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PWCG 13.2.0 Trimming trees is fun


PatrickAWlson
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PatrickAWlson

Per the P-47, it has been that way for months.  I had all of the loads modeled (there were tons of them) and then, probably with the release of the D-22, those configs broke. 

 

I just opened the ME and looked at the P47 D-28 again.  There are NO ground attack payloads.  None.  There is only the "ground attack" modification - that's it.  I would love to be wrong but I don't see how I am.  Happy to be corrected if anybody knows otherwise.

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Hey Pat,

 

Awesome work as always, our little group has now completed our third campaign over Europe, first was with P-51's, Second with Spitfire's and recently with the Tempest. We're now off to fly the A-20 on our first Bombing campaign, and have run into a couple of minor issues.

1. The Landing approach is still coming from the end of the runway where the take off point is. It's no big deal, just would make sense to my mind to be on the opposite end so that you are taking off and landing into the wind.

PWCG-Approach.JPG.ab71424a56eae47c35b1ff24cab80060.JPG


2. Related to 1, is the Advanced config options. When we set the Initial Waypoint distance so that we have time to align our bomb sights, it changes the Landing Approach point and not the Target Approach, or Target Final point.

 

My assumption of how this worked however was incorrect as I see the tool tip says that this setting is for configuring the distance from the airfield to the initial point, but the fact remains that it is not changing the value that it describes.

PWCG-Config.JPG.ea7da5078e241ce019653e952be6c80e.JPG

 

As you see in the image below, when set to 50km, it has shifted the landing approach point. Changing the Landing distance entry doesn't seem to change anything.

 

PWCG-Approach2.JPG.8425c0dbf37d3d73e17105286c4d41d9.JPG

 

I used a brand new clean installation of 11.1.0 for testing.

As a feature request for Bomber missions, it would be really useful to have an option of setting a distance for the Target Final point from the target itself to give players enough time to setup and align their bomb sights. Currently we're doing this by dragging the approach point out further from the target in line with the Target Final Point where needed, but this can often result in haphazard routes to get to the fixed Rendezvous point and we have to adjust the rest of the flight plan manually every flight in order to get rid of any aggressive maneuvering to hit the waypoints sequentially. In fighters, aggressive maneuvering is of course not an issue, but a fully laden bomber is a different matter, and it can sometimes be difficult to hit the waypoints with enough accuracy to trigger them.
 

 

Edited by Highwayman
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I'm having an issue with 11.1.0 not installing over 11.0.0 for me. When I unzip 11.1.0 into my PWCGBoS folder and overwrite the files, when I load the first splash screen where you select the campaign still says 11.0.0 in the upper left corner. This is either a typo or it is not overwriting correctly for me.

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PatrickAWlson

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43 minutes ago, DrDeath_MD said:

I'm having an issue with 11.1.0 not installing over 11.0.0 for me. When I unzip 11.1.0 into my PWCGBoS folder and overwrite the files, when I load the first splash screen where you select the campaign still says 11.0.0 in the upper left corner. This is either a typo or it is not overwriting correctly for me.

 

I suspect that you might be starting the beta in PWCGBoSBeta.  11.1.0 installs into the PWCGBoS (or PWCGFC) directory.  I verified that it will say 11.1.0 in the version.

 

@Highwayman  ... and other bomber pilots.  What is a good level bomber approach distance?  I can make it configurable as well but better to get that right in the mission creation process.

 

 

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PatrickAWlson

Any feedback on the pilot/plane edit screen?  I was concerned that removing the buttons would lead to confusion but nothing so far.  For me, moving the pilots around with the mouse wheel instead of clicking the radio button and then going to the menu and clicking up and down is a major improvement.  Anyhow, assuming no news is good news until I hear otherwise :) 

 

 

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Thank you very much [again!] for the latest version.

I for one love the pilot\ plane edit screen. Much simpler and quicker for me anyway. 

Have two saved careers going with no issues.

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Hi!

 

Small issue: text from Advanced Config / Campaign Preferences / RemoveNonHistoricalSquadrons seems to be wrong.

