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Everything posted by Murleen

  1. Unfortunately, for taxi paths all you can define is the locations. If you do miss the taxi path altogether, the AI will taxi once you reach the runway. Make a note of the route they took for next time You can spot the takeoff location from the position of the radio mast and the windsock - you want to have them both on your left, with the radio beacon in front of you and the windsock behind you. On paved airfields the taxi paths are usually pretty obvious, for grass airfields I've tended to run them around the perimeter, often just inside the perimeter roads where present. I'm open to putting something in the generated missions to guide the player, if there's anything reasonably historically accurate we can do.
  2. I don't think PWCG currently supports having the mission logs written anywhere other than the data folder.
  3. Are you the #3 in the formation? If you have a mission where there are more than one plane behind you in the formation, do they all taxi slowly, or just the last one? I'll take a look when I get a chance, but I'm away from my gaming computer at the moment. Also, if you run the mission with you on autopilot, do you still see the #4 plane taxiing slowly?
  4. Yes, if the player misses one of the invisible taxi points, I think the next plane in line won't start taxiing until you hit the next point. As you say, when you are going right, currently the taxi path is set up with the first point on your left. I'd like to improve this, but I haven't figured out the generic way to do it so far.
  5. Is the issue that #4 takes a long time to get to the runway, or that they take a long time to get into position for takeoff once they reach the runway? I've seen some of the second behaviour, and have an idea for a fix, but not the first case.
  6. I didn't update the animation fix when I added more planes' pilots - it, and doing the BoBP pilots, are on my to-do list, but I don't have a lot of time right now. The gunner's head disappearing will be because the game considers you close enough to the gunner that it considers it "inside", and ordinarily would not render (this is what makes the pilots disappear normally when you're in that position). The mod makes the "inside" rendering of the people visible but headless - headless is in order to avoid weird rendering artefacts when the camera is inside the head. I don't know how you adjust the radius where the game switches from "inside" to "outside".
  7. There was a similar issue with the Ju52 where it would always deny claims - was caused by the name in PWCG not matching the name appearing in the game logs.
  8. The USAAF did during WW2: https://en.m.wikipedia.org/wiki/Flight_officer
  9. Taking a quick look, there is a bug with the taxi paths on that airfield - the parking location crosses over the path, so planes crash into each other for me. I'll try to push and update for this and some of the other taxi issues.
  10. I'll take a look at the airfield definition to see if there are any issues, but from what I've read elsewhere the AI has trouble taxiing the 262
  11. I guess it would be nice if you could object link the icon translators to specific planes, and then only those planes can see the icons.
  12. I have been working on adding the basic support for this - importing the map images, defining the airfields and so on. Unfortunately I've been busy the last few weeks so haven't been able to get this finished off and submitted. Once this was merged in, it would still be necessary to actually assign some squadrons to the map area - this isn't really my forte so I'd probably leave that to @PatrickAWlson
  13. I've set it up using a proximity MCU activated after takeoff, to trigger the cover based on getting close to the bombers. It's worked in the testing I've done, but I've not tested enough different scenarios to check that there aren't corner cases (e.g. as you point out if the bombers start over your airfield, the cover might trigger as soon as you take off)
  14. Are you flying icons off? If you miss any of the waypoints on the way to the rendezvous, then you'll get that behaviour. I have an update for this in my dev branch, when I get some time I'll submit it to @PatrickAWlson for review.
  15. Thanks for looking! Yep, I'm sure that the flight country is set correctly - I get the "request taxi to runway" message from the flight, but then no movement. I'll take a look at your mission when I get a chance and see what might be different.
  16. Murleen

    Cold starts

    I'll take a look. What was the takeoff direction?
  17. Hi all, I've been working on the cold start option for PWCG, which in most cases works, but I've come across one airfield where the planes refuse to budge after getting permission to taxi. There's probably something wrong in how I've set up the taxi paths, but I can't for the life of me figure it out - can anyone else take a look and give any pointers? The airfield is Klin. Thanks! taxi test 1941-11-13.zip
  18. You can fly transport missions in the JU52 with TG2. I didn't think we did have any recon planes?
  19. If you're able to reproduce this, a mission file and/or track would be useful. I've seen some issues when I'm the flight leader for Spitfires, where my wingman will taxi into the back of me, and some issues with Yak-1b's taxing faster than Yak-1's, and similarly crashing. The AI seems to go quite quickly on long straight stretches of taxiway, and some planes are faster than others. I'll see if I can do anything to work around this, but I think it's really a game bug.
  20. Murleen

    Cold starts

    When you don't get the 110 kills, do you see the kills awarded to other planes in the PWCG AAR, and are they listed as killed in the in-game after mission map? I've seen some occasions where I've taken out one engine on a plane, and it's then crashed before making it back to an airfield, so the game counts it as "ditched" rather than killed. If this is the case, it might be possible to count forced landings as "kills" in PWCG - if we did, would it only be forced landings on unfriendly soil?
  21. Murleen

    Cold starts

    I've seen this before, I don't think it's actually related to the cold start option. I think there's a bug somewhere which can cause your pilot to be placed in the mission twice - if you start the mission and then cycle through camera views of friendly planes, you should come across a second you sitting in the parking area. Because it's sporadic, I've not had much luck tracking it down so far.
  22. I'll take a look at the taxiing issue. What's the squadron/date?
  23. I've found that if the planes take a long time to arrange on the runway (assuming they didn't skip any taxi points), it tends to indicate there's either too large an angle or not enough distance from the last taxi point to the takeoff point.
  24. I suspect this is caused because you're not using English for the BoX UI - PWCG only generates the English localisation text file
  25. Try changing "Line Type" to "Position 1" - I think this is the type used in career mode briefings.
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