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Jason_Williams

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I remember in my first campaign flying the Bf110 we had missions to intercept Pe-2 bombers in quite high altitude. I'm flying only the 109 at the moment and I'm missing these missions a bit. 

Therefore I want to ask, were these missions meant and designed for the 110 alone or maybe removed generally from PWCG for any reasons?

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PatrickAWlson
3 minutes ago, vonGraf said:

I remember in my first campaign flying the Bf110 we had missions to intercept Pe-2 bombers in quite high altitude. I'm flying only the 109 at the moment and I'm missing these missions a bit. 

Therefore I want to ask, were these missions meant and designed for the 110 alone or maybe removed generally from PWCG for any reasons?

 

Short version is you should sometimes be getting bomber intercept missions at altitudes above 5K meters, and sometimes around 7K meters.

 

In PWCG, with the advent of the 262, I had to create a new profile: Interceptor. 

Interceptor profile will be a high altitude bomber intercept.

Fighter profile will include all sorts of fighter mission types.  Fighter units not designated as Interceptor will frequently do intercept missions, but they will often be more tactical in nature: lower altitude, smaller formations, not necessarily bombers.  If an intercept happens to be a high altitude bomber intercept it will be hard to tell the difference between that and a similar mission generated under the Interceptor profile.

 

Profiles are assigned on a squadron basis and not a plane basis, since the same plane can be used for many different profiles but a given squadron might only execute one type of mission.  

 

Previously 110 and 109 squadrons would have had two profiles: Fighter and Attack.  I know that I added Interceptor as a 110 profile element.  Pretty sure I did that with all fighter squadrons but I would have to check to be sure.  In my 190 unit I recently got a very high altitude intercept of A20s.  Poor thing was struggling at altitude.

 

 

 

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9 minutes ago, PatrickAWlson said:

 

Short version is you should sometimes be getting bomber intercept missions at altitudes above 5K meters, and sometimes around 7K meters.

 

In PWCG, with the advent of the 262, I had to create a new profile: Interceptor. 

Interceptor profile will be a high altitude bomber intercept.

Fighter profile will include all sorts of fighter mission types.  Fighter units not designated as Interceptor will frequently do intercept missions, but they will often be more tactical in nature: lower altitude, smaller formations, not necessarily bombers.  If an intercept happens to be a high altitude bomber intercept it will be hard to tell the difference between that and a similar mission generated under the Interceptor profile.

 

Profiles are assigned on a squadron basis and not a plane basis, since the same plane can be used for many different profiles but a given squadron might only execute one type of mission.  

 

Previously 110 and 109 squadrons would have had two profiles: Fighter and Attack.  I know that I added Interceptor as a 110 profile element.  Pretty sure I did that with all fighter squadrons but I would have to check to be sure.  In my 190 unit I recently got a very high altitude intercept of A20s.  Poor thing was struggling at altitude.

 

 

 

 

Then it's all ok. In the altitude you mentioned there have been a few intercept missions for me in the 109. I just hadn't any contact to the enemy so high above until now, sorry, I didn't make it clear enough in my question. Sooner or later they'll show up.

Thanks for the explanations.

 

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Hello PW, first a note on a (hopefully) little problem during our Hurri-coop-campaign (11.8.0 this one) near Moscow: Pilot "Kat" (online-user "Cat") for the second time shot down one Ju-87 during the mission and was credited with one Ju-88. He's not that young no more, but still capable to tell the difference between those two planes. So there are reasons to suspect an error. Thx again.

Hurricow202012030012869.zip

 

Second: our first mission with overcast & snowfall went fine in general. But the server had to A LOT more to do with this missions. Before all was fine under light or medium clouds. Now there has been a long phase with server overload warnings. More or less starting from the moment we got near the frontline. Mission still went on quite smoothly, players FPS were fine. Anyhow, since we did not change the PWCG-configuration-settings, this might point on an extra-workload or another problem originating from the new overcast options.

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FarflungWanderer

Hey, @PatrickAWlson, quick question - where did you get your information for where squadrons were based on this or that day? Was it mainly just a gameplay decision, or is there a history you're working off of (particularly interested in the Moscow map but any info you have would be appreciated)!

 

Oh, quick edit - sorry! - I updated to the most recent version of PWCG and I noticed that the front editor is now gone. Is that functionality removed from the user-end, or is there a way to access it if I want to tinker? And if so, is there a way to do it without going into the .json files?

