Sandmarken Posted December 2, 2019 Posted December 2, 2019 (edited) 1 hour ago, PatrickAWlson said: Could be location. Americans fly the A20 in the south and central. British fly the B25 in the north. Given the range though I would expect both to generate missions in your area ... so maybe luck up to this point. Also possible that P47 units are hogging most of the bandwidth. Thx both my campains are south part that coud be it My map dont show any squadrons using B25 but that might be because they are AI only? Edited December 2, 2019 by Sandmarken
Guims Posted December 4, 2019 Posted December 4, 2019 (edited) Hi everyone. First off thank you again for your work Pat. Especially quick fixes and updates. I not even able to understand exel, but I can imagine how much effort you put on. 1. I actually can't access to th PWCG website. error 503 2. ,sorry if it's been already asked, but what's up with cold star option? With 7.4.0, I tried with Pe2, unfortunatly the IAs bump into sandbag construction during taxi, (we spawned in front off those sandbags) then tried with 109 (I thought plane's size was the issue), but they bumped into each other anyways, breaking propellers.... I'm aware cold start option was not completely functional with 7.3.0, is it still an issue? PS: donation 5 euros executed, because it's very well deserved. (and because I'm not rich) Edited December 4, 2019 by Guims
PatrickAWlson Posted December 4, 2019 Posted December 4, 2019 Cold start puts you in a taxi position with your plane's engine not started. You have to start your engine and taxi to the runway and then take off. Runway is the default: you are on the runway, engine started, and then you takeoff. Air start puts you in the air closer to your objective. Cold start is very much Murleen's work. It is not working on the BoBP map because it involves mapping every individual taxiway on the map and . I have not had time to do that yet. If cold start is failing on a Russian map it might be specific to one particular airfield not being mapped properly.
Murleen Posted December 4, 2019 Posted December 4, 2019 I have been working on improving some of the existing taxi paths, but it's slow work as I've been busy recently. If you see issues, particularly ones where planes hit buildings etc, post the mission file here and I can check when I get to it. 4
Swing Posted December 5, 2019 Posted December 5, 2019 Two little bug in my 352FG campaign : on the top aces panel the top scorer is a Soviet pilot and my home base at "Le Culot" talk to me in Russian...The reds are everywhere...
PatrickAWlson Posted December 5, 2019 Posted December 5, 2019 (edited) 52 minutes ago, Swing said: Two little bug in my 352FG campaign : on the top aces panel the top scorer is a Soviet pilot and my home base at "Le Culot" talk to me in Russian...The reds are everywhere... The first is not a bug, provided it is accurate. The Russians are also fighting in your PWCG campaign and they may have a pilot in the top ten. The whole top ten thing gets a bit weird in WWII. If (when?) aces are modeled it will be entirely populated by Germans for the entire war. At the moment with only a couple of aces modeled it will be filled by non historical AI pilots and probably you. The second (Russian voices in the west) I have an unreleased fix for it. Should be available in the next drop. Edited December 5, 2019 by PatrickAWlson 1
Guims Posted December 5, 2019 Posted December 5, 2019 (edited) 20 hours ago, PatrickAWlson said: Cold start puts you in a taxi position with your plane's engine not started. You have to start your engine and taxi to the runway and then take off. Runway is the default: you are on the runway, engine started, and then you takeoff. Air start puts you in the air closer to your objective. Cold start is very much Murleen's work. It is not working on the BoBP map because it involves mapping every individual taxiway on the map and . I have not had time to do that yet. If cold start is failing on a Russian map it might be specific to one particular airfield not being mapped properly. 20 hours ago, Murleen said: I have been working on improving some of the existing taxi paths, but it's slow work as I've been busy recently. If you see issues, particularly ones where planes hit buildings etc, post the mission file here and I can check when I get to it. Ok guys. Good to know. Thanks a lot. here it is. Gutnieg Nikev 1941-10-01.zip Edited December 5, 2019 by Guims 1
WWSitttingDuck Posted January 6, 2020 Posted January 6, 2020 Pat, almost hesitant to ask, cause I know you have ways of making things work that when looking at them, they just shouldn't The check zones for Ground Attack flights that trigger the command attack areas: the coalitions in the advance properties are all set to false. Now I know I have watched Il2's shoot rockets at ground objects, but for the life of me can not figure out why they are doing this....
