PatrickAWlson Posted August 8, 2022 Author Posted August 8, 2022 5 hours ago, Stonehouse said: @PatrickAWlson Quick question/clarification - I usually upgrade by unzipping the new version over old. I'm finding that some of my campaigns no longer appear. It looks to me like two things happened somewhere in the last few versions 1) the json structure for squadron roles changed? 2) some Bodenplatte centric squadrons either changed name (eg IV_PzSch_G_2.json now is 4_PzSch_G_2.json) or have been removed (eg 362nd FG, 363rd FG. 321st BG) So I see messages like in the PWCG error log if I remove the squadrons not in 13.11.0 "No squadron found for squadron id 102363485 in campaign FortyOne" I figure this is why the campaign does not show. So creating a new Bodenplatte campaign gives errors like below if I put them back: "Mon Aug 08 19:56:20 AEST 2022 java.lang.NullPointerException at pwcg.campaign.squadron.SquadronRoleWeightCalculator.calculateCategoryWeights(SquadronRoleWeightCalculator.java:22) at pwcg.campaign.squadron.SquadronRoleWeightCalculator.calculateHeaviestSquadronRole(SquadronRoleWeightCalculator.java:12) at pwcg.campaign.squadron.SquadronRoleSet.selectSquadronPrimaryRoleCategory(SquadronRoleSet.java:36) at pwcg.campaign.squadron.Squadron.determineSquadronPrimaryRoleCategory(Squadron.java:814) at pwcg.campaign.squadmember.SquadronMemberFactory.createInitialAIPilot(SquadronMemberFactory.java:87) ................................" I figure the above is because I have squadron jsons that are now in invalid in structure in the squadrons folder relevant to the map I am trying to use. Creating a campaign on the eastern front works fine. Any point in trying to recover these lost Bodenplatte campaigns or just start fresh on a fresh install (which works - I've checked)? Don't want to waste your time so if it is just better to start fresh I'm fine to do so. It's been a while since I last flew any of the campaigns (ie few months) <edit> ok problem solved. I created a fresh install and ported my campaigns across and then on starting the only errors were due to the Canadian wing (non official) squadrons. Once I put those in it seems fine. The fresh install fixed the null pointer exception error. Going forward I'll stop being lazy and do a fresh install and bring the campaigns across rather than unzipping over the top. Cleanest way to update is to enter PWCGBoS via File Explorer and delete everything except the User directory. Then do a clean install. All user related stuff like campaigns and configs are in the User directory. That is all you have to back up and/or retain. 13.11.0 is backwards compatible with your campaigns. My install was done from the zip file per the instructions above. I was able to create a campaign without issue. 1
Majpalmer Posted August 8, 2022 Posted August 8, 2022 (edited) Played four missions. Didn't have any of that meandering going on after takeoff. All played through fine. But there was one issue. Two of the missions I assigned four aircraft. No problem. The other two I took six. Both times #1 and #2, instead of taking off, and they were positioned to do so, instead taxied to the right around the flight into where #s 7 and 8 would be. As that was happening, #3 would take off and the rest would follow, including #s 1 and 2. Although on the first mission #1 collided with #6 and disappeared. I've attached the second mission below. Leichtenberg 1941-10-10.zip Edited August 8, 2022 by Majpalmer
PatrickAWlson Posted August 8, 2022 Author Posted August 8, 2022 1 hour ago, Majpalmer said: Played four missions. Didn't have any of that meandering going on after takeoff. All played through fine. But there was one issue. Two of the missions I assigned four aircraft. No problem. The other two I took six. Both times #1 and #2, instead of taking off, and they were positioned to do so, instead taxied to the right around the flight into where #s 7 and 8 would be. As that was happening, #3 would take off and the rest would follow, including #s 1 and 2. Although on the first mission #1 collided with #6 and disappeared. I've attached the second mission below. Leichtenberg 1941-10-10.zip 260.23 kB · 0 downloads Not PWCG. If PWCG puts them on the runway I expect the AI to handle takeoffs.
Mtnbiker1998 Posted August 9, 2022 Posted August 9, 2022 Just started up a 354th campaign to see how the new version was working. Haven't seen any Hornets to step on yet but I'm sure I'll run into some soon enough! Had an issue with the first mission where flight lead wouldn't take off, unfortunately didn't save the mission for you to debug. The other 2 missions I flew worked fine. Some of our P-51Bs are flying in British Colors though, which is a bit odd to say the least. They don't look nearly as good anyways and IIRC the D models are the only planes in the generator that have Tactical codes working, right? So the B models not having codes is not an issue? Just a few nitpicks I thought I'd bring to your attention, great work as always Pat!! Can't wait to see what you do with Normandy!
TheSNAFU Posted August 10, 2022 Posted August 10, 2022 Pat, this new version is flat out excellent. In one mission I flew a patrol as the number 4 in a four plane flight. We encountered 3 ME110's. I attacked and shot down one, then sat back and watched my flight mates tear into the remaining 2 110's. My guys were so aggressive I could barely believe my eyes. They latched onto the tail of 1 of the enemy planes and each took turns ripping into it until one of them took it down. They immediately shifted their attention to the last one and soon blew him out of the sky. Once the fight was over they quickly resumed our patrol heading and completed the mission. This was one of if not the best SP dogfight I have ever experienced in GB's. My AI mates were so much more believable and most importantly useful. It was a freakin blast. I flew 2 additional missions including a CAP and intercept. They all were outstanding. Great job with the changes, it has made a huge difference in my view. Thank you! 5 1 5
TimSell75 Posted August 12, 2022 Posted August 12, 2022 The new version is doing wonders to my wingmen! Finally I am having some real assistance. Love it! ?
Majpalmer Posted August 13, 2022 Posted August 13, 2022 I am having some great fun, too. I was assigned a patrol as flight leader of a Rotte. I decided to add two of our new guys who had zero kills to flesh out a Kette. One newbie scored twice and the other one.
Majpalmer Posted August 13, 2022 Posted August 13, 2022 I do have a question. You can start a career on the Stalingrad map in March 1942. But you cannot start in June or July 1942, either as the Germans or the Russians. You have no units available. If you start on the Stalingrad map in March, April, or May 1942, you get sent to the Kuban. Then in August you move back to the Stalingrad map. Is this intentional? The Germans didn't take Rostov until late July, They weren't even in the Kuban area during those months.
PatrickAWlson Posted August 13, 2022 Author Posted August 13, 2022 1 hour ago, Majpalmer said: I do have a question. You can start a career on the Stalingrad map in March 1942. But you cannot start in June or July 1942, either as the Germans or the Russians. You have no units available. If you start on the Stalingrad map in March, April, or May 1942, you get sent to the Kuban. Then in August you move back to the Stalingrad map. Is this intentional? The Germans didn't take Rostov until late July, They weren't even in the Kuban area during those months. It is intentional. The time on the Kuban map is meant to show the Germans taking the area. After Stalingrad the Russians taker it back. The air units are not historical but the German movement through Kuban is.