Edited by FarflungWanderer
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PatrickAWlson
6 hours ago, FarflungWanderer said:

Hey, @PatrickAWlson, quick question - where did you get your information for where squadrons were based on this or that day? Was it mainly just a gameplay decision, or is there a history you're working off of (particularly interested in the Moscow map but any info you have would be appreciated)!

 

Oh, quick edit - sorry! - I updated to the most recent version of PWCG and I noticed that the front editor is now gone. Is that functionality removed from the user-end, or is there a way to access it if I want to tinker? And if so, is there a way to do it without going into the .json files?

 

It was a gameplay decision. 

1. I wanted shorter than historical missions,

2. The front lines in PWCG do not move the way they did historically, so even if the bases were perfect historically they would be somewhat off relative to PWCG front lines.

3. I wanted to move the squadrons around a bit so a player saw different parts of the map.

 

I am going to release a dot release tomorrow.  I will put in a config that will allow you to access the front line editor.  If you have used it in the past you know that there is no attempt at user friendly.  It is a development tool and is as is.

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FarflungWanderer

 

On 12/4/2020 at 11:32 PM, PatrickAWlson said:

It was a gameplay decision. 

1. I wanted shorter than historical missions,

2. The front lines in PWCG do not move the way they did historically, so even if the bases were perfect historically they would be somewhat off relative to PWCG front lines.

3. I wanted to move the squadrons around a bit so a player saw different parts of the map.

 

I am going to release a dot release tomorrow.  I will put in a config that will allow you to access the front line editor.  If you have used it in the past you know that there is no attempt at user friendly.  It is a development tool and is as is.

 

Thank you for your quick reply! I appreciate the update, I've been looking into the idea of tinkering with the front line and I appreciate the front line editor returning. Sorry for the inconvenience on your end, though!

Edited by FarflungWanderer
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Is there any Way to change another pilots name within my squadron? Trying to make a scandinavian contribution to the ETO via my pwcg spitfire campaign :)

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PatrickAWlson
2 hours ago, Wulfkai said:

Is there any Way to change another pilots name within my squadron? Trying to make a scandinavian contribution to the ETO via my pwcg spitfire campaign :)

 

First: I cannot support home edits, so do so at your own risk.

 

All pilot names are in editable JSON files.  You have to find the file that is associated with your squadron.  Personnel files are in the <Campaign Name>\personnel.  The files are named by squadron identifier.  Once in the file you can edit names.

 

1. English only letters must be used.  If you use Norwegian letters the game will blow up (Missions will fail to load)

2. Any new pilots will also have to be changed after they arrive

3. Do not change any names after a mission and before a combat report.  Generate a new mission after messing with names.

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18 minutes ago, PatrickAWlson said:

 

First: I cannot support home edits, so do so at your own risk.

 

All pilot names are in editable JSON files.  You have to find the file that is associated with your squadron.  Personnel files are in the <Campaign Name>\personnel.  The files are named by squadron identifier.  Once in the file you can edit names.

 

1. English only letters must be used.  If you use Norwegian letters the game will blow up (Missions will fail to load)

2. Any new pilots will also have to be changed after they arrive

3. Do not change any names after a mission and before a combat report.  Generate a new mission after messing with names.

Thx for the Quick answer :)

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11 hours ago, PatrickAWlson said:

 

First: I cannot support home edits, so do so at your own risk.

 

All pilot names are in editable JSON files.  You have to find the file that is associated with your squadron.  Personnel files are in the <Campaign Name>\personnel.  The files are named by squadron identifier.  Once in the file you can edit names.

 

1. English only letters must be used.  If you use Norwegian letters the game will blow up (Missions will fail to load)

2. Any new pilots will also have to be changed after they arrive

3. Do not change any names after a mission and before a combat report.  Generate a new mission after messing with names.

What if i add first names and lastnames to the txt files already containing the names and added enough, would it then, if lucky, get in the campaign/squadron?

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PatrickAWlson
3 hours ago, Wulfkai said:

What if i add first names and lastnames to the txt files already containing the names and added enough, would it then, if lucky, get in the campaign/squadron?

 

In that case everybody would get lucky, and you would end up with a mix if British, Norwegians, British Norwegians and Norwegian British.  I wouldn't recommend it if you only want to impact one unit.

