Habu Posted January 17, 2016 Posted January 17, 2016 They have to search the target and after, they choose the best way to attack the target. That's why they took time between the time they arrive in the target area and the time they attack the target, when mission builder use the Attack area command.
borris70 Posted January 17, 2016 Posted January 17, 2016 Hello Pat Seems like i have fixed the problem With to many enemys on my missions.. i reset all set configs in simply and Advanced and startet all over again...seems like that did the trick. I have fly 2 missions after that and 2 enemys fighters have been in both mission With a limit set on max 3 in Advanced config.. Is there a way to set my.own waypoints?besides altitude and distance between them?? Thnax again
PatrickAWlson Posted January 17, 2016 Posted January 17, 2016 @borris70: in the mission briefing you can enter new altitudes and move most of the waypoints. You move a waypoint by hovering over it and pressing the left mouse. Then drag and release.
borris70 Posted January 17, 2016 Posted January 17, 2016 one more question..When my mission briefing says for example destroy( artilleri battery polkova.) There are many artilleries far around polkova,no one at exactly in polkova. What artilleri do i know is the right one?? i never get any Message if i made the mission or not.. Thanx
J2_Trupobaw Posted January 17, 2016 Posted January 17, 2016 It's up to you, really... there is no mission complete status AFAIK, and no one expects you to go and single-handely win the battle. You know what they want you to attack, and where, but beyond that it's up to you how you make a difference over the front...
PatrickAWlson Posted January 18, 2016 Posted January 18, 2016 Mission success is survival. Mission failure is getting shot down. The reference is to the closest nearby location. The targets will not be at that location, just near that location. When you get there - if you fly the way points - an attack area is generated over the target. IMHO, just as in real life, attack what you think is best. Also just as in real life, if you do well you will be rewarded. In PWCG I try to make things more realistic and less gamy. Therefore mission success is not about destroy exactly these planes or these units. It is about flying the mission, doing your best, and surviving. 9
borris70 Posted January 18, 2016 Posted January 18, 2016 Perfect Pat. Thanx again for making this the best simulator out there..
Asgar Posted January 18, 2016 Posted January 18, 2016 Mission success is survival. Mission failure is getting shot down. The reference is to the closest nearby location. The targets will not be at that location, just near that location. When you get there - if you fly the way points - an attack area is generated over the target. IMHO, just as in real life, attack what you think is best. Also just as in real life, if you do well you will be rewarded. In PWCG I try to make things more realistic and less gamy. Therefore mission success is not about destroy exactly these planes or these units. It is about flying the mission, doing your best, and surviving. the best concept for a campaign in a game ever! 2
Letka_13/Arrow_ Posted January 19, 2016 Posted January 19, 2016 the best concept for a campaign in a game ever! I fully agree, this is just one of the things that make PWCG so great ! Without it I wouldn't fly Il-2 anymore Looking forward to the new version, keep up the good work Pat.
1CGS LukeFF Posted January 20, 2016 1CGS Posted January 20, 2016 Me109 E7- Made primary role Attack instead of Fighter - Added SG 1 as a Jabo squadron flying E7s If you could, please add the armored windscreen and extra armor options, as those were standard equipment for Emils flying ground attack missions. 1
Ace_Pilto Posted January 21, 2016 Posted January 21, 2016 Mission success is survival. Mission failure is getting shot down. The reference is to the closest nearby location. The targets will not be at that location, just near that location. When you get there - if you fly the way points - an attack area is generated over the target. IMHO, just as in real life, attack what you think is best. Also just as in real life, if you do well you will be rewarded. In PWCG I try to make things more realistic and less gamy. Therefore mission success is not about destroy exactly these planes or these units. It is about flying the mission, doing your best, and surviving. Plus #$!*ing 1 Solid logic. 1
SCG_Space_Ghost Posted January 22, 2016 Posted January 22, 2016 Pat, Is it possible for AI to carry the same loadout that the player selects within the technical constructs of the sim or are loadouts hard coded in the mission? When attacking airfields with the Bf110 it seemed to make better sense to take the bunch of smaller SC50's along... However, every AI unit in the flight took a single SC250... My carpet bombing sweep on the runway did well and the SC250 sure makes a nice dent but doesn't seem as appropriate for the mission. Thanks. (Disclaimer: bomb weights could be off - I didn't have the loadout chart available and couldn't find it in a quick Google search.)