Stonehouse Posted August 14, 2022 Posted August 14, 2022 (edited) @PatrickAWlson Minor 13.11.0 bug reports for you one which is easy to fix whenever you're working on a new version. bf109g6.json and bf109g6late.json need to be swapped as the bf109g6 contains the late one's skin config and the bf109g6late.json contains the early one's skin config. So fix is just swapping the file names. 184 squadron is a Typhoon squadron with id 103083184 but the skin reference in the squadron file is pointing at a Tempest skin rather than something like "typhoonMkIb_skin_03" and squad id is incorrectly saying 103083182. Also needs the same tactical code changes that were applied to 193 squadron to enable tactical codes. Edited August 14, 2022 by Stonehouse 1 3
No105_Swoose Posted September 8, 2022 Posted September 8, 2022 @PatrickAWlsonSalute Pat! Just a note to say I'm very excited about the eventual incorporation of the newly-released Normandy map into PWCG. No doubt it will add a wonderful dimension to the game, just as it has for all the other Great Battles modules. I realize it will take a lot of time, hard work, and data crunching to produce a new version. I also understand that you have real life priorities that must come first. So far I've only flown one standard Career mission, a Beachhead Combat Air Patrol. The map and activity impressed me, but made me look forward to what you'll be able to do in terms of ground activity and setting an immersive scene. Your battle activity around Eindhoven and Nijmegen for Operation Market Garden and the Soviet assault landings on the Kerch Peninsula show you can greatly improve the stock game. Thanks for all you do with PWCG and for the IL-2 community, especially Single Players like me. Swoose 4 6
Voya Posted September 8, 2022 Posted September 8, 2022 I cannot wait to play PWCG with the Normandy campaign. You can do it Pat ❤️ 4 2
mrjp990 Posted September 8, 2022 Posted September 8, 2022 On 12/5/2015 at 11:45 AM, PatrickAWlson said: What is PWCG At the PWCG web site Installation and Use Instructions PWCG requires 64 bit Java PWCG Videos Here 13.11.0 Add Me410 - III ZG 26 starting in June 1943 Changed victory assignment logic in AAR - Better damage records allows me to determine who did the most damage - Victory goes by log assignment or by who did the most damage. - Unclaimed player victories are still assigned to flight mates. Output AAR results to the error log. Allows players to see what the log files are saying. - If you are wondering why you did or did not get credit, look at the PWCGErrorLog.txt file Another attempt at triggering an Attack MCU to attack all enemy planes - This time I wait until the first WP is reached on take off. - Worked in a couple of tests Move Fokker D8 introduction to August 1918. Allows player to select as a private plane. 13.10.1 Disabled attack MCU to fix issue that planes will not follow waypoints. 13.10.0 Added Mosquito - No 4 Squadron RAF Added AR 234 - III/KG 76 - Change payload to add rocket assist Added B-26 - 322nd BG - 387th BG - Anybody currently running an A-20 career with 387th will have to transfer to 410th BG. - Alternative is to add an A20 as a personal plane through equipment request. Moved I?KG 51 flying Me-262s to jet capable fields. - Longer flights, but at least takeoff should be doable. Made attempt to get fighter flights more aggressive Removed 150 octane as a stock modification - Allied planes on the continent were not flying with 150 octane - You can still select it as an option 13.9.0 Added Sopwith Triplane Added M-Flak 37mm WWI flak cannon Added "Ground" structures. These are structures without scripts. - If you thought things were missing, these might be thoios things. Extended structure box to include more structures. Box displayed on briefing map is now the structure box and not the active area box. Fixed erroneous Ju88c payload (payload 12 error); 13.8.0 Added Ju88c Added HP400 Added Gotha Made target final approach editable 13.7.0 Added P-51 B Fixed issue that could prevent FC AAR from June 1917 to August 12917. Fixed unconfigured skins for DFW C.V units. Fixed naming mismatch for FC wound badges 13.6.1 Fixed and improved pilot admin screen - Made multiple pages to deal with larger coop campaigns - Ordered pilots by status so active pilots will be first Consolidated some medals to display only highest order awarded (Thanks Splash) - Knights Cross, DSO, DFC, DSC, Croix de Guerre, Wound Badges Fixed Heal Wounds not linking to leave page Fixed case where French WWI pilots could be awarded British medals. Fixed typo Royal Flying Corps 13.6.0 Added DFW C.V - All FA squadrons fly DFW - Schlastas fly Halberstadts - Halberstadt start date moved back to August 1917 Added new WWI vehicles Incorporated Stonehouse's improvements for Typhoon skins and 193 Squadron roles Fixed equipment request screen Fix to handle issue where coop server could spew a bad log set 13.5.0 Changes to awarding player victories - Adds damage check to victories not confirmed in logs. You will not get a victory for something you didn't shoot. Added warning when player does something to advance time when an AAR is pending. - New mission - Leave - Transfer - warning says "Existing mission results detected ... Proceed?" - Yes means proceed and don't do the AAR - No means do not proceed,giving you a chance to submit an AAR. Fixed pilot admin layout Fixed pilot admin not showing action buttons when pilot selected Fixed incorrect info displayed on page 2 of campaign creation Fixed Yak 1B not recognized 13.4.2 Fix flight targets nearest bridge Fix bad airfield assignment for No 20 Squadron (FC) 13.4.1 Improved layout of skin selection UI Improved appearance reference pilot selection and player admin screen to minimize image stretching Fixed Breguet issue Fixed layout of intel screen - control buttons not displaying on some monitors Fixed overly small area for text in debrief Fixed leave error message. Weeks should be days. Changed dialog from error to help. 13.4.0 Internationalization - English, German, Spanish, French - Most buttons and labels - Not 100%. Output to mission files and several complex items like combat reports and victory statements remain English only. Added the Breguet 14 - Added three new squadrons flying the Breguet - Esc 2 (French, 1st Aero (USA), 3eme (Belgian) Improved leave, transfer equipment request, depot report such that the document image stretching is minimal. Improved the intel report layout Fixed issue where reference pilot change may not be saved 13.3.0 Added SPAD VII 180 HP - Modified SPAD VII 150 HP to be removed earlier - Modified SPAD XIII to be added a little later Added smoke blows in mission wind direction Added availability dates to payloads and modifications - Payloads are selectable during mission generation only if available - AI limited to available payloads - Added more payload options for AI use - Selectable modifications can be chosen during mission generation - Modifications are stock or selectable (existing functionality) - Stock modifications are added automatically when available - Both AI and Human flights will receive stock modifications 13.2.0 Added Raider role and raid mission Added tank buster, train buster, and anti shipping roles Added ability to select role for mission prior to generation Made user chosen aircraft not replaceable during AAR resupply Added ability to remove user chosen planes from inventory - Removed aircraft will leave a hole in the inventory until the next resupply period. Fixed situation where airfield location could be incorrectly identified as a target Fixed incorrect choice of front locations for dome battles 13.1.0 Added SPAD VII Early, Pfalz D.XII, and Airco DH4 Added German AAA Half Track Add decimal level turbulence Fixed Cannot add new pilot if all pilots are dead - Will set the new pilot as the reference pilot only if the new pilot is the only human pilot - Note, UI will not pick up on the new pilot as the reference pilot. Exit and reenter the campaign. Fixed incorrect sorting of payloads and modifications for Bristol F2B 13.0.3 Fixed target not activating on attack missions 13.0.2 Added Player Pilot chalk board option to see only human pilots (alive and dead) Added config option not to delete planes and vehicles after death - Main Menu->Configuration->User Preferences set delete after death to 0 (zero) - The config is global so will apply to all campaigns Fixed Moved target final WP closer to target to ensure attack area triggering Fixed iconic mission button not visible on smaller screens 13.0.1 Fixed Inadvertently killing off player pilots once they get good. 13.0.0 Added Ground Free Hunt mission - Currently targets trains and trucks - Fly to a point and search. No guidance except follow roads or tracks. - Ground units start moving when mission starts. - Will do ships and armor next as they require a different pattern Improved out of mission victories - Added ground and structural out of mission victories - Added ground and structural out of initial victories - A pilot will get a pseudo mission type based on his squadron configuration. That mission type will determine the victory type. Bryansk iconic event added Newspapers Rewrote newspapers such that a new paper can be added by supplying a photo and adding a bit of data - Used to take me 30 minutes to make a paper. Now it's less than 5. - They look better too. - Hoping for community contributions Newspapers added for all iconic events FC newspapers converted Added news rack to view old newspapers - campaign->activities->news Made AAR documents prettier - They retain their dimensions and do not stretch - Added a folder image under the document Added Ground Unit Spawn Distance configuration in Mission Limits Fixed: In several places plaques were referred to as plagues. - Don't think they were visible to players but it bugged me Revamped promotions to require a certain number of ground kills for promotion of attack pilots. Added first page/last page buttons to journal and squadron log Fixed: Sometimes AAR events were not properly rolled up into the campaign Fixed: Removed a few defunct configuration settings Fixed: Preddy's status when killed on 12/25/1944 Fixed: Aces historically killed no longer show as transferred Fixed: End of war newspaper now appears Fixed: Unassigned pilot is now the on whose button was pressed and not the radio button selected Fixed: added heal wounds button on mission page to got directly to leave page to heal. Fixed: Error that was causing failure if your great ace pilot was killed. 