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DD_Mobius_One

@patrickawlson I installed everything and I can get past the administer a coop.  I hit mission and there is only a "scrub mission" choice.   even in the briefing. Should there be something to "generate the mission file?

 

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Because I recently mentioned the high altitude interception missions against incoming bombers; today I got one. In 7800 m we in 4 x 109s met a group of 5 x Pe-2.

The group got shattered and they went down a lot to a lower altitude. They're flying a bit risky but they didn't behave like fighters and try to chase us. All went well and I could get two of them. Very nice mission because on the way back me and my last comrade again flew into a flight of C-47 (and saw even more hostile planes in the distance.)

A lot of traffic but performance on standard density and CPU settings was good on a mediocre PC.

 

But the most of my wingmen had only one or two tries on the P-2s before the ran out of ammo (standard armament) and this is quite common at the moment. That's a pity. :mellow:

They start to shoot much too early and keep the trigger pulled until it's time to break away again.

I guess that has to do with the game's AI in general and I'm not sure if we had that before the latest game update.

Edited by vonGraf
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Olt_Kloetenburg
4 hours ago, PatrickAWlson said:

 

What is it that went wrong?

I can't create any mission files anymore, instead am getting the following error:

 

Please see the error log file: PWCGErrorLog.txt and post error on the RoF forum. For input string: "0"

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Olt_Kloetenburg

If it helps: The only file I've touched so far was the json file of my squadron to bring some of my "let's fly into the ground in a big loop" friends back to life.

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PatrickAWlson
2 hours ago, Olt_Kloetenburg said:

If it helps: The only file I've touched so far was the json file of my squadron to bring some of my "let's fly into the ground in a big loop" friends back to life.

 

Short version: remove the space after the zero in Start Type advanced config.  

 

Slightly longer explanation: Java NumberFormatException because "Start Type" in advanced configuration is "0 " (has a space at the end) and is not "0".  I put something into the code to auto correct bad data entry but you can do it immediately without waiting for new code.  Just go to advanced config -> Mission limits -> Start Type and delete the space after the zero

 

As an incredibly bad typist myself I can sympathize.  I'm actually kind of surprised this issue has not come up more often in the past 10 years.

Edited by PatrickAWlson
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Olt_Kloetenburg

Many thanks! I am so happy with your module, much more of a real campaign feeling than the stock one in this otherwise good sim. 

I however hope that the AI's shooting will get better again one day... right now they're mostly squirting it all out from quite some distance.

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Olt_Kloetenburg

Dear Wilson,

thanks again for your help. It works great again.

Nevertheless I had to get back here as new questions arose:

- In various missions I experience a kind of slow-motion and my guess is that it's on ai processing. Is the issue more on multi-engined aircraft or multiple crew aircraft? How big is the impact of AA guns? As I am flying on the german side I like to have missions with strong enemy presence, but it seems I need to set it back a little for that reason.

- I enjoyed the old campaign generator of Rise of Flight years ago mainly to the fact that the squadron sometimes flew without me. Would this also be possible on PWCG to simulate missions without my presence? When I am on leave the campaign seems to continue as victory reports etc come in.

This would also, in the current state AI is in, prevent me from being the only guy in the pack actually achieving something...

Edited by Olt_Kloetenburg
forgot something
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Hello ,

Two questions about the skins in PWCG:
- What does the line "definedInGame" do: false, or true do?
- Which squad is defined with -1 or -2?
I´m trying to bring more individual skins into the missions.

Thank you

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No457_Stonehouse

Quick question about the drop down for selecting the coop username for a player name. To the right of the username there is an input capable entry field. What is it for? It doesn't seem to be an alias for the username as entering a value seems to create a new username. So if I enter player name Roland Beaumont and select username Stonehouse but then type Tom in the indicated box I get a player name/username pairing of Roland Beaumont/Tom and looking at the list of usernames I now see a usernames for both Stonehouse and Tom and it's Tom associated with Roland Beaumont not Stonehouse.

 

Is this just a shortcut way of creating new coop users without going back to the main menu?

 

image.png.ad972c497465e00a45fd3cffe7b35e40.png

 

image.png.38ed34eda8a78ef2f6b5a06267f918ac.png

 

 

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Just saw the paperdoll for the first time, that's a nice addidition. Of course I've read some of the posts about the creation process but missed to look at the finished product somehow.