Murleen Posted January 6, 2020 Posted January 6, 2020 4 minutes ago, WWSitttingDuck said: Pat, almost hesitant to ask, cause I know you have ways of making things work that when looking at them, they just shouldn't The check zones for Ground Attack flights that trigger the command attack areas: the coalitions in the advance properties are all set to false. Now I know I have watched Il2's shoot rockets at ground objects, but for the life of me can not figure out why they are doing this.... The check zone is object linked to the flight leader, so will trigger when the flight enters the area. I think they used to be triggered by coalition, but this meant that the attack area command could be activated when you were miles away from the target because a friendly AI plane had wandered past your target... 1
PatrickAWlson Posted January 6, 2020 Posted January 6, 2020 What Murleen said. PWCG, and really the whole game, works off of triggers. As a mission maker you have to consider the effects of a trigger. I choose to trigger planes by coalition and live with the potentially rapid spawning of several flights as proximity triggers cascade. I think that I also trigger ground forces the same way - by coalition. Attack MCUs are meant for one flight, so I trigger those by flight leader. Cover MCUs I trigger by the arrival of one flight at a waypoint. As Murleen points out, if I triggered attack by coalition you would get this scenario: You are flying your waypoints to attack a target You trigger an enemy flight by proximity. That enemy flight triggers a friendly flight That friendly flight triggers the attack over your target, but you are still 50 km away
WWSitttingDuck Posted January 6, 2020 Posted January 6, 2020 ok, guess my understanding of check zones was a bit off....
Scrubs Posted January 10, 2020 Posted January 10, 2020 Howdy folks! I am new to PWCG but not new to flight sims, I cut my teeth on the original Il-2 for many years. First and foremost: THANK YOU FOR MAKING THIS!!!! You are an amazing human! I do have a few questions though... 1. I have found so much information on "How to fly mechanics" on Youtube... but almost no information on "How to win".. Is there a resource that breaks down exactly how the campaign works? How the different missions triggers and victory conditions work? 2. Is there any form of AI control? Spotting? We have run a few PATROL missions with a higher ranking lead AI... They just fly over entire flights of enemies heading directly at our airbase. Just this morning not 3 minutes after take-off... And still WELL behind our lines we flew 2k over the top of a flight of IL-2s heading for targets inside our territory. Our lead just kept on cruising... Is that supposed to happen? 3. I guess the real question I'm asking is: Is there a guide on how to fly these missions? How to be an effective career pilot? Not just an effective combat pilot? The AI gives NO actionable information over the radio, and once the mission starts.... it seems like there is no real thread or logic that holds a mission together. Or am I likely just missing something? 4. I just want to be a good soldier and be where I am supposed to be... :) 1
PatrickAWlson Posted January 11, 2020 Posted January 11, 2020 @Petrik_Drosik #1: You win by surviving. A successful mission is one in which you land. Medals and promotions are awarded according to real criteria - or as close as I can come. Allied medals are awarded for individual acts where Axis medals tend to be awarded more for sustained success. #2: No, it is not. Once the game starts the AI behavior is in the hands of the game and not PWCG. PWCG has two and only two methods of influence: AI quality value and waypoint priority value. Waypoint priority is most important in terms of whether the AI attacks or not. On a patrol pretty much every waypoint is low priority, which means the AI should prioritize aggressiveness over flying the route. #3: If you are flying fighters you shoot things down and blow things up. PWCG is a career and not a dynamic campaign - i.e. no matter what you do the Germans are still going to lose. The missions only alter history a little bit, which is pretty much as it was in real life. One thing that you can do is what real pilots did: take care of your squadron mates. If you do they will improve over time, making the whole unit better. You can do things like not claim a victory - PWCG will assign it to a squadron mate if you don't claim it. You can choose to fly