12.3.1 Enhanced iconic missions to allow the player to crew any appropriate TC vehicle. Extended ground unit spawn distance from 5km to 15km/8kmfor BoS/FC 12.3.0 Iconic missions for AAA trucks - From PWCG main screen go to iconic missions - Choose an AAA truck - PWCG generates a mission in an AAA truck. Added capability to create iconic missions for AA trucks Reduced probability of planes prematurely jettisoning munitions Fixed typo 12.2.6 Fixed front line fire and smoke 12.2.5 Tank and Train Busters: tanks and trains now considered separate victory categories - Tank and train victories weigh more heavily into medals and promotions - Tank and train victories have separate counts on the first page of the pilots journal - Tank and train victories have their own detailed section in the pilots journal Added columns for tank, train, and ground to chalkboard Added summary to Squadron Log - How many pilots lost - How many air, tank, train, and ground victories Expanded summary to Pilot Log - Air and ground victories scored in aircraft type - Number of Air and Tank victories summarized by vehicle types Add skin configurations for Spitfire XIV Added skin pack from 41 Squadron Riksen for Spitfire XIV - PWCG Skin Pack 16 - Available for download on PWCG Site Fix 41 Squadron withdrawal erroneous date for Spitfire MK XIV Fix 66 Squadron withdrawal erroneous date for Spitfire MK XIV 12.2.4 Added Typhoon Added Fokker D8 Added 41 Squadron flying Spitfire Mk XIV Reverted 349 Squadron to Spitfire Mk IX Changed 193 squadron to Typhoon with a focus on ground attack Added 15 new vehicles and guns Made battles context aware to be manned with British or American units Fixed missing airfield structures 12.2.3 Added squadron level target preferences. - Allows squadrons to be directed towards specific target types - Target preference for P-47 units some is trains - Added shipping target preference to 45th Bomber regiment (A20) Made several P-47 squadrons prefer ground attack Moved units closer to the front on Kuban map April 1943 Made Spitfire Mk IV its own archtype to reflect complete replacement. - Currently flown by 193 and 349 squadron. Others keep the Mk IX - 349 is acknowledged to be non historical. It kept the IX. I just wanted at least 2 units to fly the XIV. Fixed many (should be all) instances of duplicated units - They weren't really duplicates. They were just positioned on top of each other. Fixed case where battle was not being generated when it was required Fixed case where Ai scramble missions could have a zero altitude waypoint 12.2.2 Improved performance of the waypoint editor screen Improved (slightly) performance of the map screens - Press new button edit waypoint details to edit Fixed error that cause incorrect intercept waypoint altitudes 12.2.1 Limited assignment of entities to structures in target zones (performance). Fixed error that could cause missions to fail to generate PWCG 12.2.0 Make planes exit attacks more quickly - When one or two planes goes bingo bombs the rest will jettison remaining ordnance and exit after 30 seconds. Rewrite of strategic intercept - Use more realistic targets. - Multiple enemy flights based on air density config - Enemy flights are escorted - Improved spotter position Included more airfield and city blocks as targets to make airfield and city attacks more likely to trigger. Expanded structure inclusion box to encompass the flight path of all human players. Allowed possibility to escort bombers or ground attack Added enemy scrambles to escort missions when the escorted flight is attacking an airfield Fixed incorrect (low) altitude of ingress waypoint on strategic intercept and transport missions Fixed spelling of opportunity in mission briefing FIxed missing plane codes. Fixed Me262s could not take off from airfield (moved to different field) PWCG 12.1.2 Got plane markings working for 354th - Will work for other units too but they need blank skins Fixed null pointer scenario in markings manager Fixed error that would cause AI squadrons not to upgrade to better planes (thanks for the code review bgreman). Fixed error: glass head rest on the 109 should not be a stock modification as doing so prevents other head rest options. PWCG 12.1.1 Fixed packaging error that left out iconic single mission configs PWCG 12.1.0 Iconic mission from the main screen - Generate an iconic mission without the campaign. - Good way to kick off one of these scenarios if you just feel like playing one Use auto generated unit codes - From Murleen - Makes use of the new unit code decal feature - Only available on the P51 for now Added several missing modifications for WWI planes Standard Modifications - Makes the most common modifications standard. - Things like a mirror in WWII or optional instruments in WWI - Alleviates situation where there are more modifications than the screen can handle (Pfalz has 9!) Fixed situation that would prevent airfield AAA from spawning. Fixed incorrect ground attack payload for Spitfire Mk XIV PWCG 12.0.0 Add iconic eventsRhine: - Arnhem: - parachute and cargo drops 9/17/1944 - 9/28/1944 - Rhine map front line improvements to show drops - Ardennes: - German attack Dec 20 to Dec 24 1944 - Bastogne cargo drops Dec 25 to Dec 28 1944 - Allied counter attack Dec 29 to Dec 30 1944 - Bodenplatte Jan 1 1945 - German airfield attacks and Allied scrambles - Plunder Rhine crossing March 23 1945 - Varsity air drop March 24 1945Stalingrad: - German bombing of city 8/20/1942 to 8/25/1942 - German dive bombing of barges 9/08/1942 to 9/12/1942 - Uranus 11/11/1942 to 11/22/1942 1942 - Encirclement with cargo drops 12/01/1942 to 12/31/1942Kuban: - Anti shipping period 10/08/1943 to 10/31/1943 - Includes scenarios with opposing sides coming into contact - Russian invasion of Kerch 11/01/1943 to 11/11/1943 Added Spitfire Mk. XIV Added Nieuport 28 Moved start date for USAS up to April 1918. Added runway start AI scramble missions to airfield attacks. Bugs: Fixed issue that could cause planes to spawn on top of each other Fixed issue some places where bomber could act like a fighter PWCG 11.11.2 Added new front lines to show progress of Arnhem - Added newspaper entries for Arnhem Adjusted unit placement to get some units closer to the front Fix Sometimes player airfields do not have AAA or other units Fix unselected player pilot could be assigned to mission PWCG 11.11.1 Added Pilot Management Screen <Campaign>->Personnel->Administer Pilots - Now available to both Single Player and Coop - Revive a lost pilot (New) - Retire a pilot (unchanged) - Transfer a pilot without incurring a delay (new for SP) Moved intro date of FW190 A6 up to August 1943 Fixed error on Drifter AA units that was causing issues with Stalingrad Fixed campaign creation error: Luftwaffe/Attack/Dec 1 1943 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 PWCG 11.10.2 Canadians! - Added RCAF as a service - Added 403 Squadron Removed large river traffic to hopefully avoid flying boats 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 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 PWCG 11.9.1 Add Structures as creditable targets - Add structures as targets - Include structures in payload decision - Includes static planes and static trucks - Does not include every object in the game. - Add mission briefings for structures - Change target selection to make appropriate use of structures as targets - Make game report structure destruction - Ability to identify and record victories on structures Added "Next:" and "Back:" text to mission work flow buttons for clarity Remove high priority waypoints for some flights. - No need anymore since flights fly in formation. Verified AI adjustments in advanced configs work as intended - they do. Added Lydia Lytviak (thanks Dutch2) Changed Luftwaffe odds of victory bonus - Limited to LW on eastern front - Reduced bonus for non ace pilots - Also introduces concept of differentiation by front Added code to remove heading/trailing spaces from config entries - Helps correct typos on user entry Fixed ships not written to mission file Fixed issue where rockets could be assigned to PE2 on bombing missions PWCG 11.8.1 Small fixes Luftwaffe promotions are slower Fix error that could cause La5FN to be denied Fix error where very long names were not being matched, causing claims to be denied Fixed some part of too many missions flown PWCG 11.8.0 weather modifications The mission will conform to the weather. You will get much more variety, in particular. lots more rain and snow. Most battle areas have upwards of 25% rainy days. Any given weather pattern may or may not impact a given mission type. If it is overcast and rainy most of the missions are going to be pushed to low altitude. Dive bombing missions are particularly affected. Dive bombing will be swapped for an attack mission where the Stuka will drop bombs much like a fighter or IL2. Tactical bombing will be pushed lower. Patrols will be pushed lower. Deeper penetration missions will be scrapped in favor of lower altitude missions near the front. If cloud cover is not overcast or heavy then you will fly the missions as usual with whatever cloud cover there may be. Weather related advanced configuration: Campaign ->Configuration -> Advanced Config -> Weather Use realistic weather: set to 1 to use weather than includes heavier weather. Set to 0 to fly in relatively clear skies (Still has clouds but no rain) Min Haze/Max Haze: Minimum and maximum values for haze. Proper values are 1-10. This makes use of the new haze feature Max Wind: Not a new config. Maximum wind speed in meters per second Max turbulence: Not a new config. Proper values are 1-10. Maximum turbulence value in the mission. 