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PWCG 13.0.3 The target is over there!


PatrickAWlson
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PatrickAWlson

I've never fooled with Mission distances or lengths but gone with default.This has worked fine with fighters but for some odd reason the He-11 & Ju-87 missions are appreciably longer...waaaaay longer .I don't mean to be stupid but how can I cut them down to a shorter length of time? ;)

 

Air start.  There is no other way.  If an aircraft is stationed at airfield X and the front lines are Y kilometers away then it is just going to take that long to get to the front.

 

Oh - and petition for the return of more than 2x time compression.

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Regarding escort missions: the amount of zigzagging the fighters have to do in order to stay in formation with the bombers right now is quite excessive, making the chance for mid-air collisions pretty high. It would be good if you can reduce this. Right now, it looks like an air show with all of the weaving the AI does to try to stay in formation with the bombers

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Improved rendevous WP for flights escorted by player - put them closer to player

 

 

In my experience so far, the bombers I've been assigned to escort are still way too high and too far ahead of my flight at mission start. In the mission attached, we didn't catch up with the Pe-2s until after they were already on their return journey eastward across the Volga. 

Another thing with bomber escort missions: the mission briefings say we are to escort them until they cross back over our lines. However, the AI ends up escorting the bombers all the way back to their base, which triggers the crazy zigzagging by the AI in an attempt to not outrun the bombers. As I wrote above, this greatly increases the chance of planes colliding with one another.

Pe-2 Escort.zip

Edited by LukeFF
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PatrickAWlson

Regarding escort missions: the amount of zigzagging the fighters have to do in order to stay in formation with the bombers right now is quite excessive, making the chance for mid-air collisions pretty high. It would be good if you can reduce this. Right now, it looks like an air show with all of the weaving the AI does to try to stay in formation with the bombers

 

Stop the zig zagging: how?  The AI flight pattern is driven by the cover MCU.  There are no other mission elements involved that I can control that I am aware of.  Am I missing something?

 

Per the second: if you are escorting a flight then that flight should circle and wait for you to arrive.  Do they start the mission without you?

 

Similarly, if you are the escorted flight, your escort will circle and wait for you to arrive.  I know that this works properly.

Edited by PatrickAWlson
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Per the second: if you are escorting a flight then that flight should circle and wait for you to arrive.  Do they start the mission without you?  

 

Correct, they started the mission without us. We never saw them until they were on their return leg. I ran the mission a second time with externals and icons on to ensure I wasn't missing something, but it was just like the first time - they were almost over Stalingrad right at mission start, heading due west.  


 

 

Stop the zig zagging: how?  The AI flight pattern is driven by the cover MCU.  There are no other mission elements involved that I can control that I am aware of.  Am I missing something?

 

It's not so much stopping the zig-zagging but rather the frequency of it. I don't know what the difference is, but in the stock campaign mode the AI is much less aggressive with its weaving back and forth while escorting bombers. With the current implementation, it is practically impossible to stay in formation.  

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PatrickAWlson

The first is a bug - they are supposed to wait.  I'll work that one.

 

The second... the he only thing that comes to mind is that maybe I have the bombers going too slow.  Any idea what the waypoint cruise speed is in the 777 campaign?  For that matter, what is the recommended cruise speed for these planes?  I pulled my information from online resources but that doesn't mean that they are the best match for the game (or for that matter, even correct).

 

Edit - looked again and some of my cruise speeds were too low.  Ju87 remains incredibly slow but I upped many of the others, most importantly the He and Pe.  We'll see if that helps.

Edited by PatrickAWlson
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Cool Pat, thanks. :) On the note of cruise speeds - please up the LaGG-3 to 400 km/h. It can make that speed easily without overheating the engine or using excessive amounts of fuel.

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Pat, regarding the German and Soviet ranks: since we are simulating things at the squadron level, the ranks should be tweaked a bit. I suggest the following:

 

Germany:

  • Unteroffizier
  • Feldwebel
  • Leutnant
  • Oberleutnant
  • Hauptmann

USSR:

  • Serzhant
  • Mladshiy Leytenant
  • Leytenant
  • Starshiy leytenant
  • Kapitan

Major on both sides is too high of a rank for a squadron, and most German enlisted pilots new to the front would have held the rank of Unteroffizier. The Soviet side really needs more ranks for the lower enlisted, but I realize you're probably limited to just five ranks.

