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PWCG 12.1.2 Plane markings for the 354th


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Something that people might want to be aware of: if you have a favorite target type you can heavily influence PWCG's target selection process.  

<Campaign>->Advanced Configuration->Target Types

 

Th number next to each target type is a weight that increases the odds of selection.  Max value is 1000.  Set something to 1000 and odds are pretty good that you will get that mission type.  Caveat: the target has to be available near the mission area.  If it's not then PWCG will not choose that different target type.

 

Airfields, rail and bridges will usually be found. 

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27 minutes ago, Atlantia39 said:

Hello Patrick,

Saw an issue with 11.9.1 for FC:

 

There were no buildings at all in major city(Lens).

 

There were buildings in some other areas/villages.

 

That is only a bug if the lack of buildings occurred in the mission area. 

 

PWCG limits the structures that it puts on the ground.  I might make a simple config for ground structures that will let people decide how much stuff to put down in a mission.  I don't think ground structures consume much CPU but they do bloat the mission and increase load time.  Still, with PWCG generating binaries these days that might be less of an issue.

 

Or ... maybe it really is a bug or a deficiency :) .  The algorithm for adding ground structures did not change in 11.9.1.  That doesn't mean that it is necessarily what it should be.  Example, if your base is not that close to the mission area you might fly over empty spaces.  That would be where the configuration comes in. 

 

Last but not least would be an issue where PWCG really was not populating the mission area.  I doubt that this is the case because if it was everything about 11.9.1 would fail.

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46 minutes ago, PatrickAWlson said:

 

That is only a bug if the lack of buildings occurred in the mission area. 

 

PWCG limits the structures that it puts on the ground.  I might make a simple config for ground structures that will let people decide how much stuff to put down in a mission.  I don't think ground structures consume much CPU but they do bloat the mission and increase load time.  Still, with PWCG generating binaries these days that might be less of an issue.

 

Or ... maybe it really is a bug or a deficiency :) .  The algorithm for adding ground structures did not change in 11.9.1.  That doesn't mean that it is necessarily what it should be.  Example, if your base is not that close to the mission area you might fly over empty spaces.  That would be where the configuration comes in. 

 

Last but not least would be an issue where PWCG really was not populating the mission area.  I doubt that this is the case because if it was everything about 11.9.1 would fail.

OK Patrick!

 

Sounds good to me...Cheers!

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31 minutes ago, Atlantia39 said:

OK Patrick!

 

Sounds good to me...Cheers!

 

I appreciate your raising the issue because prompted the thought process on how to make it better.   What I proposed can probably managed in a couple of evenings.  Probably going to find it's way into the next release.

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Dear Patrick,

 

Thank you very much  for your very good job !

 

however, for information, I noticed in the last version of your beautiful generator two small display errors in the advanced configuration menu.

 

Best regards, Thierry. 😉

Bug_PWCG_GB.JPG

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PWCG 11.10.0
Improve flights targeting other flights
- Intercept flights now target an existing flight
    - Altitude matches and search area targets enemy flight without being exact.
- Scrambles completely rewritten
- Balloon bust flights target existing balloons and defense.
- Balloon defense flights cover existing balloon and attacking flight.
- Using an existing flight matters because it avoids extra flights
Added simple config to increase number of structures in a mission
- Fixed object not found.  Might cause issues crediting bridges.
- Fixed incorrect config label

 

Most people want the fix for the unknow object popups.  It's here. 

 

The vast majority of the work was around flights where you meet other flights, especially intercepts and scrambles.  Intercepts have been recoded such that you target an existing flight as opposed to making one especially for the mission.  Scrambles have been rewritten from the ground up.  You will now do a wide, climbing circle around your airfield as either a bombing flight, attack flight, or dive bombing flight goes for your base.

 

There have been complaints about missing structures.  I created a simple config for the number of structures to be included in the mission.  Low is as it is today.  medium and high include more.

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Feedback appreciated on intercepts and scrambles.  Those two underwent some non trivial changes.  My testing went well but there is a real limit as to how much I can test.  The possibility of missing the enemy still exists.  No plane in PWCG stays still waiting for you to trigger it.  Still, the implementation should feel better and more like you are targeting a flight. 

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11.10.0 great thanks Patrick. Plaid four single missions with no issues. Haven't had the opportunity to play a scramble mission up yet. Only patrols either low or high with a Spit on Bodenplatte. Met many planes as P47 P38J for allies and Fw190 Bf109G Ju88 as ennemies. Got several kills and killed my self with a blackout I couldn't get out in a too low altitude. Heavy wounded I had to leave for 68 days before coming bach into the fight, Much fun. Great Job. Thanks.

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I’ve played 6 missions using the current version and it has been very solid. The intercepts feel like we’re actually targeting an enemy flight, patrols have been exciting and the one scramble played out great. The formation flying in the scramble was a little surprising with our leader flying treetop level a lot of the mission. But there was great combat and we chased the raiders away and knocked several down.

 

looking real nice Pat.  Thank you for your never ceasing improvements!! 

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1 hour ago, [LAS]Topeka said:

Great improvement in AI behavior,now it is much more  agressive,thank you very much!

 

Patrick doesn't modify or code AI behavior. The Devs have been tweaking it for years. It's always a work in progress.

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  • PatrickAWlson changed the title to PWCG 11.10.1 Better Airfields!