11.7.2 Fix the thing that I broke in 11.7.1 (which fixed the thing that I broke in 11.7.0) - Escort and air start were fixed in 11.7.1 but virtual start got broken Verified proper spawn and activity of player air start, escort air start, and virtual flights. Thanks @FodderMonkey 11.7.1 Fixed air start Fixed escorts for player not appearing 11.7.0 Added Bf109 G6 Late Added Paper Dolls in medal view - Thanks to @ual002 for all of the hard work in making these things. As you can see from the posts above, a lot of effort went into this. - Not available for Italy in WWII or FC yet. Varied formations - Fighters will now use V - Best formation for a 3 man plane flight - More like a finger 4 than echelon right for a 4 plane flight - Bombers may use V or echelon - Dive bombers and transports use echelon 11.6.1 Fixed flying boats on rivers Fixed error in AAR in FC due to missing vehicle names Corrected pilot names with spaces accidentally typed on the end 11.6.0 Updated Campaign Main Screen - Consolidated several buttons into sub menus. - See tool tip (hover over button) to see where things have gone Added Emergency Resupply feature - Use if your campaign is depleted and not generating oppositon - Campaign -> Intelligence -> Emergency Resupply - Verify resupply by looking at Campaign -> Intelligence -> Intelligence Report Added CPU Allowance Simple Config - Accessible from the simple config screen - Allows you to tone down high CPU mission elements - Low: One enemy bomber flight. No friendly bomber flights. No virtual escorts. - Medium: One enemy bomber flight. One friendly bomber flights. COnfigured max virtual escorts for enemy flights. - High: CPU allowances not considered. - CPU allowance config does not affect other configs such as air, ground, and AA. Also does not impact advanced configs. - Setting air, ground, AA, and CPU allowance to low gets lightest possible mission. - Allows for more limits on high CPU mission elements as they are identified. - If you are low CPU allowance, recommend scrubbing strategic intercepts. 11.5.1 Fix designation of C47 "Type" - Could cause AAR failure to accept claim Fix failure to write new squadrons under some conditions - Could cause AAR to fail 11.5.0 Hurricane - Select fighter campaign - Fly with 157th Regiment early or 651st Regiment after August 1942 C47 (LI2) - Added transport unit to VVS and ASAAF Better vehicle naming - Fewer (hopefully zero) unidentified vehicles - Fix flying locomotives 11.4.3 Fixed only generating recon 11.4.2 Fixed issue with pathing that was causing mission generation to fail. Continued to improve front line pathing. Payload updates: Emphasis on armor - If a battle is the target area, made flights more likely to target armored targets if it is present. Payloads are responsive to this. Spitfire no has 150 octane fuel. FW190 A3 now has wing guns with extra ammo FW190 A5 fixed to include ordnance with U17 selection FW190 A5 ground attack units now use U17 as standard equipment Bf110 G2 now has 20mm gun pods available. PWCG will assign this on intercept missions. Small adjustment to P38 and P47 payloads vs armored targets 11.4.1 AI bombers bomb AI flights land Improved box placement to keep it from going off the edge of the map Improved Patrol pattern - fewer waypoints spaced a bit more in GB (FC remains the same, slower planes) - Redid placement to avoid some weird patterns on mapswith funky front lines. Added new skin assignments for FC (thanks TheDude and imanuthep) Fixed AI adjustment not taking 11.4.0 Simplified virtual waypoints No more deleting planes. Not necessary as performance is fine. Fixed linkage of virtual AI attack flights to attack MCU Set virtual bombing attack flight payloads such that they are full if they spawn before the attack and empty if after 11.3.1 Fix disappearing planes 11.3.0 Restructured PWCG directories such that all user generated files are under "User" subdirectory - Includes campaign files, coop user records, audio, and user configuration choices - Keep this directory when installing PWCG - PWCG will automatically move existing files to the new position on startup. You won't lose anything. Restructured coop records - Fixes possible issue that could occur if one user has a pilot in two campaigns. On Campaign coop admin, added ability to assign or change the user associated with a pilot. - Allows correction should user and pilot become not associated. Bugs: Fixed error that could cause PWCG mission creation to fail. Fixed error in skin name that could cause mission not to load Fixed error where resaver would write to wrong directory Fixed an error where PWCG would not properly read a user designated log directory 11.2.0 PWCG missions are now in PWCG folder in the game Added the mission folder and mission files to the PWCG error report zip Support for redirecting your logs to a different directory - Open startup.cfg in the game's data directory - Find text_log_folder - Set the value to the directory where you want logs to go (make sure that the directory actually exists) Bugs Fixed no spawning ground units: Added more trigger objects to ensure that ground units spawn Fixed disappearing AI flights Fixed rendezvous too far to the rear for air starts Fixed bomber flights fly at low altitude - Rendezvous altitude is too low for air starts Fixed skins not properly assigned for virtual AI flights Fixed virtual flights will sometimes circle. 11.1.1 Moved rendezvous back towards base - Improves ability to shape waypoints near front Bugs: Fixed ground attack payloads for P47 and P38 (thanks sketch) Fixed incorrect text for RemoveNonHistoricalSquadrons config Fixed incorrectly names InitialWaypointDistance. Now correctly named LandingApproachWaypointDistance. 11.1.0 Added translucent buttons to show what can be pressed. Almost all buttons now have a hover tool tip (tells you what the button does if you hover your mouse over it) Changed the pilot selection screen: - Removing a pilot reverts to selecting the assigned pilot name button, like it used to be - Adding a pilot is still selecting the unassigned pilot name button, like it used to be - Moving a pilot up or down in formation uses the mouse wheel - select the check box next to the pilot - scroll the mouse wheel to move up or down in the formation Bugs Fixed planes disappearing after spawn (hopefully) Fixed escort planes cannot be claimed (also hopefully) 11.0.0 AI flies formation - Hopefully no more bombers flying like fighters AI escorts are back - And they really escort - Numbers limited for resource usage 10.4.0 Huge number of skins for FC - All thanks to @the_dudeWGand skin artists. All of these skins were gathered and configured by the_DudeWG - AussieBoomer, I.JG1_Baron, Taurus, Tomi_099, szeljr, =GEMINI=Hawkmoon98, A1_Phoenix, - CCG_Pips, E69_julian57, SYN_Skydance, HotWaffle, YoYo, Flik66_J, US93_Larner, PatCartier, J2 & J5 Squadrons Fixed up some skin records for BoS 10.3.4 Lots of German skins from E69_Julian57, MarcoPegase44, SR603-Flowbee, Ouky1991, Raptorattacker, szelljr, SARFlytitus - New skins are in skin packs 11, 12, 13, 14, 15 - Every German plane except the He111 H16 (no skins), Me 109 E7, and Ju52 Made temperature specific to each map (and fixed overly warm Moscow) Fixed fuel allocation issue Fixed coop AAR error that could occur due to bad log set Fixed Italian names Fixed erroneous plane not owned message 10.3.3 American and British skins Tons of P47s and P51s by 361st_Bugsy. More by Tom Weiss, E69_julian57 and others. - New skins are in skin packs 8, 9, and 10 - P47s, P51, A20, Spitfires, Tempest 10.3.2 Russian skins. New skins cover most, if not all, Russian planes - Special shout out to szelljr this release because I covered all 32 pages for his skins and pulled dozens. - Added more skins by SARFlytitus, Almenas, 352nd_Siqhter, and SR603-Flowbee, E69_Julian57, flyingfisch, CCG_Pips - Added skins by several contributors from the Russian forum - New skins are in skin packs 3, 4, 5, 6, and 7 ... yes, there are that many - Some P-38 skins made it in too Changed skin algorithm to allow many more personal skins to be used 10.3.1 User made skins skins by SARFlytitus, Almenas, 352nd_Siqhter, and SR603-Flowbee Skins are p47 d-22 (Quite a few), I16, LaGG 3, and Me-262. Download and install PWCG Skin Pack 2 from the PWCG web site - Download into your root game folder and unzip. The folder tree starts with "data" 10.3.0 Incorporated skins available in game Increased use of winter skins Fixed issue that could cause missions not to generate 10.2.1 Adjusted replacement rate to fix depletion on Bodenplatte Fixed coop transfer and retire pilot Fixed overwrite on leave with multiple pilots 10.2.0 P47 D-22 - Added P47 D-22 - P47 D-22 is available alongside P47 D-28 - Puts the P47 D-22 into existing campaigns. Changed P47 D-28 payloads to match changes in game - 150 octane fuel for P47 D-28 - Now only has "P47 ground attack" payload Added cruise speed to as editable parameter Added altitude and cruise speed to waypoint information popup Set AA units (not truck/train/ship mounted) enabled = 0 to prevent flight from attacking 10.1.0 Major overhaul of briefing process Separated map from waypoint edits - More real estate for the map - Improved performance Added waypoint information on map waypoint - Mouse 1 to move waypoint - Mouse 2 to add or delete waypoints - Mouse 3 to show waypoint nformation Added ability to sort pilots in any order - Use radio button to select assigned pilots - Use move up/down unassign buttons on left to act on selected pilots - Add unassigned pilots by clicking on them (no change) - Newly assigned pilots will be placed at the bottom of the flight (changed) Added config to exclude historical anomalies from some aspects of campaign - Italian squadron - FW190 at Stalingrad - Excluded as AI flights - Excluded from providing escort - New feature is disabled by default - Advanced Configuration -> User Preferences -> set exclude anomalies to 1 Fixed altitude changes not persisting to mission Fixed Medal Award Document Fixed add waypoint does not work Fixed delete waypoint does not work 10.0.1 Fixed: Ground units deleted Fixed: Restored days needed to recover on leave screen Fixed: Error on transfer 10.0.0 Major UI revision Bugs Fixed log cutoff for coops - need feedback Fixed infinite loop if you try to take leave past the end of the war. 9.2.0 Added female pilots (USSR only) Adjusted fuel load by aircraft prior to briefing Adjust maximum font size based on monitor size Bugs Fixed AAR issue that occurred when a log damage record was not attributed to a in game entity Fixed incorrect plane type in skin assignments Fixed issue that prevented night mission generation 9.1.0 Significant improvements to resupply to produce long term results int he campaign - Fixes excessive depletion in campaigns Adjusted font sizes - Fixes font size too large causing buttons no to display Bugs Fixed odd case where missions do not generate because a squadron is too close to the front Fixed bad pilot picture that caused issues with American campaigns Fixed incorrect place name Fixed issue that could start American and British AI pilots with no victories in Sept 1944. Fixed issue that would cause low altitude CAP missions to have a zero altitude waypoint. Fixed issue where "Unknown was killed in action" was displayed for out of mission victories Fixed issue where generic target description was displayed 9.0.0 PWCG is now ground activity centric. - Ground activity created first. - Air activity closely associated with ground activity. - AI units have real targets - Better control of number of units - More realistic feel to missions Added Yak 