 

However, if you can increase it to six ranks for both sides, I can recommend some more changes, like this: :)

 

Germany:

  • Unteroffizier
  • Feldwebel
  • Oberfeldwebel
  • Leutnant
  • Oberleutnant
  • Hauptmann

USSR:

  • Mladshiy Serzhant
  • Serzhant
  • Mladshiy Leytenant
  • Leytenant
  • Starshiy Leytenant
  • Kapitan
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Hello guys.

Tried the bf 110 last night.awsome aircraft.

But when i drop bombs nothing happens.

Bomb fuse off and then drop.but nothing happens when they hit the ground.

What am i doing wrong.

Thanx

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Hi borris, why bomb fuses off, they have to stay on, the position off is for emergency throw. In real life they were off on the ground and were set to on in the air, at the arrival to the target. In the position "off" they definitely should not detonate.

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To continue the topic from above on ranks: I would adjust the Italian ones to look like this:

  • Sergente
  • Sergente Maggiore
  • Sottotenente 
  • Tenente
  • Capitano

As with the other nations, Maggiore / Major is too high of a rank for an Italian squadron.  

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It's an information and game play issue.  

 

Information:

What I need is every configuration variation for every plane, including "weapons modifications", their description, and the appropriate mission profile for each payload.  PWCG already has some of that but it is not complete.  If somebody can provide a spread sheet with that information I could get it done in the software.

 

Game Play:

Weapons mods are based on unlocks.  If I allow them to be selected I have no way of knowing whether the use actually has the unlock or not.  In game if a user has not unlocked a mod it is simply not put on the plane.  At the moment the weapons mods configured by PWCG are not presented to the user.  If I start displaying configurations and the player gets into a mission and does not have said config in the mission, complaints are going to start rolling in.

 

in a bit more detail:

Each configuration is identified by a combination of weapons mod identifier (a bit mask), a payload id (an integer), and a description.  After that each payload has to be associated with a mission profile.  Some payloads are good for level bombing, some for dive bombing, some for low level attack, etc.  The AI will react to the payload so understanding the relationship between payload and mission profile is important.  None of this is documented, at least as far as I am aware.

 

Plane  | Payload Id  | Weapons Mod Mask  | Payload Description | Mission Profile

 

The three mission profiles supported in PWCG are: level bomb, dive bomb, low level attack.  

For fighters PWCG currently supports standard and low level attack (bombs or rockets).  Further modifications would be extra cannons and other mods.

 

It could be done but I would need help, understanding, and time.

Hey Pat, looks like Han gave us some very usetul information here :)

 

http://forum.il2sturmovik.com/topic/21045-payloads-list-dependences-unlocks/?do=findComment&comment=333139

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I always found that there were too many waypoints and they were too convoluted. i knew you could move them around in the map but there were too many.

To my surprise I discovered that you can delete them using the right click :)

 

That's an awesome feature, I had a blast this weekend with PWCG!

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This is the future for BOS for me due to few online servers that are too far away

and no coop capabilities without using Dserver tools.

 

Very nice work for our future if we want truly enjoy this sim. 

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PatrickAWlson

La-5 doesn`t seem to be available anymore? Or did I miss something?

 

Not until later.  Not sure of the first appearance but it is summer of 42.  Should definitely be available by August 42 and in some squadrons maybe a bit earlier.

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Not until later.  Not sure of the first appearance but it is summer of 42.  Should definitely be available by August 42 and in some squadrons maybe a bit earlier.

Yes, sorry it`s there. I knew it was available later, don`t know how I missed it  :biggrin:

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Pat, it seems that, no matter the mission, the turbulence is always 2 m/s. Can you check and see if this setting is working properly?

 

Also, a feature request: when the player is preparing to land, it would be helpful for a green flare to spawn above the airfield.