Many thanks for the good work. @ual002 and Pat.

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Hello. Got an issue I'd never had in PWCG. The name of the pilot I created doesn't appear anymore in roster.

PWCG works fine, no error message. My pilot appears in the pilots list but not in the roster...Any help thanks.

Guess I fixed this issue

Actually I have to go into Personnel/Ref pilot/choose my pilot/accept/finished.

 

 

Edited by Azdack
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PatrickAWlson
1 hour ago, Azdack said:

Hello. Got an issue I'd never had in PWCG. The name of the pilot I created doesn't appear anymore in roster.

PWCG works fine, no error message. My pilot appears in the pilots list but not in the roster...Any help thanks.

Guess I fixed this issue

Actually I have to go into Personnel/Ref pilot/choose my pilot/accept/finished.

 

 

 

Press Report Error and post the zip

12 hours ago, No457_Stonehouse said:

Quick question about the drop down for selecting the coop username for a player name. To the right of the username there is an input capable entry field. What is it for? It doesn't seem to be an alias for the username as entering a value seems to create a new username. So if I enter player name Roland Beaumont and select username Stonehouse but then type Tom in the indicated box I get a player name/username pairing of Roland Beaumont/Tom and looking at the list of usernames I now see a usernames for both Stonehouse and Tom and it's Tom associated with Roland Beaumont not Stonehouse.

 

Is this just a shortcut way of creating new coop users without going back to the main menu?

 

image.png.ad972c497465e00a45fd3cffe7b35e40.png

 

image.png.38ed34eda8a78ef2f6b5a06267f918ac.png

 

 

 

If you have not already created the user (the other human player) you can do so on the fly here by just typing in the name.  In your case, by typing in "Tom", you created a new user called Tom and associated the pilot with Tom.  With this feature you don't have to stop the pilot creation process, navigate to the main menu and add a user - only to go back and add a pilot. 

 

If you want to assign to an existing user then that user should be in the drop down.  In your screen shot you have "Bear" selected.  So if you typed in nothing then it would be Bear/new Pilot

On 12/14/2020 at 6:50 AM, Almenas said:

Hello ,

Two questions about the skins in PWCG:
- What does the line "definedInGame" do: false, or true do?
- Which squad is defined with -1 or -2?
I´m trying to bring more individual skins into the missions.

Thank you

 

Defined in game means an in game skin.  This is important because in game skins are not loose in the directory.  By setting this to true you are telling PWCG not to look for the skin in the skins directory.

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Will PWCG benefit from the updated smoke emitters as well and does this work 'automatically' in the next missions I create?

Or will this happen in one of the next PWCG versions and has to upddated manually by Pat first?

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  • 2 weeks later...
StG77Jeevesovich

Hi!  Question about escorts:

 

Is there a configuration setting that will eliminate the escort for my coop flight?  For example, if we (the live players) want to take off in our Stukas and NOT have an AI escort, is there a setting that will accomplish this? 

 

From what I can tell, the settings for "odds of" an escort and maximum number of escorts only apply to AI flights, because when I input zero as the odds of getting an escort and zero as the maximum number of escorts, the briefing still says we will have an escort.

 

Thank you!

Edited by StG77Jeevesovich
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PatrickAWlson
4 hours ago, StG77Jeevesovich said:

Hi!  Question about escorts:

 

Is there a configuration setting that will eliminate the escort for my coop flight? 

 

There is not

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Beanie

Patrick - I would like to say a big thank you for the work and time you have put into this.  I am 3 missions in an Soviet Campaign and having so much fun - Best Regards

 

 

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Almenas

In the Intelligence Report, all enemy squadrons are set to red and have not been active for several missions, although sufficient aircraft and pilots are still listed, usually always more than 10. Is there a value until when a squadron is still operational?
And are there plans to add the new smoke columns?
Greetings and a happy new year.

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StG77Jeevesovich

Hello again!

 

Question about the briefing that appears when you run a PWCG coop mission in IL2.

 

If the coop mission has players/users in two different squadrons (fighting for the same coalition), is there a way to force PWCG to use a particular squadron's briefing?  I'm assuming that there is some under-the-hood criteria for selecting which briefing gets plugged into the final mission, and that I can manipulate it through the UI in some sneaky way.

 

For example, I want the players to see the bomber briefing but PWCG seems to prefer the fighter briefing.