9 and Yak 9T Improved Low Alt CAP - Actually CAP ground troops - Placement is over battle Changed "Go Away" to apply only to airfields away from front lines Reduced font size for modification selection to fit more in. Bugs Fixed AAR issue in July 1942 Fixed AAR error where a plane would not be found Fixed AAR error where victories were not recorded if no plane exit record was found Fixed East Front 1944/Stalingrad confusion Fixed tab label for "Notification of Victory" 8.8.1 Changed to AA - Separate configuration for AA - AA guns guarding approach - More AA guns on the field (Murleen) - AA guns in emplacements (Murleen) - Enemy fighter aircraft will usually turn away from an enemy airbase - Made use of some stock P40, A30, and FW190 A3 skins Bugs Fixed issue where logs got cut off in many coop missions Fixed bug that might stop a train from showing Fixed truck convoy pathing such that they stay on roads PWCG 8.8.0 Consolidated coop mode - No more split modes with different capabilities - Can now do anything in one mode - Improved briefing to allow complete switching between player flights - Updated AAR to allow either with or without claims for coop Added out of mission victory tab to AAR Now allowed to reduce fuel to 40% Set fuel in air starts by aircraft type Spread time between missions for historical activity/inactivity Reduced weight in bombers/ground attack to use lighter loads Bugs - Fixed pilots in mission missing from AAR - Fixed duplicate planes lost report in AAR - Fixed no artillery when simple ground config is high - Fixed missions flown doubling - Fixed issue that could cause flight not to generate if no opposition found for Ai slight - Changed P40 skin config to not use other than winter PWCG 8.7.3 Added overlay indicators for battles in a PWCG mission. Historical flow of battle decides who will attack and who will defend in PWCG battles Improve map load strategy for performance Bugs: Fixed code to reduce occurrences of unknown object FIxed Bristol and Halberstadt bomb loads Fixed issue that could cause campaign data entry screen to cut off Fixed confusing error if resaver is not available. Reviewed complaint about 94th Aero campaign. Could not reproduce. PWCG 8.7.2 Added capability for themed desktops - Russia Theme (Riksen) - RAF Theme (Riksen) - Luftwaffe theme (Me from Riksen) - PWCG will automatically use the correct theme by armed service - Capability for more. Bugs: Fixed error that prevented FC missions from generating properly - verified that bomb payload on Bristol works properly PWCG 8.7.1 Improved AAR - Added detailed/not detailed selection (Maximum Information check box on debrief map) - Detailed is everything that happened - Not detailed limits events to things destroyed by an airplane - Can press "Start Debrief" repeatedly if you want to - Improved map centering Ground structure victories addes (Murleen) Plane gunners are credited with kills in debrief (Murleen) Added aces Dieter Hrabak Erich Hartmann Gerhard Barkhorn Gunther Rall Heinrich Bar Heinz Sachsenberg Hermann Graf (fixed) Dmitry Glinka Grigory Rechkalov Ivan Kozhedub Kirill Yevstigneyev Nikolai Gulayev Francis Gabreski George Preddy Johnnie Johnson Bugs: - Fixed a couple of minor display issues. - Fixed payload issues on Bristol and Halberstadt - Changed/fixed some squaron entries (Murleen) - Fixed issue that would cause a Ju52 claim to be denied (Murleen) PWCG 8.7.0Eastern Front 1945- Uses Bodenplatte map- Movement follows Soviet gains as map allows- Lets Eastern Front continue through the end of the warAdded aces Hartmann, Barkhorn, HrabakBugs:Fixed issue with air start too highFixed issue with replacement of aircraft types still in service but no longer in productionFixed issue with adding pilot for FC PWCG 8.6.0 Add ability to view and modify player flights on the same side - Change waypoints for all friendly player flights - Change fuel for all friendly player flights - Change pilots/equipment for all friendly player flights Add ability to view friendly Ai flights on briefing map Improved mission location to shorten flights Bugs: Fixed issue in coop flights where subsequent flights could be assigned an incorrect flight type PWCG 8.5.0 Added East Front 1944 Map - Uses Stalingrad map - Movement follows Soviet gains as map allows - Lets Eastern Front continue through 1944 From Murleen: - Binary list file generated properly - US/British call signs added - Flight Officer and Warrant Officer ranks added for USAAF/RAF respectively Bugs: Correct situation where services can be cut off in campaign creation Fixed failure to open skin management screen Correct situation where PWCG may get stuck generating missions for a secondary pilot Loosened naming tolerances for campaigns to allow numbers - be careful, the game might not like it Do not log pilot badges to squadron logs Added blank line for default coop user to avoid confusion - user must select or type in coop user PWCG 8.4.1Improved use of call signs (Murleen)Bugs:Fixed: Error presenting all services for campaign creationFixed: AAR error in mapping bots, turrets, and planesFixed: AAR error where a vehicle id can be reused causing misidentification (Murleen) PWCG 8.4.0 Changed coop to eliminate host concept Added ability topay as multiple pilots in a single player campaign Several improvements from Murleen around displays in the in game map Bugs: Fixed: AAR error caused by addition of French units (second issue) Fixed: Issue involving attempt to restock planes no longer in production PWCG 8.3.0 Added strategic bombing intercepts - High altitude intercepts of larger formations - All other flights disabled in these missions - Not coop yet as there are concerns about how this plays nicely with other human missions - Mostly German western front but also eastern front - Me262 careers are now more sensible Bugs: Fixed: Accidental removal of Me109 E7 Fixed: AAR error caused by addition of French units - Several different AAR failures reported but so far they all map to this error. Investigated: AAR error for flight seemingly abruptly ended before anything spawns. PWCG did what it could. Note: bombers are flying high priority and therefore will not shoot back. Bad thing acknowledged. No good solution yet. PWCG 8.2.0 Extended war in the east to the end of the war - Currently just a static front on Western Stalingrad map - Separated western front from eastern front units. - This will cause a small glitch for German Bodenplatte campaigns - you will find yourself on the eastern front. Just transfer back. Added Free French and Normandie Niemen - Free French is No 326 squadron flying Spitfires for the RAF - Normandie Niemen flies Yaks for the VVS. Starts at Stalingrad Introduced concept of squadron specialization - JV44 will specialize in intercept - Added II ZG26 to Bodenplatte. Does intercept, escort, and ground attack Added spotters for intercept and scramble missions (BoX only) Changed trigger for battles to have them trigger when player is close. Will reduce occurrences of battle being over when you get there. Bugs: Fixed error where PWCG was failing to take wounded squadron members into account when staffing a flight Fixed error where adding a new pilot would fail for an SP campaign when there was no coop user. PWCG 8.1.0 Added enemy cover for balloon bust missions Added opposition for balloon defense missions Artillery now fires at a target Ground vehicles now have individual waypoints to avoid collisions Bombing mission selection is now configurable Recon mission selection is now configurable Transport mission selection is now configurable Ground target selection is now configurable PWCG 8.0.0 PWCG 8.0 contains dozens of small improvements. Here are some of the more important ones: Added cold start for Bodenplatte Added new Bodenplatte airfields Added spotlights for night missions Improved layout of plane selection to allow for more payload options Updated WWI ground structures Fix for planes running away Improved AAR that carries all details forward to debrief. Added recon missions PWCG 7.4.0 Revised Coop User Admin - View all pilots in all of your coop campaigns - Add a user (not changed) - Remove a user Removes the user and all personas in all campaigns that are associated with that user New Coop Campaign Admin Admin functions for personas within the campaign - Add pilot (not changed) - Retire pilot: permanently retires a coop pilot - Transfer pilot: Allows the host to perform a transfer operation on a persona PWCG 7.3.0 Night Missions for BoS - Fly at night. Squadrons configured to add some percentage of night missions. - Night witches now always fly at night Fixed bad .list files. Delete .list file when making binaries Fixed Aces cannot be added to a mission Fixed unable to add German pilot to coop campaign Improved binary file error handling PWCG 7.2.0 Added WWI Vehicles to FC Added balloons, balloon bust and balloon defense missions to FC Added Seasons to the Rhein map Added Shermans for Americans, British , and Russians Note to FC users: you MUST Delete your current install! You can save campaigns to a zip and then restore them, they will work. PWCG 7.1.0 Changed AAR to accommodate changes in logging. Made better use of damage records for victory calculation. Changed AAR to eliminate records after mission finished, fixing issue of being shot down if finishing the mission in the air. Changed bombers to keep formation and release all bombs at once when level bombing. Updated Bodenplatte map images Significant update to mission routing to ensure missoin box size is respected. PWCG will now create msbin (binary mission) files, allowing for much faster load. - Be aware that these files take up to 3 minutes to create. - Occurs upon accepting a mission - Can be disabled through Main->Configuration->User Preferences and then set create binary file to 0 (zero) Bugs: Fixed Tiger vehicle file. Added code to automatically remove bad file. Fixed excessing damage messages ind ebrief Fixed smoke and buildings floating in some missions Fixed reversal of American and British voices - Air traffic is still Russian. Will look into that. Fixed incorrect runway placement. Planes were about 20 yards too far left. Fixed no role for 2 seater squadrons on FC coop campaigns Fixed cannot use pilot campaign after pilot death. Verified that add pilot allows continuation. Fixed pilot picture changes do not take effect until campaign is reloaded Could not fix: Mission flight path does not appear on Arras map for FC. Created mission on ME (no PWCG involved) and path did not show. Exact same construct worked properly on BoS maps. PWCG 7.0.0 Flying Circus - One