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Hello all,

 

I'm having a bit of a problem. I have installed the program and am running Java ver 8 (Win7 64bit). I can generate a campaign and missions but when I try to start them I get kicked back to the Main Menu/Missions screen. It's probably finger trouble at my end :P , any ideas?

 

Thanks!

=CFC=Conky

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PatrickAWlson

Hello all,

 

I'm having a bit of a problem. I have installed the program and am running Java ver 8 (Win7 64bit). I can generate a campaign and missions but when I try to start them I get kicked back to the Main Menu/Missions screen. It's probably finger trouble at my end :P , any ideas?

 

Thanks!

=CFC=Conky

 

Usually that is a name with a non-English character.  BoS and RoF both terminate a mission if there is a .mission file with non English characters.  Open the campaign file and check the names.  

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I./ZG1_Dutchvdm

Hi Jimmy,

 

There is a setting called additional random height (have to check the name). Default is 3000 meters. I lowering this to 1500 or 2000 helped me to get a advantage from time to time.

 

Grt Martijn

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Usually that is a name with a non-English character.  BoS and RoF both terminate a mission if there is a .mission file with non English characters.  Open the campaign file and check the names.  

 

Hi Pat,

 

Thanks for the quick response; eveything seems to be fine with the mission file, so it might be something else.

 

The search continues... :P

 

=CFC=Conky

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PatrickAWlson

Hi Pat,

 

Thanks for the quick response; eveything seems to be fine with the mission file, so it might be something else.

 

The search continues... :P

 

=CFC=Conky

 

Post a mission (.mission and .eng files) for me.

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PatrickAWlson

Pat, are the default AI loadouts stored in a config file that I can customize?

 

Loads are randomized based on mission type.  There is no default for a given mission type.

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SCG_Space_Ghost

Loads are randomized based on mission type.  There is no default for a given mission type.

 

Sorry, perhaps I didn't state the question clearly enough - is there a way that I can chose a standard loadout?

 

An example of this: I want all of the F-2's in my campaign to have the MG151 (20mm) installed regardless of the mission type. Is there anywhere that the user can configure this setting for my AI squadmates?

 

And perhaps what you've stated illustrates a bug in loadout generation: my loads have never been randomized - ever. The 110 always carries the same bombload regardless of the mission (this has previously included missions in the "secondary" role but I will need to reverify). The E-7 always carries the same bombload regardless of the mission. I haven't tried the Ju87 or the He111 but I get the hunch that I'd probably meet the same conclusion.

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I can confirm, that the 109 E7 and the 110 always carry 250kg bombs, no matter which target. In the secondary role as intercept fighter, there is no bombload, as it should be.

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SCG_Space_Ghost

There is no way to specify payload in PWCG.  

 

Will that ever be an option? Is something like that even technically possible?

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SCG_Space_Ghost

 

I'm glad to see that I'm not the only one pursuing this.

 

I believe everything as far as the loadout ID's have been published at this point.

 

I would just like my F-2's in my campaign to carry MG151's for the month leading up to the full F-4 rollout for our squadron.

Edited by Space_Ghost
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PatrickAWlson

It's published.  It's about 100 hours of work to put the data into computer usable form, write software to handle unlocks vs normal payloads, deal with the variations between weapons mod designations and payload designations, and then wrap it all up in a coherent user interface that will allow the player to select any possible combination of payload and weapons mod.  It would be nice to have, however, given that the player can already change his plane's load in the hangar it's tough to justify the effort.

 

The weapons mod/payload split combined with the unlock system presents non trivial issues.  Instead of a simple identifying number (payload) we have a combination of payload identifier and weapons mod bit mask.  Ideally they would be completely independent - bombs and rockets would all be payload and field modifications would all be designated by weapons mod.  It does not work that way.  Selecting a weapons mod actually alters the payload so they are not independent.   Then there is the issue of unlocks - I can just imagine the complaints about "PWCG is broken.  I selected this and it doesn't work" when in fact the player selected a locked mod.   

 

It's possible, but the level of effort, difficulty in implementation, and relatively limited value (like I said, you can change your plane in the hangar) make this one a nice to have.

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  • PatrickAWlson changed the title to PWCG 13.0.3 The target is over there!

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