Murleen Posted July 14, 2018 Posted July 14, 2018 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 2
Stlg13/Sgt_Schultz Posted July 15, 2018 Posted July 15, 2018 (edited) Other than my piss poor attempt at taxiing the I16 (a plane I admittedly don't fly all that often), and a few minor scratches and dings that aren't worth mentioning, that worked perfectly!. Updating the object placer to know about every airfield's taxi ways sounds like an undertaking, or would it just be a matter of copying the existing information from the taxi paths you've already created? Edited July 15, 2018 by Stlg13/Sgt_Schultz
PatrickAWlson Posted July 15, 2018 Posted July 15, 2018 All this time people have been bitching at me to add stuff around the airfield for ambiance. Now it's in the way. Sheesh, can't win 2 5 2
Yogiflight Posted July 15, 2018 Posted July 15, 2018 10 hours ago, Stlg13/Sgt_Schultz said: The other really cool effect has been being able to suppress enemy squadrons in your area. Over the cause of a few intercept missions I've almost been able to completely ground two bomber squadrons, after inflicting heavy losses on them (including all their ranking pilots). Thanks again Pat . I noticed here a change in bomber behaviour. Currently they are only flying circles in a staggered upwards formation, without any try to evade. And my squadmates pretty much never hit anything.
Murleen Posted July 15, 2018 Posted July 15, 2018 10 hours ago, PatrickAWlson said: All this time people have been bitching at me to add stuff around the airfield for ambiance. Now it's in the way. Sheesh, can't win 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
dburne Posted July 15, 2018 Posted July 15, 2018 7 minutes ago, Murleen said: 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 Awesomeness!
PatrickAWlson Posted July 15, 2018 Posted July 15, 2018 3 hours ago, Murleen said: 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 To put stuff around airfields I created "Hot Spot" locations where things can be placed. it might be easiest to review the hot spots and remove those that are in the new taxi ways. Also, I just checked in a major rework of ground units that will allow tighter specification and should eliminate unintended side effects. Over 100 files impacted. There will probably be overlap at the airfield objects
dkoor Posted July 20, 2018 Posted July 20, 2018 About 20 missions or so into my ground pounding career and I can now say that I'm getting used to stuff and how it works... there is a prob with mission generation here and there, but selecting "scrub mission" resolves it, so I can continue with career . My squadron currently have only 2 flyable planes, I'm to blame for much of this situation ? . , this has been going on for several days now, so I'm enjoying those "lone Wolf" missions a lot regardless of them being mostly A2A oriented. The prob I have with tightly packed friendly and foe units is that I sometimes hit my own units with 250kger... so I had to abandon such situation and only go for 100% clear "shot". AA fire is wild and its absolutely deadly to hang around with several of those units firing all around you... so if I had to take a shot at something near them , I go down there at highest possible speed make a pass then I'm outta there. There are a lot of those so called 'small things' that make all the difference when compared to stock, often dull and repetitive mission. So far enjoying career, and ofc looking forward to discovering things ?. Thanks for beautiful piece of software Pat! 2
Skipper- Posted July 26, 2018 Posted July 26, 2018 I am thinking about trying PWCG but after watching Requiem’s video, saw that you have to claim victories manually. How are you supposed to know what you shot down or destroyed? I am learning to spot the enemy but cannot yet identify what type of plane or unit they are.
dburne Posted July 26, 2018 Posted July 26, 2018 (edited) 35 minutes ago, Skipper- said: I am thinking about trying PWCG but after watching Requiem’s video, saw that you have to claim victories manually. How are you supposed to know what you shot down or destroyed? I am learning to spot the enemy but cannot yet identify what type of plane or unit they are. It is only aircraft you claim, so not too bad. Also in the claims screen PWCG will have a drop down box with the enemy aircraft you may have come up against in that mission, so you will only be limited to them to choose from. It is not too difficult really. Give it a try, trust me it is awesome. Edited July 26, 2018 by dburne 1
Yogiflight Posted July 26, 2018 Posted July 26, 2018 1 hour ago, Skipper- said: I am thinking about trying PWCG but after watching Requiem’s video, saw that you have to claim victories manually. How are you supposed to know what you shot down or destroyed? I am learning to spot the enemy but cannot yet identify what type of plane or unit they are. TBH, it is pretty easy. You just have to take a look into the AAR map of the game after ending the mission. It shows you your airkills and which aircraft types they were. For me it is much more immersive, than getting the kills automatically by the game, as I only claim those aircrafts, I clearly identified , while flying, as my kills. So I never claim an aircraft, that goes down minutes later on its RTB. 1
TheSNAFU Posted July 27, 2018 Posted July 27, 2018 I try to play it close to real life where I don't claim kills that I don't see hit the deck and couldn't have been confirmed by an air friendly. In cases where I don't meet those standards the kill goes to someone in the squadron. I like it and it also helps the other pilots. PWCG is still my #1 way to play the game. And it just got a lot better! Thanks Pat!