1CGS LukeFF Posted January 23, 2016 1CGS Posted January 23, 2016 Pat, the front lines from 23 November onwards seem to be in conflict with reality in the area around Stalingrad. In particular, the airfields of Karpovka and Pitomnik end up in Soviet hands earlier than they should be: 1
Azdack Posted January 23, 2016 Posted January 23, 2016 Hello everybody I need a piece of advise regarding dots. I have a GeForce GTX 970 with my distance landscape detail setted to 4x into the game. I have selected object markers into the game too. How would it be possible to see the dots better then I can see them right now I mean at a range 3/4 km ? It's a pitty to be obliged to see the bandits with those red or blue icons,. Thanks for help
Jade_Monkey Posted January 24, 2016 Posted January 24, 2016 (edited) Hi Pat, Great job with the campaign generator, I'm really enjoying it! I have a suggestion to improve the waypoint navigation: It seems like the default waypoint area is really small which sometimes it results on the flight leader missing the waypoint (usually because couldt reach the altitude) and trying multiple times to make it. By increasing the waypoint area to ~250m you will still have working waypoints and will give some margin of error for planes to not miss the waypoint. Edited January 24, 2016 by Jade_Monkey
borris70 Posted January 24, 2016 Posted January 24, 2016 Hey Azdack. Try lowering the gamma setting in Graphics meny. And you can try lowering it on Your Graphics gard too. Helps alot for spotting enemys in Winter time
yeikov Posted January 24, 2016 Posted January 24, 2016 (edited) Related to waypoints too: I've flown two missions in the Lagg3 and one with the P40, with 1.2, and noticed that while between waypoints the flight keeps smooth flying, when reaching waypoints some planes go bananas and start jerking all controls, dancing and bleeding a lot of their energy. I don't know if this was always there or if it's a new behaviour, but is there a way to avoid or improve this? (e.g. changing the mission waypoints in the briefing in some particular way) Thanks Pat for your work, it keeps getting better! Edited January 24, 2016 by yeikov
VBF-12_Snake9 Posted January 24, 2016 Posted January 24, 2016 Hi Pat, Great job with the campaign generator, I'm really enjoying it! I have a suggestion to improve the waypoint navigation: It seems like the default waypoint area is really small which sometimes it results on the flight leader missing the waypoint (usually because couldt reach the altitude) and trying multiple times to make it. By increasing the waypoint area to ~250m you will still have working waypoints and will give some margin of error for planes to not miss the waypoint. Yes very difficult to hit the way points because they are so small. 1
IDOTS Posted January 24, 2016 Posted January 24, 2016 Is Pat's website down for anyone else? I'm getting 404 every-time I try to get onto it.
PatrickAWlson Posted January 24, 2016 Posted January 24, 2016 Is Pat's website down for anyone else? I'm getting 404 every-time I try to get onto it. Small change to the site ... Download PWCG
PatrickAWlson Posted January 24, 2016 Posted January 24, 2016 Agree that the climb WPs should not be so tight. I can loosen them up to 500 meters. The first one - the one that gets the flight off the ground - I want to keep pretty tight, but even that one can be loosened to 200 meters, 2
Jade_Monkey Posted January 24, 2016 Posted January 24, 2016 Agree that the climb WPs should not be so tight. I can loosen them up to 500 meters. The first one - the one that gets the flight off the ground - I want to keep pretty tight, but even that one can be loosened to 200 meters, Thanks! I think that would be a nice tweak.
borris70 Posted January 25, 2016 Posted January 25, 2016 Hello Pat Is it possible to do something about the max enemy flights??have done everything you said,but still yesterday i was up against 16 enemys at once. And i have max enemys sat to 3. I see others have the same problem. Is there something that can be done?? This is really difficult.Hope you understand..Besides that 1.2 is Perfect.
1CGS LukeFF Posted January 29, 2016 1CGS Posted January 29, 2016 Are the ranks used for each nation hard-coded, or can they be adjusted?
PatrickAWlson Posted January 29, 2016 Posted January 29, 2016 @Borris: See the help with advanced config thread. It was determined that all of the extra fighter planes are the escorts for bomber flights. They peel off and join the fray. The odds of generating an escort are configurable in PWCG. Set the odds to zero to stop generating escorts and you will have fewer fighters. @Luke: they are hard coded.
borris70 Posted January 29, 2016 Posted January 29, 2016 Yes Pat.. have already done it..And it Works Perfect.. Thanx alot.Have a Nice weekend Pat
1CGS LukeFF Posted January 30, 2016 1CGS Posted January 30, 2016 Pat, a suggestion for the Pe-2s: add in a secondary role for ground attack with a default loadout that includes rockets. Historically, Pe-2s were used in the ground attack role with rockets on both the Moscow and Stalingrad fronts.