PWCG 11.10.1
Rewrite of airfield item placement
- Fix missing AA
- Reduce number of static planes to sane number
- Reduce number of static vehicles to sane number
Fixed zero altitude waypoint on some player missions
Fixed zero altitude waypoint on some scramble opposition missions.
Fixed typo: LaaG should be LaGG
Fixed script entry for Kuban bridges
Fixed invalid small warehouse entry on Kuban map
 

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13 hours ago, PatrickAWlson said:

PWCG 11.10.1
Rewrite of airfield item placement
- Fix missing AA
- Reduce number of static planes to sane number
- Reduce number of static vehicles to sane number
Fixed zero altitude waypoint on some player missions
Fixed zero altitude waypoint on some scramble opposition missions.
Fixed typo: LaaG should be LaGG
Fixed script entry for Kuban bridges
Fixed invalid small warehouse entry on Kuban map
 

Thanks for all your hard work/efforts Patrick!

 

Cheers!

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3 hours ago, migmadmarine said:

Nice to see the airfield updates. Will you change the placement of objects for the FC airfields, so we aren't getting Gaz and Opel trucks parked around? 

 

Are there better options now or are we waiting for FC2?

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20 minutes ago, migmadmarine said:

Don't we have WWI era trucks and cars as part of FC 1? They appear in convoys and the like. 

 

True, but those are AI enabled vehicles.  For airfields I use statics to avoid the AI hit.  I do not have WWI statics.

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  • PatrickAWlson changed the title to PWCG 11.10.2 Oh Canada!
1 minute ago, PatrickAWlson said:

PWCG 11.10.2
Canadians!
- Added RCAF as a service
- Added 403 Squadron
Removed large river traffic to hopefully avoid flying boats
 

 

Thanks so much! 👍 Looking forward to perhaps RCAF Typhoon and Mossie squads in Normandy in the future. 😉😁

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On 2/2/2021 at 9:16 AM, PatrickAWlson said:

Feedback appreciated on intercepts and scrambles. 

 

Just had my first scramble since this update.  In FC and all went as it should -- 4 Brisfits escorted by 3 Dolphins, the Brisfits hit our AF with a vengeance.   Thank you! :salute:

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@Pat

 

Just caught the latest version of both FC and GB PWCG. Quick question, when I look at the skin download links, the GB link seems to be duplicated. Firstly above all the GB skin packs, and then below all the FC skin packs. Are they one in the same mate?

 

Regards.

 

fubar

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2 hours ago, fubar_2_niner said:

@Pat

 

Just caught the latest version of both FC and GB PWCG. Quick question, when I look at the skin download links, the GB link seems to be duplicated. Firstly above all the GB skin packs, and then below all the FC skin packs. Are they one in the same mate?

 

Regards.

 

fubar

 

No.  All different.

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Latest version produces an error for me when trying to generate a mission using following campaign parameters:

 

(New campaign: VVS)

Map: Stalingrad

Date: 1st May 1942

Squadron: 273rd Fighter Air Regiment (Yak 1 ser.69)

 

PWCG Error
Tue Feb 16 15:33:39 CET 2021
pwcg.core.exception.PWCGException: No definition found for request Country = RUSSIA     Date = 19420501     Class = DrifterAAA

Edited by enyak
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1 hour ago, enyak said:

Latest version produces an error for me when trying to generate a mission using following campaign parameters:

 

Map: Stalingrad

Date: 1st May 1942

Squadron: 273rd Fighter Air Regiment (Yak 1 ser.69)

 

PWCG Error
Tue Feb 16 15:33:39 CET 2021
pwcg.core.exception.PWCGException: No definition found for request Country = RUSSIA     Date = 19420501     Class = DrifterAAA

Had same issues myself on the Kuban map flying as Germans.  I suspect this is due to the changes in river traffic Pat made for 11.10.2.  I went ahead and deleted that campaign but haven't set up another in that era.  I figured it was probably due to the campaign pre-existing the update and looking for something he'd removed.  Other than that, I had a railyard as bombing target without any buildings being generated in the Moscow campaign, but only one time.

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24 minutes ago, FodderMonkey said:

Had same issues myself on the Kuban map flying as Germans.  I suspect this is due to the changes in river traffic Pat made for 11.10.2.  I went ahead and deleted that campaign but haven't set up another in that era.  I figured it was probably due to the campaign pre-existing the update and looking for something he'd removed.  Other than that, I had a railyard as bombing target without any buildings being generated in the Moscow campaign, but only one time.

 

It is and I have a fix in place.  Error on my part so apologies.  

 

About the bombing target with no buildings.  I can see that happening if the target is outside the box and structure level is set to low.  For bomber campaigns I would suggest setting structure level to medium since bombers are the main reason for the destructible and scorable structures.  At some point I should scope out the structure inclusion area to take in the target.

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3 hours ago, PatrickAWlson said:

About the bombing target with no buildings.  I can see that happening if the target is outside the box and structure level is set to low.  For bomber campaigns I would suggest setting structure level to medium since bombers are the main reason for the destructible and scorable structures.  At some point I should scope out the structure inclusion area to take in the target.

I'm pretty sure that was the issue.  Thanks!

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  • PatrickAWlson changed the title to PWCG 11.11.0 FW 190 A6!

PWCG 11.11.0
Added FW190 A6
- A6 is also G3.  jabo units exclusively fly G3
Modified FW190 A8 payloads
- A8 is also F8.  jabo units exclusively fly F8
Added ammo trucks
Changes smoke to use new emitters
Fixed missing drifter AAA
 

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  • PatrickAWlson changed the title to PWCG 12.1.2 Plane markings for the 354th

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