cover for your AI mates instead of chasing down a victory. You can choose to do AAA suppression on ground attack missions. Or you can chase glory and maximize your score. Earn medals even if your AI mates are dying like flies around you. There were real pilots who did this too. PWCG will not punish you for heavy unit losses because it just didn't happen. If a unit was aggressive losses were part of life. PWCG will also not punish you for failing to shoot down 50 planes or for failing to destroy every unit on the ground. Again - didn't happen. There is no fly to this spot, meet the preordained three enemies, and shoot them all down - or fail. Again, didn't happen that way. Just as in real life you are rewarded for aggression and success but not punished for the odd failure. It's a great topic and I'm open to suggestions. The requirement for me is that anything I do has to make the PWCG world feel more real and not more gamey. You are a pilot. You will not change the broader outcome of the war or even a larger battle. Your scope of influence is limited to that encounter and the not terribly long effects (PWCG models supply so you can temporarily put a squadron out of action). 3
Scrubs Posted January 11, 2020 Posted January 11, 2020 Outstanding answer! I think ultimately what I was really asking is... How do I sim good I don't know a ton about what it MEANT to be a WW2 pilot and lacking that knowledge it can be hard to get immersed in the minutia of the day to day tasks of things like patrols. Thanks for the reply! Gives me some things to chew on when I am curating RP content for my friends!
YouBet Posted January 12, 2020 Posted January 12, 2020 Hey, Patrick. Love your work. Have flown a handful of campaigns in Bodenplatte with the P-38. Have managed to down a handful of Me 262's. When I go to the debrief, though, the "Me 262 claim" is denied. Typically I get credited with a different aircraft (that I didn't kill), and my squadron mate gets credit for the jet (or sometimes, the Me262 kill goes unrecognized). It' not a big deal, but I'm just curious what I'm doing wrong. Thanks again for all your work.
Murleen Posted January 13, 2020 Posted January 13, 2020 11 hours ago, YouBet said: Hey, Patrick. Love your work. Have flown a handful of campaigns in Bodenplatte with the P-38. Have managed to down a handful of Me 262's. When I go to the debrief, though, the "Me 262 claim" is denied. Typically I get credited with a different aircraft (that I didn't kill), and my squadron mate gets credit for the jet (or sometimes, the Me262 kill goes unrecognized). It' not a big deal, but I'm just curious what I'm doing wrong. Thanks again for all your work. There was an issue with the Ju52 before where claims would always be denied, which turned out to be a difference between the plane name as reported in the game logs and what PWCG was expecting - are you able to post your mission log files here (I think PWCG has an "error report" function or similar which will zip up relevant mission files)
JGr2/J5_W0LF- Posted January 19, 2020 Posted January 19, 2020 Hey Pat, Is there anyway you can put the Re-arm, Re-Fuel, and Repair into the missions. It would be awesome to have it...
Columbar Posted January 27, 2020 Posted January 27, 2020 (edited) Hi Pat, one question: is it difficult to extend eastern campaign on Prochorovka map and Velkie Luki? We have now two good maps which are not used in carrier mode niether in PWCG. It is a pity I think. Edited January 27, 2020 by Columbar
PatrickAWlson Posted January 27, 2020 Posted January 27, 2020 3 hours ago, Columbar said: Hi Pat, one question: is it difficult to extend eastern campaign on Prochorovka map and Velkie Luki? We have now two good maps which are not used in carrier mode niether in PWCG. It is a pity I think. It is a non trivial amount of work. Not impossible by any means but not done in an evening either. It would require software as well as data changes, so it can't be done by manipulating data files alone.
Theodore_Morgan Posted January 29, 2020 Posted January 29, 2020 Hi Pat, again, thanks for your great work! I have couple questions: Is there any plans to include Polish, Canadian, Aussie, squadrons in Bodenplatte campaign? Any plans to include specific squadrons skins for the new BOB planes(if there is) and customized AI aces skins(if there is)? I think this would add lots of immersion. Last thing, i loved the cold star option of the last maps, are you planning to work on that? Thanks.
