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PWCG 13.1.0 The string bags are coming!


PatrickAWlson
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PatrickAWlson

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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PatrickAWlson
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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PatrickAWlson
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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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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@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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PatrickAWlson
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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Same issue Patrick. Error zip below including small vid of tacview playback of the critical moment. From tacview's point of view it appears that the disappearing FW190s are destroyed. Could it be your code for cleaning up distant aircraft causing grief? If I get time later today after work I will try reflying the mission/rebuild another with Advanced Config\MissionLimits\Use Plane deletion set to 0 instead of the default 1 and see if it makes a difference. Note that the attached is using custom sqd jsons I posted about a week ago and that I'm flying for 486 sqd. SP campaign.

202010131410219.zip

Edited by No457_Stonehouse
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PatrickAWlson
2 hours ago, No457_Stonehouse said:

Same issue Patrick. Error zip below including small vid of tacview playback of the critical moment. From tacview's point of view it appears that the disappearing FW190s are destroyed. Could it be your code for cleaning up distant aircraft causing grief? If I get time later today after work I will try reflying the mission/rebuild another with Advanced Config\MissionLimits\Use Plane deletion set to 0 instead of the default 1 and see if it makes a difference. Note that the attached is using custom sqd jsons I posted about a week ago and that I'm flying for 486 sqd. SP campaign.

202010131410219.zip 3.55 MB · 0 downloads

 

Note to self: remove that config.  The code to clean up distant was removed some time ago when I introduced coop.

 

The failing code cleans up planes, but it is new code. Kind of complicated to write out but it goes something like this.  In PWCG every virtual waypoint has a copy of every plane in the flight in a disabled state.  These disabled planes take up some resources, although not nearly as much as a spawned plane. 

There are two possible outcomes for a virtual waypoint:

1. It was triggered.  The planes spawn and are on the map.  All future VWPs for this flight must be disabled such that they do not trigger.,

2. It was not triggered.  The planes are deleted, the check zone is disabled, and control is passed to the next VWP.

 

What I saw last time was that the check zone was not being disabled.  VWP 1 would time out and pass control to VWP2.  VWP2 would be triggered causing the planes to spawn and all future VWPs for that flight to be disabled.  Later VWP1, which was not disabled, is triggered.  That causes all future instances to be disabled and their planes deleted, including VWP2's planes which had spawned.  Now the planes that you saw a second ago are gone.  

 

I had put in some code to disable the check zone when it had timed out to fix this issue.  That is what I am guessing is not working for some reason.  Have to give it another go.

 

There is one mission in the zip.  it is from Oct 13th.  That's the one?

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Ok odd. I would have expected something else.   I checked the zip contents and you're right it has picked up the wrong mission for some reason. I had just assumed it would get the right one but somehow I must have done something which has screwed with the logic. Below is the mission which I believe matches the tac view video.

 

PWCG.zip

 

<edit> Not sure how it relates the error report grabbing the wrong mission but I have had several attempts at flying some of the campaign missions because of things interrupting and me deciding I might as well just exit the mission and shutdown because it'll be several hours or day later before I get a chance to try again. ie several goes at the same mission before doing the combat report. Maybe that has got PWCG confused? Campaign date seems ok when I just checked so not sure what is happening.

Edited by No457_Stonehouse
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@PatrickAWlson this might help you. It's a .zip file containing fighter campaign files with the AI set to +2, and a fighter mission created with the same campaign files where the enemy's AI is set to low when it should be high at the very least.

 

test.zip

Edited by [Pb]Cybermat47
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4 hours ago, PatrickAWlson said:

11.3.1
Fix disappearing planes
 

Ran about a half dozen tests.  Contact every mission.  Didn't see anybody disappear.

 

 

Hello @PatrickAWlson,

 

I just downloaded 11.3.1 but it doesn't includes a .exe in the zip. I tried downloading it twice just in case my download was screwed up but both were the same. Did I miss something?

Edited by vincentmoy
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43 minutes ago, vincentmoy said:

Hello @PatrickAWlson,

 

I just downloaded 11.3.1 but it doesn't includes a .exe in the zip. I tried downloading it twice just in case my download was screwed up but both were the same. Did I miss something?

 

I have that too.

 

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Definitely found a fight with this version. Patrol over Antwerp at dawn flying with 486 in a 6 ship of Tempests at about 16000ft. Skipper spotted a flight of FW190s mixed A5s and 8s sneaking in from the sea at low level. Our flight broke and went down and engaged with a very hairy fight at low level in the not quite light making it really hard to see and identify targets. I managed to get one as did one of the other guys but we also lost one who went down on fire and was too low to bail out. I must say I am really looking forward to the next patch where you have a little more time at high Gs before loc occurs and not quite so prone to losing it on instantaneous G onset. Tiny bit of overcontrol in the Tempest at high speed and you are left with a black screen hoping to wake up before you lawn dart.

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@PatrickAWlson I've checked fighter unit fighter missions generated with 11.3.1, and the problem of AI configuration settings not working is persisting - the mission editor still shows aircraft as having low skill despite both fighter and bomber AI being set to +2 (so their skill should be high at the very least). I'm not sure what's going on, as this config worked in previous versions. All I can think of is that a recent update to IL2 itself has changed things, as previously generated PWCG missions with the AI config working as intended are now completely unplayable and cannot even be loaded into the mission editor, or that one of the improvements you've made to PWCG has had unforeseen side effects.

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  • PatrickAWlson changed the title to PWCG 13.1.0 The string bags are coming!

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