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PatrickAWlson

PWCG 11.3.0 User Directory and Coop Help

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Link fixed. It now points to 11.3.0

 

Remember to back up your current install.  

Edited by PatrickAWlson
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11 hours ago, PatrickAWlson said:

"User" subdirectory

 

Where is this folder, please? I don't have it in PWCG 11.3.

Have I to create one and put my sp campaigns in it?

Edited by vonGraf

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27 minutes ago, vonGraf said:

 

Where is this folder, please? I don't have it in PWCG 11.3.

Haver I to create one and put my sp campaigns in it?

 

It gets created the first time you run 11.3.0.  it's absence it a hint to PWCG to look for and copy data.  Afterwards, when the User folder is there, PWCG no longer attempts to perform a copy - because copying your old data every time would be a bad thing.

 

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22 minutes ago, PatrickAWlson said:

 

It gets created the first time you run 11.3.0.  it's absence it a hint to PWCG to look for and copy data.  Afterwards, when the User folder is there, PWCG no longer attempts to perform a copy - because copying your old data every time would be a bad thing.

 

 

Yes, I see. Thanks, it's working now.

 

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5 minutes ago, vonGraf said:

 

Yes, I see. Thanks, it's working now.

 

 

Thanks for the feedback.  Getting that put together was kind of hairy.  A lot of dots had to be disconnected and reconnected.  I beat up on my own campaign until it came out right, but it's hard to be sure that one took care of everything, thus the advice to make a backup.

 

Going forward this should make PWCG users life a lot easier.  Just back up users and you're good.

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Just a note for chronic users: we had to re-create our users ("administer coop" -> "add coop-user"). I suspect because we used the same users in several campaigns. After adding them it was no problem to assign them again to the existing pilot slots within an existing campaign (-> "administer coop-pilots").

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Since 11.2. on there's much more air activity for me in sp campaigns, that's really good. Ground fights were always there but in the air we had a 'lean time' (Durststrecke) for some short weeks. :) Seems over now.

I even set the activity up to 'high' in the simple configuration some time ago but I think for me it's not necessary anymore and I set it back to normal. Because my escorts are regularly 'distracted' from their job and start to chase bombers they see in 10 km away. (I can hear them talking again on the radio!!)

No problem until now because we weren't attacked by enemy fighters in the last 4 ground attack missions. Maybe the escort 'knows' there are/will be no red fighters in the air in a certain area before they attack bombers as a 2nd choice?

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And I thought we had already defeated the whole Russian airforce.. :biggrin: JK..me and my 7 kills in 60 missions.

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In one coop-mission we had flight of 6 x Spit V vanishing right when they met with our group and the dogfight startet. If you look at this picture:

920049506_DesktopScreenshot2020_10.19-00.02_10_58.thumb.jpg.a7f71650ad637129ae38038a93a68246.jpg

> 20 red fighters, spawned in within a minute or two. Server had a lot to do during that phase. The first group of 4 red fighters went for us right away. And escort went for them - so far so very good. But the other 5 groups just circled and did not came down on us. They were 3000m higher, but except the different altitude we were directly below them. They must have "seen" us. So maybe there are some orders not letting them react? Later near a red airfield we got plenty of contact with them again, but most of them remained passive, like being in "landing mode". Hope it helps.

Edited by Retnek

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6 hours ago, Retnek said:

Just a note for chronic users: we had to re-create our users ("administer coop" -> "add coop-user"). I suspect because we used the same users in several campaigns. After adding them it was no problem to assign them again to the existing pilot slots within an existing campaign (-> "administer coop-pilots").

We had the same

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Hi Pat, 

Wanted to say how wonderful the skin packs are. I didn't realize how tired I was of factory paint jobs. This brings a whole new level interest for me, bringing  back "old Il-2" days, when all the skin mods gave us more immersion with our opponents squadron markings as well as our own.

 

Quick question: Is it possible to add our own collections of dds skins into these new skin folders?

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17 hours ago, PatrickAWlson said:

If a plane disappears, please post the missions.

Zerstoerer 1943-05-27.zip
Spits vanished during our session 35:04 (IL2 record) or 35:45 (TacView) at 622.3

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@PatrickAWlson how does AI adjustment work with the new version of PWCG? I’ve set fighters to have +2 AI, so that at the very minimum they should be set to high, yet they’re listed as low in the the mission editor.

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6 hours ago, [Pb]Cybermat47 said:

@PatrickAWlson how does AI adjustment work with the new version of PWCG? I’ve set fighters to have +2 AI, so that at the very minimum they should be set to high, yet they’re listed as low in the the mission editor.

 

It only works on fighter units flying fighter missions.

On 10/19/2020 at 1:14 PM, jasta11ace said:

Hi Pat, 

Wanted to say how wonderful the skin packs are. I didn't realize how tired I was of factory paint jobs. This brings a whole new level interest for me, bringing  back "old Il-2" days, when all the skin mods gave us more immersion with our opponents squadron markings as well as our own.

 

Quick question: Is it possible to add our own collections of dds skins into these new skin folders?

 

You can but they will only be usable within your squadron.  

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12 minutes ago, PatrickAWlson said:

It only works on fighter units flying fighter missions.


I’ve only been flying fighter missions as fighter units, and enemy aircraft have had low skill despite bomber and fighter skill being set to +2.

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