PatrickAWlson Posted January 30, 2020 Posted January 30, 2020 17 hours ago, Lt_Magnov said: Hi Pat, again, thanks for your great work! I have couple questions: Is there any plans to include Polish, Canadian, Aussie, squadrons in Bodenplatte campaign? Any plans to include specific squadrons skins for the new BOB planes(if there is) and customized AI aces skins(if there is)? I think this would add lots of immersion. Last thing, i loved the cold star option of the last maps, are you planning to work on that? Thanks. I did not have other squadrons planned but with 13 new airfields there might be some room for a couple more. Adding skins is something that has not gotten off the ground. PWCG supports skins and for RoZF had over 1000 configured skins. The skinning community here is not as well organized. Skins are posted and that's that. Nobody has picked up what Panthercules and others did for RoF - creating organized skin packs. Aces are in the same boat. The support has long been built into PWCG but the research is not there. A couple of people have created ace files and I have incorporated them, but I think there are only two or three aces configured for PWCG at the moment. Murleen did cold start for Bodenplatte. It will be included in or shortly after the next release. Per the DD I am in the middle of major rework on mission generation code right now, so probably late winter or early spring. So things are possible and cold start for BoBP is #1 priority after I complete the rewrite. Skins and Aces I will need active community support (creating skins, organizing them into downloadable packs, documenting the use of each skin). but the code to support them is already in place. Adding new squadrons is definitely possible. 1
1/JSpan_Wind75 Posted January 30, 2020 Posted January 30, 2020 (edited) On 1/11/2020 at 10:02 PM, Petrik_Drosik said: Outstanding answer! I think ultimately what I was really asking is... How do I sim good I don't know a ton about what it MEANT to be a WW2 pilot and lacking that knowledge it can be hard to get immersed in the minutia of the day to day tasks of things like patrols. Thanks for the reply! Gives me some things to chew on when I am curating RP content for my friends! I think PatrickAWlson has explained to you very well how to be a good pilot of the Second World War. I also started in Oleg's IL-2. For many years I was a Luftwaffe pilot in all kinds of international On-Line competitions. Today, I almost only fly single-pilot campaigns. Unfortunately I have not tested the PatrickAWlson generator because I hit the PILOT CAREE that the simulator itself brings and I already had hundreds of missions on all the maps when I thought about installing the PWCG generator. Although I think the two work the same in terms of AI. And it is here that I can give some advice that surely works the same or similar in both generators. 1) Choose the base closest to the battle line (You will save many hours of unnecessary flight) 2) Put yourself from the beginning as commander to be the one who gives the orders. In this section I have learned several tricks: As soon as you take off, give the order that the AI teammates follow you (Follow me), repeat it several times, as some are a bit deaf. Go up to 4,000 or 5,000 m (The enemy AI is lower) If for example it is a mission to attack bombers the enemy escort fighters are higher than the bombers, and you arrive with 1,500 or 2,000m above all enemy planes (you have to repeat several times that "Follow you" (Follow me), at the moment you are on top of all the enemies and mainly on the fighters, give the order to your AI "Attack the nearest planes" That in this case they will be the escort fighters (which are usually the ones that chase you all like zombies.) Your fighters go down and attack the AI fighters. Don't go down yet, unless you do a B&Z to break the formation and your AI have time to chase the enemies (do not hurry to attack the bombers although it is your main mission) if you do this always attack the leader of the enemies, usually go first. Once the close combat between all AIs has been created you can go down in B&Z and attack the fighters without getting left art down circling with enemy fighters. Continually repeat the order to "Attack the planes closer" You will see that the combat is diluted and then only then attack the enemy fighters first watching your six. If you notice that two or three enemy AI fighters follow you, take them to where your AIs are and climb at the same time give the order to "Attack the nearest planes" In this phase of the combat it is important to prevent them from knocking down your fellow AIs, it is enough that in a dive you get at 6 very close, the enemy will depart (break) from your pilot AI friend. Then when all the combat is very dispersed, it is time to go down and take down a bomber and you will have accomplished three things: ONE) The mission, TWO) you will return with as many of your AI teammates, THREE you will return without damage. Now, if another 6 tall enemy fighters appear during combat and the combat will be very