Azdack Posted January 31, 2016 Posted January 31, 2016 Question regarding kills attribution : -I've noticed that the attributed kills in PWCG combat report are not the same as in PWCG Squadron Log. For instance yesterday I claimed for an he 111 and a mc202 and I had one he111 and a mc202 shot down as combat report said but when I opened the squadron log I was only awarded for the he111 as mc202 was awarded to another pilot.... -By the way in combat report I notice that a bandit I was shooting on is shown as damaged...I guess that each time my bullets touch him the combat report will show the bandit as "damaged". Consequently several consecutived "damaged" could bring the kill but if two fighters shoot on the same target destroying it whom will have the kill? The first who has shooted? The last one who has the knockout? The one who put the more bullets into the bandit? Thanks for answers
PatrickAWlson Posted January 31, 2016 Posted January 31, 2016 The game usually makes the decision as to who got the kill, not PWCG. The logs will show who shot down who. There are exceptions. Sometimes the logs show nobody as the victor. If that happens PWCG will decide who gets the victory based on player claims, proximity to the squadron and other factors. I have noticed that BoS tends to define the victor more clearly than RoF, so leaving the decision to PWCG happens less frequently.
Picchio Posted January 31, 2016 Posted January 31, 2016 (edited) Pat, will you consider extending the mission time to night time and early morning too (or, perhaps more easily, make missions possible at all times)? Such missions took place after all, even during winter. Edited January 31, 2016 by Picchio
Bando Posted January 31, 2016 Posted January 31, 2016 You can set the mission time in the briefing yourself. I do not know if the enemy flights are spawned then. Worth a shot.....
Picchio Posted January 31, 2016 Posted January 31, 2016 You can set the mission time in the briefing yourself. I do not know if the enemy flights are spawned then. Worth a shot..... Thanks, but I already know that. In the briefing it's restricted anyway (from 0800 to 1530).
HunDread Posted February 4, 2016 Posted February 4, 2016 I noticed that the mission loading times are significantly reduced recently. I just don't know whether PWCG has been improved in this regard or this is the result of me setting the 'odds of a flight is escorted' to 0 by following the suggestions on some recent posts. Either way this is good news!
PatrickAWlson Posted February 4, 2016 Posted February 4, 2016 I noticed that the mission loading times are significantly reduced recently. I just don't know whether PWCG has been improved in this regard or this is the result of me setting the 'odds of a flight is escorted' to 0 by following the suggestions on some recent posts. Either way this is good news! Nope. With a bit of luck the latest patch improved load times. Or you got a string of missions that just happened to have less stuff in it. Hope it's the first.
Jade_Monkey Posted February 17, 2016 Posted February 17, 2016 Hi Pat, Not sure if this has been discussed already, but is there any way to reduce the minimum fuel load from 60% to something lower like 30% for AI? I know this is not typical for fighters but in the case of the He111, 60% is still a lot of fuel relative to the map size in this game, and AI struggles to climb with that much weight. Just throwing the idea out there. Great job with the program! -JM
PatrickAWlson Posted February 22, 2016 Posted February 22, 2016 I want to warn people in advance that version 1.3 will might break existing campaigns. The reason is 1.3 will have a different squadron set. The new squadron set is based on Luke's contributions and modified by me to bring in the FW190, Me110, and expand to before and after Stalingrad. I will try to keep things backwards compatible but I can't promise. Still working on 1.3. The squadron changes are done (and that was a huge task) but there are a couple of other items to deal with. I will probably hold 1.3 until the Ju88 comes out so I can include the last BoM plane.
Bando Posted February 22, 2016 Posted February 22, 2016 Great Patrick. Take your time. Love it as it is already.
PatrickAWlson Posted February 22, 2016 Posted February 22, 2016 Great Patrick. Take your time. Love it as it is already. I haven't done the code changes for your monitor yet - can't release before that happens . While I'm on the subject - what I plan to do is add three new parameters AutoSize 1 or 0 (default 1) ScreenWidth 1920 default ScreenHeight 1080 default if AutoSize != 0 then PWCG works as it does now. It will auto size to full screen based on the user's monitor If AutoSize = 0 then PWCG will use ScreenWidth and ScreenHeight to size the UI. This way PWCG continues to work as is out of the box but it will allow users dictate size if they wish to do so.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now