 

Thanks!  Loving the generator!

Edited by StG77Jeevesovich
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PatrickAWlson
44 minutes ago, Almenas said:

In the Intelligence Report, all enemy squadrons are set to red and have not been active for several missions, although sufficient aircraft and pilots are still listed, usually always more than 10. Is there a value until when a squadron is still operational?
And are there plans to add the new smoke columns?
Greetings and a happy new year.

 

The value is half.  If there are 10 active pilots and plenty of planes the squadron should be operational.  Could be that some of the pilots are wounded.

22 minutes ago, StG77Jeevesovich said:

Hello again!

 

Question about the briefing that appears when you run a PWCG coop mission in IL2.

 

If the coop mission has players/users in two different squadrons (fighting for the same coalition), is there a way to force PWCG to use a particular squadron's briefing?  I'm assuming that there is some under-the-hood criteria for selecting which briefing gets plugged into the final mission, and that I can manipulate it through the UI in some sneaky way.

 

For example, I want the players to see the bomber briefing but PWCG seems to prefer the fighter briefing.

 

Thanks!  Loving the generator!

 

There is a button that switches the squadron perspective.  On the left side of the menu on the brick part you will see a set of radio buttons, one for each squadron in the mission.  Click the squadron you want and the briefing changes to that unit.

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StG77Jeevesovich
1 hour ago, PatrickAWlson said:

There is a button that switches the squadron perspective.  On the left side of the menu on the brick part you will see a set of radio buttons, one for each squadron in the mission.  Click the squadron you want and the briefing changes to that unit.

Thanks!  I've tried this and it does not do the trick.  Even with the bomber flight radio button clicked just before I press "Accept Mission," the in-game briefing states the fighter mission and (more importantly) prioritizes the fighter flight path.

 

Minor issue and really not a problem.  I was just looking for an easy fix.  The bomber flight path details show up if you hover the mouse over a bomber WP, and I can hop into the editor and delete the fighter flight path easily enough if it really bothers me.  In either event, a small price to pay for the ease of PWCG over making my own campaigns in the editor!

 

Cheers!

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PatrickAWlson
2 hours ago, StG77Jeevesovich said:

Thanks!  I've tried this and it does not do the trick.  Even with the bomber flight radio button clicked just before I press "Accept Mission," the in-game briefing states the fighter mission and (more importantly) prioritizes the fighter flight path.

 

Minor issue and really not a problem.  I was just looking for an easy fix.  The bomber flight path details show up if you hover the mouse over a bomber WP, and I can hop into the editor and delete the fighter flight path easily enough if it really bothers me.  In either event, a small price to pay for the ease of PWCG over making my own campaigns in the editor!

 

Cheers!

 

Now I understand - you are talking the in game mission description.  Unfortunately the game only supports one of those.  I suppose that I could write every player crewed mission briefing to the in game description, but I cannot target what each player sees.

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StG77Jeevesovich
On 1/1/2021 at 9:08 PM, PatrickAWlson said:

 

Now I understand - you are talking the in game mission description.  Unfortunately the game only supports one of those.  I suppose that I could write every player crewed mission briefing to the in game description, but I cannot target what each player sees.

 

Not needed.  I've figured out an easy work-around.  Thanks again for the quick answer!

 

Two more questions regarding coop campaigns:

 

Can I prevent spotters from being generated?  If not, is there something the triggers their creation (I don't seem to have them in every mission).

 

Is there a setting to increase the intelligence of the AA?  Much of the AA seems to be set to "low."

 

Thank you!

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PatrickAWlson
22 minutes ago, StG77Jeevesovich said:

 

Not needed.  I've figured out an easy work-around.  Thanks again for the quick answer!

 

Two more questions regarding coop campaigns:

 

Can I prevent spotters from being generated?  If not, is there something the triggers their creation (I don't seem to have them in every mission).

 

Is there a setting to increase the intelligence of the AA?  Much of the AA seems to be set to "low."

 

Thank you!

 

Spotters and AA AI are not configurable.

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StG77Jeevesovich
3 hours ago, PatrickAWlson said:

 

Spotters and AA AI are not configurable.

 

Thank you again!  Sorry to highlight a handful of esoteric things that PWCG doesn't do, when I should be praising the bucket of things it does do, and very well!  Thank you again for this wonderful tool! 

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