unequal, it is time to run towards your base. It is possible that the enemy fighters chase you, do not fall into the trap of turning around to fight, because you no longer have the height advantage, unless they are shooting at you or it is only an AI fighter. Go at full speed to the last fight or combat by protecting yourself with your AA from your aerodrome. When you arrive at your base, give the order of "Follow me" and make them climb a little in height (1,000m) which is where your AA of the aerodrome is most effective. When the enemy fighters arrive he gives the order to "Attack the planes closer". At this point you can take advantage of some being touched by those of the antiaircraft and you can finish it easily. With the passage of time they end up withdrawing to their base. 3) There are orders that do not listen to your AI, for example do not expect to be covered by 6, or for example the "Order to close formation and continue with the mission, your AI collide on their own at their crossings and do not usually attack much The enemy planes. 4) As a general rule those main orders put them configured in buttons that you can quickly repeat several times, because as I said the AI is a bit deaf. PS: To retouch or change code themes I recommend the Sublime Tex software better than the blog notes. https://www.sublimetext.com/ Edited January 30, 2020 by 1/JSpan_Guerrero 2
Almenas Posted January 31, 2020 Posted January 31, 2020 (edited) On 1/30/2020 at 2:33 PM, PatrickAWlson said: Adding skins is something that has not gotten off the ground. PWCG supports skins and for RoZF had over 1000 configured skins. The skinning community here is not as well organized. Skins are posted and that's that. Nobody has picked up what Panthercules and others did for RoF - creating organized skin packs. Just a start for IAP 495. http://www.mediafire.com/file/o1g24yrang4qvic/I16t24_IAP495.rar/file Edited January 31, 2020 by Almenas 1
Redeye Posted February 1, 2020 Posted February 1, 2020 Probably been asked before, but do enemies spawn in your vicinty with PWCG? For some reason I get bounced on basically all missions. Friends are no help either. Sure, my scanning could improve alot, but enemy aircraft seem to spawn right on top of my head:D
PatrickAWlson Posted February 1, 2020 Posted February 1, 2020 1 hour ago, Redeye said: Probably been asked before, but do enemies spawn in your vicinty with PWCG? For some reason I get bounced on basically all missions. Friends are no help either. Sure, my scanning could improve alot, but enemy aircraft seem to spawn right on top of my head:D Spawn distance is 30 KM,
Semor76 Posted February 2, 2020 Posted February 2, 2020 @PatrickAWlson for the sake of immersion, could you please add ships & boats to the Bodenplatte map and a few more trucks and static planes to Airfields, at least for the Airfield from who the player spawns? Thank you.
Dornil Posted February 3, 2020 Posted February 3, 2020 May I ask a couple of questions regarding PWCG FC? 1) Sometimes it generates mission objectives outside the map boundaries. Yesterday I was looking at a target observation baloon jast couple km away, but script kept turning me around. Can I do something about it in campaigh settings? 2) Can I get rid of climb waypoints somehow? 3) Does PWCG generates enemy/friendly flights in player's intended path, or do they just fly their own missions, regardless of player's position? 4) Is there a detailed description of advanced campaign settings somewhere?
PatrickAWlson Posted February 3, 2020 Posted February 3, 2020 1. That would be an error and not by intent. It has to be resolved in code. In the meantime you can scrub missions too close to the map edge and let PWCG generate a new one. 2. There is an advanced setting for that. Away from my home computer so I forget which one. What you are not allowed to do is eliminate climb waypoints and then complain that the enemy is always higher than you 3. It's a bit more complicated than that. PWCG drives flights to a relatively large mission area. It then prunes the flights such that the ones that have the closest contact with the player are retained. Flights are not placed in the players path. in fact, the are not spawned at one point. They move virtually through their flight path until they are close enough to the player to be realized. Once realized they continue to fly their own missions. 4. Not at this point. Per previous posts there has to be some work done around advanced configurations. 22 hours ago, Semor76 said: @PatrickAWlson for the sake of immersion, could you please add ships & boats to the Bodenplatte map and a few more trucks and static planes to Airfields, at least for the Airfield from who the player spawns? Thank you. Airfield objects are based on ground activity level. When I started this I had fewer static objects to choose from. I can look into increasing the number. Ships are different thing, but PWCG does support river and ocean traffic. Waterways need to be mapped first - not sure if I did that. Also will have to use east front shipping as we have no western front.