dburne Posted July 28, 2018 Posted July 28, 2018 On 7/26/2018 at 6:16 PM, Yogiflight said: TBH, it is pretty easy. You just have to take a look into the AAR map of the game after ending the mission. It shows you your airkills and which aircraft types they were. For me it is much more immersive, than getting the kills automatically by the game, as I only claim those aircrafts, I clearly identified , while flying, as my kills. So I never claim an aircraft, that goes down minutes later on its RTB. I have no shame, if I am credited with the kill I claim it! LOL. ?
Yogiflight Posted July 28, 2018 Posted July 28, 2018 6 minutes ago, dburne said: I have no shame, if I am credited with the kill I claim it! LOL. ? I understand this. It is simply too hard to get kills with the Spitfire, so you have to take, what you can get.
dburne Posted July 28, 2018 Posted July 28, 2018 5 minutes ago, Yogiflight said: I understand this. It is simply too hard to get kills with the Spitfire, so you have to take, what you can get. Rude! LOL.
-HF-Aardvark892 Posted August 21, 2018 Posted August 21, 2018 I'm just now finding out about this. Unfortunately, we're in the middle of a move and I won't have access to my computer for at least a couple of months I think. Pat and Jason, as has been said many times in this thread, this is an off-liner's dream. I spent so many years trying to get better and better at IL2 1946's mission generator, only to have the massively more complex one in RoF and BoX completely baffle me. I can't even figure out how to just set a take off! Anyway, CHEERS to all involved with this project, and I'll be sending some moola via PayPal once I find a new job here in Albany, OR.
PatrickAWlson Posted August 21, 2018 Posted August 21, 2018 7 hours ago, Aardvark892 said: I'm just now finding out about this. Unfortunately, we're in the middle of a move and I won't have access to my computer for at least a couple of months I think. Pat and Jason, as has been said many times in this thread, this is an off-liner's dream. I spent so many years trying to get better and better at IL2 1946's mission generator, only to have the massively more complex one in RoF and BoX completely baffle me. I can't even figure out how to just set a take off! Anyway, CHEERS to all involved with this project, and I'll be sending some moola via PayPal once I find a new job here in Albany, OR. Good luck with the job search and don't worry about PayPal.
Carlos1875 Posted September 15, 2018 Posted September 15, 2018 Thanks for this Mr Pat Wilson,im new to Stalingrad but i used your Gen in Rise of flight Im going to try soon
WWSitttingDuck Posted November 3, 2018 Posted November 3, 2018 am a little iffy on a couple advance config settings. Exclusion zone around player field: If I set this to 2000, does that mean no enemy AI will come within 2000m of my home base? Odds of overriding exclusion zone. Is that value in %? Max Fighter Flights per side Fighter/ground Campaigns. Not sure if that is enemy side, friendly side or both, and not sure what the difference between this setting and max enemy flights/max enemy planes and max friendly flights/max friendly planes. as always, thanks in advance.
PatrickAWlson Posted November 4, 2018 Posted November 4, 2018 6 hours ago, WWSitttingDuck said: am a little iffy on a couple advance config settings. Exclusion zone around player field: If I set this to 2000, does that mean no enemy AI will come within 2000m of my home base? Yes Odds of overriding exclusion zone. Is that value in %? Yes Max Fighter Flights per side Fighter/ground Campaigns. Not sure if that is enemy side, friendly side or both, Enemy side and not sure what the difference between this setting and max enemy flights/max enemy planes and max friendly flights/max friendly planes. Difference is in number of flights PWCG will place in the mission and the number of planes PWCG will allow to spawn during the mission before turning off further spawns. So you can have 8 enemy flights with 4 planes each but if max planes is 10 then only the first three flights will spawn. Since spawns are pretty much simultaneous my guess is that 12 would actually spawn as opposed to 10. as always, thanks in advance. Answers inline
Picchio Posted November 7, 2018 Posted November 7, 2018 On 7/15/2018 at 1:00 AM, Murleen said: 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 Any news on this? I'd be glad to help if I can, if you're still developing this. I want to start up cold and taxi so bad! 1
Murleen Posted November 7, 2018 Posted November 7, 2018 5 hours ago, Picchio said: Any news on this? I'd be glad to help if I can, if you're still developing this. I want to start up cold and taxi so bad! I have this working pretty well in my development world. I've submitted the changes to @PatrickAWlson for review, not sure if he's had time to look so far. 1 1
dburne Posted November 8, 2018 Posted November 8, 2018 3 hours ago, Murleen said: I have this working pretty well in my development world. I've submitted the changes to @PatrickAWlson for review, not sure if he's had time to look so far.