line but it's quite a bit of work Bug fixes: Fixed error that could cause planes not to appear Voices are now correct language Me 262 payload description corrected KG 51 (Me262) moved to concrete airfields Removed restriction on leave time to allow for serious wounds to heal. Fixed P51 and Tempest "Planes Owned" icons PWCG 6.3.0 Bodenplatte is on the Rhine map! Cities are in place Made map from Google earth pics - Will replace with game map when I get it Front lines move Added B25 for 139 Squadron Added Jv44 as an independent squadron in Feb 2004 PWCG 6.2.0 Significant improvements to flight pathing. - Added range as a an element to aircraft. - Creates mission box based on range with a maximum. This moves activity to more places on the front without sending the player off too far. - Creates minimum distance from base to mission box, to reduce instances of planes being on top of you at the start of the mission. - Changed AI flight ingress to mission to create better chances of contact in all scenarios. - Ai Squadrons participation in a mission is contingent on having the range to get there. Should give a feel for who is stationed where. New Advanced configs: Added concept of special missions. These are missions where the mission box will not be in the usual place. - Anti shipping: anti shipping missions will cause the mission box to be created over a sea lane (Kuban only). - Scramble: scramble missions will cause the mission box to be created near the player's airfield. - Anti shipping missions will not be generated if you are not in range of a sea lane - Added new advanced configs - scrambleOddsAllied: odds of creating an allied scramble mission - scrambleOddsAxis: odds of creating an axis scramble mission - antiShipOddsAllied odds of creating an allied anti shipping mission - antiShipOddsAxis odds of creating an axis anti shipping mission Added P-51 Added P-38 Added Tempest PWCG 6.1.5 Fixed Data error caused AAR failure in late war campaigns PWCG 6.1.4 Fixed AI adjustment Fixed friendly planes assigned as victories. PWCG 6.1.3 Fixed no icons in coop. - Icons will appear for all coop modes - Icons associated with only one side - Waypoint icons and airfield icons - Restoration of WP icons causes path to appear on map PWCG 6.1.2 Improvements to reduce lack of contact. - Reduce size of mission box - Mission box size is configurable (Advanced config -> mission limits) - Reduce length of patrols to avoid going beyond mission box - Improve patrol path to head into the mission box - Improve offensive patrols for airfield/transport to use waypoints closer to box - Improve offensive penetration patrols to take advantage of patrol algorithm just into enemy lines - Reduce distance from entering the box to start of patrols. Helps prevent need cross map navigation. - Fixed looking at mission again after it had been created - Added "Back to Campaign" button on every mission page to return to campaign without altering the mission - Eliminated coop pilot selection for missions that have already been created. PWCG 6.1.1 Mode not properly set in new coop campaigns. PWCG 6.1.0 Three campaign modes. - Single Player - Cooperative Coop - Competitive Coop Smarter display of services and maps when creating a new campaign or pilot. Fixed: Cooperative coop AAR broken Fixed: Cannot find mission logs error PWCG 6.0.1 Added a bit more AAA around airfields Fixed No escorts for player Fixed Return to pilot perspective broken Fixed Friendly planes lost are assigned as victories to squadron mates. Fixed Errors during leaves and transfers. Fixed Too many spots in coop mission - should only be players Fixed PO2 has wrong display name PWCG 6.0.0 Full coop support - Fly with your friends - Any squadron! - Any Side! Cold Start (Thanks Murleen) - Start from your hangar area and taxi to start Me-262 Improved mission pathing PWCG 5.1.3 Added FW 190 D9 Dora. - Start with JG 26 in October 1944 or JG 2 in November 1944. Fixed: Payloads modifications on several planes. Me109 G14 and K4, FW190 A5 and A8, Macchi. PWCG 5.1.2 Packaged over 70 skins for squadrons - thanks to the skin creators for making these available. Configured squadron files to use the skins. Skins and updated PWCG are available for download at the PWCG site PWCG 5.1.1 Modified PWCG to understand the difference between end of production and withdrawal from front line service. Should help get newer types to the front faster. Fixed: modifications for P47 Fixed: modifications for Spitfire IX Verified squadron assigned skins work Verified user assigned loose skins to squadron mates work PWCG 5.1.0 The Western front in WWII comes to PWCG with Bodenplatte on the Stalingrad map. All available Bodenplatte planes are included. Airfield names changed to match western names. Squadrons are correct. Squadron equipment mapped from actual to available (i.e. P51 squadrons are flying P47s) - Will be changed as new planes are introduced. Fixed: U2 payload. Now has bombs and gun. PWCG 5.0.5 Added U2 as daylight attack aircraft. - To play U2 campaign choose Russian. August 1942. Stalingrad map, 588 Bomber Air Regiment. - I don't ownthis plane but the ME loads a mission with no errors. Added P47, Spitfire Mk IX, P47, Me109 G14, Me109 K4, FW190 A8 - Not tested in game at all. - Not incorporated into the campaign - To make a dummy campaign, replace the assignment in a squadron and start a new campaign. - Or wait a week or two and I will have something that looks like Bodenplatte (on the Stalingrad map) PWCG 5.0.4 Fixed: issue where adding Italian squadron earlier was causing problems in existing campaigns. Fixed: Escort missions. Rendezvous fixes by me, separation fixes by Murleen. PWCG 5.0.3 Equipment replacement enhancements: - Increased equipment replacement rate - Increased odds of players squadron getting replacements if severely depleted - Increased odds of any squadron getting replacements if severely depleted - Accounted for actual need in squadrons in generating replacement planes Made Italian campaign available for Moscow Fixed: Historical aces appear twice in top aces board PWCG 5.0.2 Fixed: number in formation counter (Thanks Murleen) Fixed: Train target is on the wrong side Fixed: Floating smoke PWCG 5.0.1 Fixed: Unidentified Object popup (Thanks Murleen) Fixed: Planes not properly oriented on runway (Thanks Murleen) Fixed: Concurrent map update exception Fixed: Planes span on top of each other in CAP Fixed: No planes sighted on intercvept or CAP Fixed: Error bundler is not bundling all directories. Fixed: Marder scrip path not properly set PWCG 5.0.0 Support for multiple players and coop mode. How to create a coop campaign: - On the campaign creation screen choose coop campaign at the top/center - Complete campaign creation process Adding another human pilot - In the campaign, choose "Add Pilot" - Enter the rank and name of the new pilot - Select the AI pilot to be replaced. Added fog of war setting in advanced config. Makes victories less descriptive. - Advanced Config -> User Preferences -> DetailedVictoryDescription - Set to 0 for less descriptive victories. Default is 1. New visuals: There is a small icon on the right of the pilot name, giving pilot status. I don't have a mission button - All of your human pilots are dead or wounded. - You can create a new AI pilot - You can go on leave to heal your human pilots (info is on the leave page). Bugs Fixed: missing LuaScripts\WorldObjects\Ships\torpedoboat38.txt Fixed: Planes sometimes do not take off (Murleen). Fixed: Too many out of mission AAA losses. Fixed: Player not being made commander after promotion to major. Fixed: Duplicate entries in squadron log Fixed flight not taking off at Dugino airfield. Fixed planes not being replaced when squasron transitions to new arch type PWCG 4.2.1 Incorporated improved graphics (Riksen). Disassociated pilot name from campaign name (prelude to multiple human pilots) Bugs: Incorporated fix for Kuban taxiways (Murleen). Increased PWCG memory. PWCG 4.2.0 Changed ground unit generation to avoid excessive number of ground units generated by AI flights. Bugs: Fixed error where depleted squadrons could be further drained. PWCG 4.1.1 Call signs added (Murleen). Added Stalingrad taxi mappings (Murleen) Added planes lost to debrief UI. Bugs: Fixed replacing pilots in briefing causes AAR errors after mission. Fixed failure to create create campaign later in war Fixed player transfer error (Murleen) Fixed inactive campaign members not saved (Murleen). Fixed failure to properly apply modifications (reported for E7 but could affect others). PWCG 4.1.0 Every squadron in PWCG is equipped. Every plane in the mission maps to a plane in PWCG Out of mission events affect planes in PWCG. If a pilot gains a victory out of mission, the victim will also be a plane in PWCG. A replacements depo of planes exists.- During each time cycle, "needy squadrons" request replacements. Replacements are distributed from the depo. The replacement depo is drained to compensate for squadron losses. There is a lag between the time a plane is lost and the time that the request for a replacement is acknowledged. The replacement pool is periodically replenished. Over time equipment will become more of an issue, but not to a severe degree. Slightly equipment depleted AI squadrons may not fly. Severely equipment depleted AI squadrons will not fly. The player's squadron will not fly if severely equipment depleted. Made tweaks tp odds of other squadrons flying. Landing improved: planes on the Moscow map will land and taxi to a revetment before disappearing. @Murleen A first for PWCG. Murleen has contributed Java code. This is the first time in nine years that an outside author has written Java code for PWCG! Also a first: PWCG is now available on GitHub. Murleen's contributions were a bug fix for spawn parsing and .. this was a lot of work on his part ... the landing correction noted above. Many thanks. Bugs: Fixed spawn event parsing error Fixed failure to create ground attack missions Fixed failure to note missions flown. Fixed Italian campaign. PWCG 4.0.0 Every squadron in PWCG is staffed. Every plane in the mission maps to a pilot in PWCG Out of mission events affect pilots in PWCG. If a pilot gains a victory out of mission, the victim will also be a pilot in PWCG. The fate of the plane and pilot are separated - a pilot can easily survive being shot down. A replacements pool of pilots exists.