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Murleen

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About Murleen

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  1. Murleen

    PWCG Bug Reports

    I've reproduced this - the not taking off seems to be some kind of BoX weirdness, but I have a patch which should work around it, which I've submitted for review. The flying into the hangar issue will take more time to fix - I need to go back to the Moscow airfields and tweak the flight paths. For now, just scrub the mission if the wind direction is such that you'd take off that way. Interesting issue I hit when testing the airfield issue - I started a mission, but started in the air rather than on the runway. More odd than this, my plane was on the runway, I just wasn't in it! Looking at the mission file, my pilot was in both the main flight and another one, and so the second plane had been taken as mine. Campaign and mission file attached. bug.zip
  2. Murleen

    PWCG Bug Reports

    I suspect this might be related to the airfield updates... I'll see if I can reproduce.
  3. Murleen

    FC and IL2 Promo Codes - take 'em!

    Now taken, many thanks!
  4. Murleen

    PWCG 4.2.1 Released

    Unfortunately the speeds shown on the map don't relate to the actual waypoint speeds, as far as I can tell the game just fills in what it thinks the cruising speed for the planes is...
  5. Murleen

    PWCG Bug Reports

    That one's my fault - 4.2.0 includes the Kuban airfield updates, but unfortunately the changes cause problems on some airfields due to an interaction with the airfield static object placer. I have a pull request open which should fix it.
  6. Yeah, I got hit by the same issue - hopefully support won't take too long to do the unlinking. Is it normal that you don't get any confirmation email when submitting a ticket?
  7. I've actually done some testing at point blank range on the ground, and as far as I can tell, not only are the paratroopers invulnerable while inside the plane, so is the co-pilot.
  8. Murleen

    This is where we will discuss PWCG for BOS

    I've found the code which avoids placing objects on the runway at the moment - I'll add extending it to know about multiple runways and taxi paths to my to-do list
  9. Murleen

    This is where we will discuss PWCG for BOS

    I've attached a mockup of what it would look like. Perhaps unsurprisingly, it's not quite as simple as I said earlier. To make this mission file, I generated a mission in PWCG, then edited the mission file to move the planes to the parking area and set them to start parked. The first time I tried the AI refused to move after getting permission to taxi - this looks like some form of BoX oddity around relative placement of airfield objects and runway taxi points, so I then needed to move the airfield and tweak the taxi paths. Still, not much change required for this. However, PWCG will place random objects around an airfield (e.g. parked planes), and currently nothing stops them being placed on the taxiway - on my first attempt with this mission I crashed into a crate which overlapped the taxiway. So, for a proper parked start update, it'd be necessary to update the object placer to know about the taxi paths. taxi test.zip
  10. Murleen

    This is where we will discuss PWCG for BOS

    Actually, once you have the taxi paths defined, it's as simple as having the planes start at the parking location instead of on the runway. Once the take off command is activated, the AI will then taxi to the runway, form up in staggered formation and then take off when they're all ready. In the mission editor I've only tried it with AI planes so far, so I don't know if there are any issues once one of the planes is the player (e.g. how precise does the player have to be in where they stop on the runway?)
  11. Murleen

    This is where we will discuss PWCG for BOS

    I think it should be possible to add cold starts with taxi to runway, and I've designed the taxi paths with this in mind, but it's not that high on my priority list (as I expect I'd get bored of it pretty quickly).
  12. Murleen

    PWCG Bug Reports

    Not sure if this is actually a BoX bug, bit I crashed PWCG turning in a combat report. It looks like the issue is that BoX can reuse object IDs after an object dies, which confuses PWCG's parser. So for this mission, my plane is spawned: T:15 AType:12 ID:458751 TYPE:Yak-1 ser.69 COUNTRY:101 NAME:Lt Iliya Tolstoy PID:-1 POS(77457.703,94.756,186062.844) Then my idiot wingman crashes into me: T:64828 AType:3 AID:-1 TID:458751 POS(88077.367,2255.045,178171.250) And then at the end of the mission, a different plane is spawned with the same ID: T:76790 AType:12 ID:458751 TYPE:P-40E-1 COUNTRY:101 NAME:Lt Anton Ivkin PID:-1 POS(86510.703,1523.676,156624.953) Full logs and campaign dir attached DuplicateID.zip
  13. Murleen

    PWCG 4.2.1 Released

    I actually noticed last night that the approach path for Zaluje goes through a tree, so obviously still some work to do!
  14. Murleen

    PWCG Bug Reports

    I've mapped out the Stalingrad airfields as well - if you want to try this out ahead of the next release, you can download https://raw.githubusercontent.com/Murleen/PWCGCampaign/367ba9d3aed8c53ef9de8c2db0964d14a88c3cb5/BoSData/Input/Stalingrad/AirfieldLocations.json and put it in BoSData\Input\Stalingrad. There are a lot of airfields, so I haven't been able to test them all, so if you still see any issues just report them and I can take a look. Not sure how long Kuban will take me - I might get bored of dragging lines around on maps, so might work on callsigns instead.
  15. Hi all, Is there any way to get an AI plane to wait on the ground after landing without despawning? I've found that if you give a plane a takeoff or attack command while it's taxiing after landing, it'll then taxi back to the runway and take off again, but I don't see any way to get it to stop and wait for a while before then commanding it to take off again. The closest I managed to get was sending a Force Complete just after a takeoff command, which aborts the takeoff, but then it just sits doing doughnuts on the taxiway.
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