LeeHarvey Posted November 12, 2018 Posted November 12, 2018 How can I incorporate the newer BoBp aircraft in PWCG?
PatrickAWlson Posted November 12, 2018 Posted November 12, 2018 3 hours ago, LeeHarvey said: How can I incorporate the newer BoBp aircraft in PWCG? You can't right now. New planes have to be incorporated into PWCG. There is code involved (mostly around payloads) as well as data, so it's not a simple matter of editing some JSON. There is no 1944 map available, east or west. There are no western maps at all. There are no 1944 Russian planes that would allow meaningful extension in the east. It will happen, but the underlying structure for a 1944/45 campaign is not there yet. 1
RideroftheMark Posted January 23, 2019 Posted January 23, 2019 Hello I'm trying to fly a coop campaign with a friend of mine but we always get the same error "PWCG was unable to find a log set for your last mission". I run everything as an administrator and we create a server in coop mode in multiplayer. Single player campaign works great no problem at all so far but in coop mode we both get the same error, when we test either me being the host or him. If anyone can help us that would be very appreciated. Thanks.
PatrickAWlson Posted January 23, 2019 Posted January 23, 2019 Is PWCG installed in the right directory - if SP is working fine then probably yes. Do you have logging enabled - if SP is fine then probably yes/ Here's how PWCG matches log sets to missions. Go to your PWCG campaign directory. Look for a file called "<campaign name> <campaign date> Mission Data.json" Open the latest one. The second line should look like this" "missionFileName": "Patrik Schorner 1941-10-01", Go to your BoS Install directory (BOS, not PWCG install) Go to the data directory Look for files named missionReport ....txt Example: missionReport(2018-10-28_16-30-30)[0].txt You will notice that they are in sets, organized by mission start time. Look for the most recent file with [0] as the sequence number. This is the first log file for a mission. On the third line you will se data that has the mission file name: T:0 AType:0 GDate:1941.11.29 GTime:8:0:0 MFile:missions/patrik schorner 1941-11-29.mission MID: GType:0 CNTRS:0:0,101:1,201:2 SETTS:111111011110100100000001110 MODS:1 PRESET:1 AQMID:0 ROUNDS: 1 POINTS: 500 The mission file name in the mission log has to match the mission file name in the PWCG JSON file. Let's start there.
King_Franky Posted March 1, 2019 Posted March 1, 2019 (edited) First of all, thank you for this great Tool, I enjoy it a lot. Now my Question. Is it possible to decrease (or increase if needed) the waypoints for a mission? Or can I define the max. waypoints which will be created for missions? Sometimes/mostly there are so much waypoints in the missions that it is no fun to fly all this, cause the mission length is so big. Also on the inflight mission map I can only see black over black points and words. Maybe I just oversee the option for this. Thanks in advance. Edited March 1, 2019 by King_Franky
PatrickAWlson Posted March 1, 2019 Posted March 1, 2019 3 hours ago, King_Franky said: First of all, thank you for this great Tool, I enjoy it a lot. Now my Question. Is it possible to decrease (or increase if needed) the waypoints for a mission? Or can I define the max. waypoints which will be created for missions? Sometimes/mostly there are so much waypoints in the missions that it is no fun to fly all this, cause the mission length is so big. Also on the inflight mission map I can only see black over black points and words. Maybe I just oversee the option for this. Thanks in advance. Right click on the WP in the briefing room map. A pop up menu will allow you to add or remove waypoints. If you remove then you will remove the WP that you right clicked on (obvious enough). If you add then a new WP will be added half way between the WP that you clicked on and the next WP. You can move a WP by left clicking on it and dragging it. 1 1
King_Franky Posted March 2, 2019 Posted March 2, 2019 Ah yeah, I see. Thank you very much. It works fine.