- During each time cycle, "needy squadrons" request replacements. Replacements are distributed from the pool. The replacement pool is drained to compensate for squadron losses. There is a lag between the time a pilot is lost and the time that the request for a replacement is acknowledged. The replacement pool is periodically replenished. Over time manpower will become more of an issue, but not to a severe degree. Slightly depleted AI squadrons may not fly. Severely depleted AI squadrons will not fly. The player's squadron will not fly if severely depleted. PWCG 3.5.0 Add several new mission variations - Low altitude bombing - Low altitude patrols - Low altitude battlefield CAP Improved climb WP generation to reduce climb WPs to only as many as necessary to achieve altitude. Bugs: Fixed starting behind enemy lines (PWCG was still using old as well as new front line transitions) PWCG 3.4.1 Add Yak7B Restore squadrons fro Me-109 E-7, Me-110, Hs-129, Ju-52 Enabled mixed flights Fixed missing aircraft profiles PWCG 3.4.0 Altered squadrons for smoother transition in "Battles" format. - Squadron transition within a single squadron file. Causes natural movement through battles without actively transferring. - Movement through battles from 1 Oct 1941 to 1 Dec 1943 - Includes early German advance through Kuban to Stalingrad and Russian advance after Stalingrad. - Fewer squadrons for less density. Still pretty dense, especially Kuban. New planes: - A20 - P39 - La5N - Me109G6 PWCG 3.3.3 Bugs: Fixed PWCG does not work with latest BoX PWCG 3.3.2 Bugs: Fixed error when modifying advanced configuration PWCG 3.3.1 Extend Kuban action back to July 1942. Add mountain flying. Added config to reduce smoke in a given area. Smoke is now controlled by two parameters: max smoke in mission and max smoke within a radius. Campaign->Advanced Config -> Mission Limits -> Max Smoke In Mission -> Max Smoke In Area Cleaned up weather inputs in advanced config Bugs: Fixed will not respond to changes in "'Maximum amount of smoke" as intended Fixed Radio beacon doesn't work (I think) Fixed Attack marker showing up over friendly forces Fixed No landing if player chooses air start Fixed Freeze if number of aircraft config changes (max planes per flight will now be ? Fixed failure to create campaign in some situations Fixed when flying the E7, selecting the 'remove headrest' option adds an armored windscreen instead (and vice versa I assume). PWCG 3.3.0 Added Ju52 Add transport missions. - Transport cargo from field to field. - Parachute drop, daytime and nighttime. - Cargo drop near front. - Spy extraction. Add anti shipping missions in Kuban Set roles by squadron instead of plane for greater flexibility. Allow roles for a squadron to change over time. Add target preferences based on history. i..e. Drifters near Stalingrad in November, shipping at Kuban in Sept 1943, etc. Bug fixes: Reduced and normalized waypoint speeds to help formations Added missing Kuban bridges Improved climb wps. Climb into mission if far from front. Fixed freeze error on some Russian ground attack missions Rewrote target finding algorithm for fewer failures. Fixed AAA not appearing along front and at installations Fixed campaign property bug that caused all defaults to be copied over. Fixed AI does not land when waypoint progression is broken Fixed (?) AI sometimes crashes on landing Improved egress waypoint placement Improved odds of contact during mission Fixed some instances of ground units in the water PWCG 3.2.1 Correct error preventing mission load PWCG 3.2.0 Add smoke near front line. Sometimes (heavy) in proximity of activity. Other times (light) ambient. (BoS) Add damage to structures close to the front Replace static artillery at airfield with static trucks(BoS) Add ambient skirmishes(BoS) Add ambient truck convoys(BoS) Improved takeoff alignment by introducing different spacing for small, medium and large planes Fixed Stukas do not dive bomb (BoS) Fixed Map scrolling through click and drag broken on briefing map Fixed takeoff positioning error for RoF Fixed Invalid payload for plane: 6 No 8 Naval Squadron circa November 1916 (RoF) Fixed incorrect ranks for French Navy (RoF) PWCG 3.1.3 Improve enemy fighter limitations on ground attack. No fighter escort on player ground attack missions. Limit fighter missions based on player mission type and not squadron role. Implemented staggered formation on runway for BoS Fixed all mission times are 0830. Fixed no skins in skin management screen Fixed scrolling the AAR and typing journal entries is slow Fixed no LA5 modifications are available. SIxed Dallas and Kinkead on some dates are showing up as not being in the RNAS Moved wind sock away from runway for BoS Increased air start spacing for BoS PWCG 3.1.2 Added support for aircraft modifications along with payloads. Modifications appear as check boxes in a new column on the briefing pilot selection chalkboard. Added support for squadron override of aircraft roles. This allows PWCG to offer dedicated ground support for some FW190 squarons as well as cannon armed Stuka in II./St.G.2. Added support for initial selection of a payload to fit the mission. Added support for AI flights to use a wider range of payloads. Fixed plane selection issue. PWCG 3.1.1 Features: Added support for aircraft modifications along with payloads. Modifications appear as check boxes in a new column on the briefing pilot selection chalkboard. Added support for squadron override of aircraft roles. This allows PWCG to offer dedicated ground support for some FW190 squarons as well as cannon armed Stuka in II./St.G.2. Added support for initial selection of a payload to fit the mission. Added support for AI flights to use a wider range of payloads. Bugs: Fixed plane selection issue. PWCG 3.1.0 Features: Allow players to select payload for their flight from Pilot Selection Screen - Use Synchronize Payloads to synchronize the flight's payloads on the leader. Added more items to BoS airfields. - Developed empty space finder algorithm to place more stuff Bugs: Fixed squadron skin configuration - Added back squadron skins that had been removed in 3.0 Changed initial victories, odds of loss for Luftwaffe and VVS PWCG 3.0.2 Features: Icons - Added front lines - Added airfield icons Music - Added Music control screen on front panel - Improved sound control Bugs: Fixed ground attack players overwhelmed by fighters - New Advanced COnfig: Mission Limits -> Max Enemy Fighters For Ground Attack (default 1) - New Advanced COnfig: Mission Limits -> Max Enemy Fighters For Fighters (default 3) Fixed reappearing AAA (sort of) - Increased respawn to 10 minutes to keep them dead longer (was 3 minutes) Fixed empty airfieds - AAA and static planes now appear - Added trucks if airfield is target Fixed escort flight rendezvous Fixed Severskaya airfield takeoffs PWCG 3.0.1 Fixed: Pilot always dead when plane crashes. Fixed: RoF willl not create a mission. Fixed: Invalid plane for loose skins for plane ju523mg4e. Fixed: Mission file cleanup not happening. Fixed: During campaign creation, transition from rank on previous step causes error. Fixed: Moving wayponts on briefing map sometimes caused incorrect results. Fixed: Raised attack MCU and lengthened run to prevent AI ground crashes. Fixed: Error when creating escort flight for player, causing missions not to be created. Fixed: Krasnodar map takeoff. Added: When creating a campaign filter by map. Add map to squadron description text. It wont let me select No.4 squadron to fly the mossie... I click next step but nothing happens.
Stonehouse Posted September 9, 2022 Posted September 9, 2022 What did you call your campaign? If you had embedded blanks or used numbers or special characters that will most likely be the problem for the create campaign button staying greyed out. Same for your campaign character name. Just try something simple like Mossie for the campaign name and see if it helps
flugkapitan Posted September 9, 2022 Posted September 9, 2022 Greetings, I'm having a bit of a problem as well. According to the release notes referenced above, I've attempted to start a Luftwaffe Me410 career in June of '43. III/ZG26 does not appear as an option to select in any of the roles - nor is the Me410 listed as an available aircraft. I have updated PWCG so that the Me410 is listed in my "owned" aircraft. Any suggestions would be appreciated. Regards, Scott
Stonehouse Posted September 9, 2022 Posted September 9, 2022 (edited) It's a bit tricky to work out. I know someone created a python based tool to scan the PWCG files and dump out a list of squadrons and aircraft v's timeframe and map. You can figure it out looking at the squadron json but some of that depends on how pc technically skilled you are. Anyway, if you look at the III/ZG26 json you can see that the squadron starts operating Sept 1944 (from PWCG's viewpoint) so you would have to do "Any Maps" or Bodenplatte and then 01/09/1944 and an Attack role to get III/ZG26. Otherwise, I guess you can only do trial and error and use Any Maps and go back and forth increasing the date and using Attack and checking each of the available units until you get what you want. You would have to know that an Me410 is going to be under the "Attack" role though. Edited September 9, 2022 by Stonehouse
flugkapitan Posted September 9, 2022 Posted September 9, 2022 Thanks for the reply! I'll mess around with it when I have the time. Cheers, Scott
Lord_Pyro Posted September 15, 2022 Posted September 15, 2022 On 8/7/2022 at 5:33 AM, PatrickAWlson said: I'm hoping it will be worth the wait. I am going to do a fake BoB - German assault on England but using 1941 planes, followed by the Channel air war and then on to Normandy. During the Channel phase there should be lots of anti shipping and raider missions for bomber types, with fighter sweeps and intercepts for fighter types. I was about to suggest this to you but am very pleased to see you came to the same conclusion That theater is rather underrepresented in Flightsims atm. 1
Majakowski Posted September 16, 2022 Posted September 16, 2022 @PatrickAWlson I just flew a Cargo Drop Mission with the Ju-52 and after 2 times fun in circles on the ground, this time the AI managed to actually take off and we dropped our containers over the target area and it was really fun. Now my question: I have now to do a transport mission that says to bring the supplies to an airfield near a city. The waypoints lead to within a certain distance of the airfield/city and then lead back to base. Will AI land at the airfield that shall be supplied or just turn around at the destination waypoint? Is there a little "manual" to the procedures that are to be followed in your transport missions? Because I really like them, it is just not fully clear to me how cargo transport is handled within the game limitations.
