintain MGSpacing 2000. You should definitely see them nearby your home airfield at least. Edited January 13, 2016 by Picchio
LLv24_Zami Posted January 13, 2016 Posted January 13, 2016 Try generating a mission with high density for ground objects and maintain MGSpacing 2000. You should definitely see them nearby your home airfield at least. I`ll try that. There is AA around with medium settings also but not on airfields. I think airfield AA is just not added yet.
Bando Posted January 14, 2016 Posted January 14, 2016 I had a fault reported every now and then in the past few weeks when PWCG was open, but now it's every time. Only when PWCG is open I see this. Is something wrong on my end?
SCG_Space_Ghost Posted January 14, 2016 Posted January 14, 2016 (edited) I had a fault reported every now and then in the past few weeks when PWCG was open, but now it's every time. Only when PWCG is open I see this. Is something wrong on my end? Mem fault.jpg PWCG's application runs super, super heavy for some reason. I average something like 1.7m kbs of utilization while the program is idling... I don't know if that is normal but it seems above and beyond high for a Java GUI running in a window... However, I'm not Pat and I don't know what the back-end looks like nor would I ever want to invalidate his awesome work on both 3rd party apps for 777's sim titles. Edited January 14, 2016 by Space_Ghost
Azdack Posted January 15, 2016 Posted January 15, 2016 Hi question regarding duration of a mission before being involved in a fight with bandits : it takes time to climb in different waypoint to get the required altitude fo fly heading the fight area and sometimes regarding the time off i have to play I must click on a key to have the time flying twice faster which is not immersive...Which settings would I have to fix to have shorter missions (except scrambles missions) and to be faster in fight. I specify that I take off and land at each mission. Are the settings following to reduce in advanced configuration categories : initial squadron search radius? or Max Squadron Search Radius? or Junk Flight distance? Or some other settings? Thanks for answers
Habu Posted January 16, 2016 Posted January 16, 2016 (edited) This circling problem has to have a solution because the in-game campaign does not have as bad a problem with this. We need to speak to Viks and Han and find a solution in the mission building itself besides this drastic solution. Or if we can demonstrate that the AI pathfinding is so buggy that we probably need to spend resources coding a fix. Bottom line is I need Pat talking to some on the team directly on this. It's just easier said than done unfortunately. Jason Jason, it's not a bug, it's the way it works since RoF. But mission builder don't like that way and asked many time to change it. In the campaign, AI group must be activated. So each wingmen link to the leader do as the leader and follow the leader waypoint. If you use a spawn trigger (as Pat should use), Ai don't work as a group. You have to assign a waypoint to each plane and simulate a group. It's a hard work for mission builder which have to check that AI don't bump in other one when they turn. And i think it should take more ressource because each waypoint has to be manage. With a spawn of several AI, if only the leader have a waypoint, the leader will follow its waypoint but other Ai will circle. So : If you use Activate command, AI work as a group. if you use Spawn trigger, Ai work as a single unit. Edited January 16, 2016 by Habu
PatrickAWlson Posted January 16, 2016 Posted January 16, 2016 Hi question regarding duration of a mission before being involved in a fight with bandits : it takes time to climb in different waypoint to get the required altitude fo fly heading the fight area and sometimes regarding the time off i have to play I must click on a key to have the time flying twice faster which is not immersive...Which settings would I have to fix to have shorter missions (except scrambles missions) and to be faster in fight. I specify that I take off and land at each mission. Are the settings following to reduce in advanced configuration categories : initial squadron search radius? or Max Squadron Search Radius? or Junk Flight distance? Or some other settings? Thanks for answers There are a variety of options but there are advantages and disadvantages to each. I will outline them below and let you choose which is best for you. 1. Full takeoff and climb: Most realistic. Sacrifice: takes longer. 2. No climb WPs. Has takeoff and gets you into your mission waypoints faster. Sacrifice: you will not be at altitude when you enter combat and will therefore be at a disadvantage every mission. 3. Air start: fastest to action. Sacrifice is no takeoff. Those are the options and the trade offs. Based on your criteria option 2 might be best for you, but do understand that the climb WPs were inserted for a reason. If you do not use them you will not get to proper mission altitude.
PatrickAWlson Posted January 16, 2016 Posted January 16, 2016 Just made great progress with the circling thing. I have been working on each plane flies its own WPs, but in formation. It looks really good. The planes spawn with a second of each other and fly the exact same coordinates with just enough variance to keep them in formation. It looks good. The planes fly and keep formation in lock step, not because the AI has a formation command but because their orders naturally cause them to do so. It also eliminates a lot of the wonky wobbling that comes from the planes trying to keep formation. The only down side is that a flight may become uncoordinated after combat because they will not form back up. Not entirely unrealistic IMHO.
PatrickAWlson Posted January 16, 2016 Posted January 16, 2016 Another note. The topic of the AI burning out the engine of P40s was raised. I used the recommended cruise speeds and ran a mission. The entire flight burnt its engines out.. We were travelling at under 200 MPH. No idea why the engines should burn out under those conditions. Willing to take recommendations.
Azdack Posted January 17, 2016 Posted January 17, 2016 Thanks very much for your answer Pat. I'll try point 2 as leader and after watching carefully the map and waypoints I'll try to climb faster following my own waypoints and ordering my wingmen to join. Anyway I always fly rather high altitude to be above bandits if ever I meet anyone. If I'm under them...I run cause they will always have the famous "E" for them : altitude+speed. By the way concerning circling since your 1.1 version I had no problem of circling at taking off at leat. Yesterday I flew a mission to attack a train in Kalach with Il16. Once above the target AAA was heavy and actually I noticed that my AI wingmen were circling above the target without droping their eggs. I decided to dive and drop...missed and runed away but as I was about 5 km away I could see the AI attacking with the radio talking :"attack ground target on your own." (or something like that)...I don't understand why AI turned a while before attacking...? Thanks again for your soft. I'm not an online player and PWCG allows me to have great fun with BOS.
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