HerrBree Posted February 4, 2020 Posted February 4, 2020 On 2/3/2020 at 7:16 AM, PatrickAWlson said: but PWCG does support river and ocean traffic. Waterways need to be mapped first - not sure if I did that. Also will have to use east front shipping as we have no western front. Would mapping waterways mean that you could hypothetically add anti shipping missions to say the Stalingrad career, or only that one might have a chance of stumbling across ships if they look hard enough?
PatrickAWlson Posted February 4, 2020 Posted February 4, 2020 50 minutes ago, HerrBree said: Would mapping waterways mean that you could hypothetically add anti shipping missions to say the Stalingrad career, or only that one might have a chance of stumbling across ships if they look hard enough? Stalingrad is already mapped and you might get barges as a target for a ground attack mission. I do not add barges as ambient objects at this point. I do have ambient trains, truck convoys, battles, and balloons (FC only), but not barges.
Varibraun Posted February 6, 2020 Posted February 6, 2020 Hi @PatrickAWlson While you are neck deep in code, I have a question: Would it be possible without too much extra effort from you (and is it even desirable for anyone else) to have a SP campaign option that functions in the same way as the competitive coop campaign? I have personally been enjoying the competitive "coop" as a SP being able to hop between squadrons and sides with different pilots in my own campaign. Right now, I have a campaign going with US, GB, and German pilots flying in the same "world" (i.e. sames aces, squadron members, depletion, etc). Honestly, it works fine as-is for a SP, but it just takes a little longer to set up the mission (since you have to go through the MP screens) and you lose the SP ability to pause/speed up the flight, and you can't claim/decline kills. So, this isn't a problem per se...just an idea. As always, thanks for everything you do and for bringing us this great tool!
PatrickAWlson Posted February 6, 2020 Posted February 6, 2020 @Varibraun Possible yes. Not sure about easy though. I'm trying to think through the use case. Not sure what the advantage is of having many personas in a single SP campaign. Most people just make different campaigns for different personas. The obvious disadvantage is that only the pilot that you choose to fly with will be active. All of the other personas will be grounded. Just curious: what is it about having all of your personas in one campaign that adds to the experience?
Varibraun Posted February 6, 2020 Posted February 6, 2020 Thanks Pat - Yeah...it's probably not worth your effort. I have always hopped around a bit with different PWCG campaigns as you describe because I like variety (with aircraft and sides) and was really happy when you added squadron persistence beyond the pilot life since I have always played iron man. Seeing the same squadron mates (and opponents) with the new rookie pilot joining the fight is a great immersion builder and is a reason to watch your mates and help them build their records/skill for when the inevitable happens. (I realized just how much I missed this feature lacking with the included campaign last night when a sqdrn mate collided with me for an instant out of cockpit view of my shattered P-38 fluttering earthward. With PWCG it would have still been jarring, but at least my new pilot would have picked up with the sqdrn the deceased pilot helped build). To answer your question - For me, the competitive coop takes this one step further because that "variety" is available with continuity/persistence now across the squadrons and nations. You have created the closest thing to a fully dynamic campaign that we have, and I enjoy engaging in it from different perspectives. So, having my P-38 pilot "grounded" for a few days while I fly the Dora or Tempest sqdrn doesn't trouble me, and actually keeps the kill count more in line with historical scores. It also helps some with the depletion issue that can force a leave along the way in a single sqdrn campaign. For example, if my Tempest sqdrn has been beating up on the FW guys up front for a while, then I can switch to the Dora sqdrn for a week to see if I can even the score a little. Finally, I really enjoy seeing the same pilots on the aces board (and helping them along the way on both sides) and on the intel reports, as well as in the air - it gives me a little of that fanciful WWI "friend/nemesis" factor. Heck, in my current campaign, there is an AI "Patrick Wilson" that flies A-20s who shows up both for escorting and alternatively, as a target (depending on which side I am playing on that mission). So far, he is still healthy...I just can't pull the trigger after all the work you have done for us. Anyway, that's the draw for me and all of this is completely workable within what you have already provided. It certainly isn't worth much extra work on your part just so I can push the pause button. Just realize that AI 1st Lt. Wilson might lose his escort if Mrs. V calls ? Bottom line - Bravo Zulu Pat! I remain in awe...please keep up the good work.