Deicide Posted September 25, 2022 Posted September 25, 2022 (edited) I was just curious if there was a timeline est for the update? (adding Normandy) thank you ***** I just saw the thread answering this very question. I did not see it first, my apologies. Thank you. I look forward to the update. Edited September 25, 2022 by Deicide update
PatrickAWlson Posted September 26, 2022 Author Posted September 26, 2022 13 hours ago, Deicide said: I was just curious if there was a timeline est for the update? (adding Normandy) thank you ***** I just saw the thread answering this very question. I did not see it first, my apologies. Thank you. I look forward to the update. Made a thread for it. In progress. Next weekend at the earliest but the week after is more likely. 3 1
Deicide Posted September 26, 2022 Posted September 26, 2022 13 hours ago, PatrickAWlson said: Made a thread for it. In progress. Next weekend at the earliest but the week after is more likely. Thank you and very much look forward to it.
MajoGaming Posted September 27, 2022 Posted September 27, 2022 (edited) This Campaign Generator is just awesome, i love it from the Start but I have one Question: After I flew my First Mission yesterday and i activated the Auto Pilot after Start, he extended the Flaps again (with Overspeed so the Flaps were damaged the whole Flight) and i think he would crashed on the Ground if i didnt intervent. Is it possible to fly the PWCG-Missions with an Auto Pilot or should I do it on my own? Greetings and Great Work Pad, thank you so much! Edited September 27, 2022 by MajoGaming
PatrickAWlson Posted September 27, 2022 Author Posted September 27, 2022 10 hours ago, MajoGaming said: This Campaign Generator is just awesome, i love it from the Start but I have one Question: After I flew my First Mission yesterday and i activated the Auto Pilot after Start, he extended the Flaps again (with Overspeed so the Flaps were damaged the whole Flight) and i think he would crashed on the Ground if i didnt intervent. Is it possible to fly the PWCG-Missions with an Auto Pilot or should I do it on my own? Greetings and Great Work Pad, thank you so much! PWCG flies just fine on auto pilot, but I have never tried what you seem to be doing. When I am really playing I always complete the takeoff process and fly the first WP (3 km beyond the runway) manually. I only engage autopilot when the gear and flaps are up and the route is set by triggering the first WP. When I test I engage auto pilot on the runway. Both of those processes work. I think engaging autopilot with gear and/or flaps shortly after takeoff might be problematic, at least your experience makes it seem so. Autopilot is not something PWCG controls. It is in game AI. When I use autopilot I try to make things easy for the AI. I don't ask it to inject itself in the middle of a complex situation like takeoff, landing, picking up the first WP, stall recovery, mid combat, etc. The AI usually (but not always) handles takeoff and landing well enough if you let it do the whole process. 1
MajoGaming Posted September 27, 2022 Posted September 27, 2022 2 hours ago, PatrickAWlson said: PWCG flies just fine on auto pilot, but I have never tried what you seem to be doing. When I am really playing I always complete the takeoff process and fly the first WP (3 km beyond the runway) manually. I only engage autopilot when the gear and flaps are up and the route is set by triggering the first WP. When I test I engage auto pilot on the runway. Both of those processes work. I think engaging autopilot with gear and/or flaps shortly after takeoff might be problematic, at least your experience makes it seem so. Autopilot is not something PWCG controls. It is in game AI. When I use autopilot I try to make things easy for the AI. I don't ask it to inject itself in the middle of a complex situation like takeoff, landing, picking up the first WP, stall recovery, mid combat, etc. The AI usually (but not always) handles takeoff and landing well enough if you let it do the whole process. Allright, thank You for the answer Pad, i will try to make it easy for the AI! Thank You!
9./JG52Gruber Posted September 28, 2022 Posted September 28, 2022 I am starting a Ju 88 career and would like the AI in the flight to bomb on my command like they do in the stock career. The first mission I flew the AI broke off and began attacking individual targets as we approached bomb release point. Is there a way for my to get them to drop in formation?
Hotaru_Ito Posted September 28, 2022 Posted September 28, 2022 4 hours ago, 9./JG52Gruber said: I am starting a Ju 88 career and would like the AI in the flight to bomb on my command like they do in the stock career. The first mission I flew the AI broke off and began attacking individual targets as we approached bomb release point. Is there a way for my to get them to drop in formation? I believe on normal level bombing missions, they do bomb in formation like in vanilla career. At least that's how it was in the Pe-2 career I did a while back. However, there may be some low-level attack or dive-bombing missions where the planes are supposed to behave as you describe--individually attacking specific targets rather than bombing together in formation. Maybe try flying a couple more missions and see how they go. Pay attention to the name of the mission file when you load it in game (BOMB, DIVE_BOMB, LOW_LEVEL_BOMB, etc.): if I remember correctly, missions just named BOMB should behave as you expect, the others maybe not. Hope this helps!
Spidey002 Posted October 12, 2022 Posted October 12, 2022 When I'm flying with wingmen, and they're in P-51 B's, they don't have tactical numbers, just the blank green skins.
PatrickAWlson Posted October 25, 2022 Author Posted October 25, 2022 (edited) 14.0.0 Integration of IL2 GB Normandy - Normandy Map - Dunkirk 1941 - Battle of Britain 1941 - Channel Front - Dieppe - Normandy - Newspapers - Normandy iconic missions Improve strategic intercept and scramble mission waypoints Radar on the channel front and on the Rhine map Blank skins and tactical codes Two new skin sets - Blank skins for US fighter squadrons - P-27 D22, P-47 D28, P-51 B5, P-51 D-15 - About 100 new squadron skins based on the new blank skins Added code to not kill pilots who bail out - Used to avoid killing everybody that bails out over water - If you are going down over water, don't ditch. PWCG can't pick that up. Bail out. Fixed keep airfield objects away from any area usable by real planes. Fixed issue that could prevent AAR from completing. Note that automated assignment of individual skins in the skin packs has been disabled. Too many weird results. I will work to bring them back in but it is going to take some time. For this reason I have not put up an FC 14.0.0. Anything useful in 14.0.0 to the FC experience is minimal and I think elimination of the individual skins will have a far greater effect on FC. The new blank skin downloads are the in game blank skins done with squadron markings. This is going to be the trend until I get the planes done - 4 down 44 to go. The end result is skins that have squadron markings but use tactical codes. Edited October 25, 2022 by PatrickAWlson 6 11
Varibraun Posted October 25, 2022 Posted October 25, 2022 24 minutes ago, PatrickAWlson said: 14.0.0 Integration of IL2 GB Normandy Thank you Pat for some good news today! I have been grounded for a few weeks awaiting a new system, so I really appreciate that all of your hard work will be there for me over the Channel soon.
YouBet Posted October 25, 2022 Posted October 25, 2022 Yessir! Was turning blue waiting for this -- thank you for your hard work.
Vishnu Posted October 25, 2022 Posted October 25, 2022 Thank you for your tireless efforts to this wonderful sim!
Mtnbiker1998 Posted October 25, 2022 Posted October 25, 2022 Hell yeah!!! Great to see the full release, and SUPER excited to see blank skins making their appearance. Can't wait to try this out
Robi89 Posted October 25, 2022 Posted October 25, 2022 There seems to be something off with the claims or rather the allocation of aerial victories. In the last couple of missions, my AI flightmates got credited with kills of aircraft that we never even encountered.
Hotaru_Ito Posted October 25, 2022 Posted October 25, 2022 (edited) Looking forward to trying out the blank squadron skins. Squadron markings were was the one big thing the vanilla blank skins were missing, especially for American planes that still look wrong without their red tails, blue noses, etc. Will be great to have them. Thanks for all you've done on this! Lately and over the years both. Been flying PWCG since Rise of Flight, and it's a really excellent career experience, more so now than ever. Edited October 25, 2022 by Hotaru_Ito
Varibraun Posted October 25, 2022 Posted October 25, 2022 1 hour ago, Hotaru_Ito said: Thanks for all you've done on this! Lately and over the years both. Been flying PWCG since Rise of Flight, and it's a really excellent career experience, more so now than ever. Cannot agree with you more on this Hotaru. Always keeping a "Big Yellow Taxi" in mind to be grateful for having such an unselfish talent in this community and to remember appropriate charitable donations for his countless hours of work. BTW @PatrickAWlson - Jason has forever rebranded you in his goodbye video today to "The Mighty" = TMPWCG! 3
Vishnu Posted October 25, 2022 Posted October 25, 2022 14 minutes ago, Varibraun said: Cannot agree with you more on this Hotaru. Always keeping a "Big Yellow Taxi" in mind to be grateful for having such an unselfish talent in this community and to remember appropriate charitable donations for his countless hours of work. BTW @PatrickAWlson - Jason has forever rebranded you in his goodbye video today to "The Mighty" = TMPWCG! I’ve donated 2 times and will continue to do so. PWCG is the only way to play this game!! Pat is an absolute talent and necessity to the hours I spend playing it.
Spidey002 Posted October 26, 2022 Posted October 26, 2022 You’ve done it again, Pat! So great to fly with wingmen in unique markings. Now I even feel some regret when we lose a plane. This game keeps feeling more and more alive thanks to you. Thank you!
jeanba Posted October 26, 2022 Posted October 26, 2022 Hi In Normandy Iconic missions, there are some missions with flyable B25D Is this a bug ?
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