JGr2/J5_W0LF- Posted March 24, 2019 Posted March 24, 2019 Beautiful Work Pat...Cant thankyou enough man!
shredo Posted May 2, 2019 Posted May 2, 2019 (edited) did you noticed that in german career when you click on a pilots name (dont matter which one of your squad), everybody has the same picture of a girl with the text "I LOVE YOU" pretty slutty, seems like she serves the whole LUFTWAFFE as a landing field ? On 3/1/2019 at 1:57 PM, PatrickAWlson said: Right click on the WP in the briefing room map. A pop up menu will allow you to add or remove waypoints. If you remove then you will remove the WP that you right clicked on (obvious enough). If you add then a new WP will be added half way between the WP that you clicked on and the next WP. You can move a WP by left clicking on it and dragging it. does this possibly break a mission? or is it randomized anyway where, and if you encounter aircrafts? Edited May 2, 2019 by shredo
Sublime Posted May 3, 2019 Posted May 3, 2019 Is there any way to edit or is it planned to allow us say to fly Moscow 1943? Its cool I noticed I can fly in maps in dates career mode doesnt have. Itd be really awesome I think if the Moscow map was open for 43 or late 42 - as long as the Germans were there. Stalingrad I know they were ejected. Velikyi Luki like others said would be cool - what Im driving at is itd be a major strong suit of PWCG if you couls fly onn maps in dates not available in career mode and also if you could edit or select if planes are introduced by their firm date of introduction (example the G6 supposedly was introduced Feb 43. Yes I know it probably wasnt in the Kuban till June. The option would be nice. Or say LA5FNs. They were introducted way before theyre around in game. If you could habe them available as a choice from when they were introduced anywhere on ghe Eastern Front many would like this I think. Id sacrifice some realism to be able to fly some beloved planes more than 2 weeks in game or the only other option is MP..
shredo Posted May 4, 2019 Posted May 4, 2019 On 3/1/2019 at 1:57 PM, PatrickAWlson said: Right click on the WP in the briefing room map. A pop up menu will allow you to add or remove waypoints. If you remove then you will remove the WP that you right clicked on (obvious enough). If you add then a new WP will be added half way between the WP that you clicked on and the next WP. You can move a WP by left clicking on it and dragging it. does this possibly break a mission? or is it randomized anyway where, and if you encounter aircrafts?
PatrickAWlson Posted May 5, 2019 Posted May 5, 2019 On 5/4/2019 at 2:15 AM, shredo said: does this possibly break a mission? or is it randomized anyway where, and if you encounter aircrafts? PWCG tries to force activity into the box formed by your waypoints. PWCG does not push enemy flights directly into your path. Making adjustments within the box or just outside it will neither help nor hurt your odds of an encounter. Pushing a waypoint well beyond the original mission boundaries will probably result in no contact.
von_Michelstamm Posted May 23, 2019 Posted May 23, 2019 I downloaded the skin pack, installed it via my generic mod enabler, but in the PWCG I don't see anything listed under "squadron" (I.jg52) and only see a couple of the winter skins under "loose"
ataribaby Posted June 4, 2019 Posted June 4, 2019 (edited) Just tried Italian Mc.202 career in Alpha 2 and love it. Cold starts are awesome and finally my fellow squad mates are Italians Manual claims system adds a lot of immersion. Great work PatrickAWlson! If I can suggest something, please make AI leader speed little bit less so player can keep up better. I have hard time to keep with leader - some 90% of current cruise speed will be enough margin. Edited June 4, 2019 by ataribaby
PatrickAWlson Posted June 4, 2019 Posted June 4, 2019 29 minutes ago, ataribaby said: Just tried Italian Mc.202 career in Alpha 2 and love it. Cold starts are awesome and finally my fellow squad mates are Italians Manual claims system adds a lot of immersion. Great work PatrickAWlson! If I can suggest something, please make AI leader speed little bit less so player can keep up better. I have hard time to keep with leader - some 90% of current cruise speed will be enough margin. Long time complaint . I can reduce the cruise speed a bit in the config files but ... sometimes it works and sometimes the AI just does what it wants to do. If you are not familiar with the claims system: you are only credited with victories that you claim. So if you claim 2 and actually shoot down 4 you will get credit for 2. The other 2 may go to squadron mates in your flight if they crashed in the area of combat or to none if they limped away and crashed much later. Lots of people use this to not get credit for damaged planes that crashed much later, limiting their claims to the ones they know went down. On the flip side, PWCG is very lenient with player claims, so if you choose to claim everything or even over claim there is a decent chance that you will be credited, provided PWCG has unresolved victories that it can credit.
ataribaby Posted June 4, 2019 Posted June 4, 2019 I see about cruise speeds. Yep I am familiar with claims as I used similar system in Wings: Over Flander Fields. Amazing piece of software you did
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