Dornil Posted February 9, 2020 Posted February 9, 2020 On 2/3/2020 at 5:16 PM, PatrickAWlson said: There is an advanced setting for that. Away from my home computer so I forget which one. What you are not allowed to do is eliminate climb waypoints and then complain that the enemy is always higher than you Found the control in advanced. Promise, won't complain:) Could you please tell me, how does adjustment in "Mission AI" section works? I.e., by default it has "0" in both fighter and bomber AI. If I want AI to be veteran or ace only, what numbers should I put there? Also, is here a setting to adjust the mission objective distances?
Voidhunger Posted February 12, 2020 Posted February 12, 2020 I just tried PWCG for FC and autopilot is not working. Any help? Is there a option in the pwcg?
PatrickAWlson Posted February 13, 2020 Posted February 13, 2020 14 hours ago, Voidhunger said: I just tried PWCG for FC and autopilot is not working. Any help? Is there a option in the pwcg? Can you define "not working"? Planes just sit on the runway? Enabling or disabling autopilot is not a thing that PWCG handles one way or the other. Any failure to fly the route on autopilot could have to do with realism settings in FC (not PWCG) or a bad mission generated by PWCG that does not properly link the route. 1. Check your in game realism settings. Do you have autopilot disabled? 2. Could be an error on the PWCG side in mission generation. Would be the first I have heard of this but there's a first time for everything. Take leave for 1 day, generate another mission and try again.
Bill_Bates Posted February 19, 2020 Posted February 19, 2020 just started playing pwcg 7.4 for box, I'm only 8 missions in (9/10/1941) and I've noticed a few things and had a few questions about them. 1) not sure if intended or not but the squadron log seems to be rather empty. I have a feeling this is maybe due to how early it is in the campaign, but not sure. so I was curious what kind of details actually go into the squadron log? 2) Again not sure if this is due to early campaign conditions or not but my squadron has practically no victories yet most of them have over 20 sorties. this looks a bit silly as here I am a "new guy" with more victories both air and ground than any1 in the squadron. not only this but my major and highest ranking pilot in the squadron is a novice skill level, in fact everyone in my squadron is a novice. so I guess my question here is, is this intended? I'm flying for the 126th p-40s. if this is intended due to early campaign conditions but it looks like a bug and kind of breaks the immersion. 3) a lot of why I got pwcg is because of all the details but I'm beginning to realize that either a) a lot of it is bugged or b) not finished? for example the pilot screen where you can view your medals is very bland and has no detail. I would like for there to be some type of description of why I earned the medal and when I was awarded it, or any type of detail. also the pilot log and journal only shows your first 5 air to air victories or however many fit on the first page, after that every other page will only display ground victories. A lot of the cool extra detail that make this mod seem worth and better than the career is either not working as intended, not finished, or just forgotten about?
PatrickAWlson Posted February 20, 2020 Posted February 20, 2020 1. That's a bug. I am aware of it but have not yet had the time to address it. 2. Disagree. It would not be quite normal for a pilot on any front to have zero victories after only twenty missions. Since the Russians are very new and quite bad at this early in the war that statement applies doubly to them. 3a. I like the idea of adding text to a medal award. 3b. All aerial victories should be displayed and not just one page. I am not aware of any issues regarding that but I can take a look.
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