 

ConfigSetUserPrefCampaign.json:

{
  "configSetName": "ConfigSetUserPrefCampaign",
  "configMap": {
    "RemoveNonHistoricalSquadrons": {
      "value": "1",
      "label": "Save AI From Itself",
      "help": "AI pilots will only be killed in a mission if shot down"
    },
    "SaveStupidAi": {
      "value": "1",
      "label": "Save AI From Itself",
      "help": "AI pilots will only be killed in a mission if shot down"
    }
  }
}

 

BR

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1 hour ago, PatrickAWlson said:

Any feedback on the pilot/plane edit screen?  I was concerned that removing the buttons would lead to confusion but nothing so far.

It works fine. When I first used it, I was a bit confused, but once you try it, you get used to it immediately. It works very well.

 

One thing I noticed yesterday, when starting a interceptor campaign with the Bf 110 G2 on the Bodenplatte  map, you have all the bombloadouts, which you don't need when flying as interceptor, but the 20mm gondola, which would make sense, is missing. Maybe you can have a look at that.

 

Do you have any idea, why I don't have any radio, when flying the FW 190 A8 on the Bodenplatte map? With the other aircrafts I tried, it works.

 

But after all, thanks for your continued work on PWCG and not getting tired for working on little issues, that appear.

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PatrickAWlson

@Highwayman That configuration parameter should be landing Approach Waypoint Distance.  I fixed the name and description bit that is not what you are looking for.  You want target approach distance.

 

Looked at things a little further.  While the target final approach is fixed the target ingress WP is not.  The target ingress WP always lines up with the target final.  The target final is there really to give you a WP to go to before triggering the target area, so its position is fixed.  it has to be that way to ensure the target area is triggered.   However, you can play with the target approach in any way that you choose.

 

At the moment distance between target approach and bomb release will be about 18km.  

 

@vanson77 Thanks for pointing that out.  Will be fixed in the next release.  

Edited by PatrickAWlson
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New UI is pretty nice. There wasn't much confusion on my part until I remembered you had said pilot order is determined by mouse wheel. I will say it's a little hard to read with the native background images, and marking the generic UI option doesn't change the interface so I don't know how it looks without the brick-style background.

 

One thing I noticed today in my lunchtime flight is that the enemy 110s were just circling their airfield. The friendly flights seemed to path ok, but we never came across the enemy flight. I used the CTRL+F2 keybinds to look for them, and they were about 80k away from my airfield, just circling. Campaign attached if you want it.

VVS202010051410489.zip

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5 hours ago, PatrickAWlson said:

Any feedback on the pilot/plane edit screen?  I was concerned that removing the buttons would lead to confusion but nothing so far.  For me, moving the pilots around with the mouse wheel instead of clicking the radio button and then going to the menu and clicking up and down is a major improvement.  Anyhow, assuming no news is good news until I hear otherwise :) 

 

 

 

Works well and I like it, mainly because the whole page looks 'cleaner' now. The whole PWCG looks better now! :good:

I had only one idea; the possibility to de-select the pilot again. Yesterday I accidentally touched the mousewheel too hard and the pilot jumped a place upwards. But really not so important.

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PatrickAWlson

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.
 

 

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FodderMonkey

Still getting disappearing enemy aircraft in 11.1.0, but not consistently.  I was getting it all the time in the build before that one, but after starting a completely new campaign in 11.1.0 I was able to fly a few missions before it happened.  Am downloading 11.1.1 now and will try a fresh campaign there.

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PatrickAWlson
1 hour ago, FodderMonkey said:

Still getting disappearing enemy aircraft in 11.1.0, but not consistently.  I was getting it all the time in the build before that one, but after starting a completely new campaign in 11.1.0 I was able to fly a few missions before it happened.  Am downloading 11.1.1 now and will try a fresh campaign there.


Neither the new version nor a new campaign will help if you are getting disappearing enemies.  Best thing to do is to zip up all of the mission files for the impacted mission and post the zip here.

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PatrickAWlson

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 disappearing AI flights
Fixed no spawning ground units: Added more trigger objects to ensure that ground units spawn
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.

 

A few points about this one"

Be very careful about setting a logs directory in startup.cfg.  It has to be written as a subdirectory of data with a  trailing "\".  Mine is "logs\".  If it is "logs" then all of the mission log files will just have "logs" put in front of the filename,  making them unfindable by PWCG.  If you mess up the directory the game will crash to desktop within a second or two of starting the mission.

 

All PWCG missions are now in the PWCG folder when you enter Missions, so they are easy to distinguish.

 

 

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Passing thought on the trailing "\" based on my every day work life - that's going to generate a lot of support issues going forward. You've probably already thought of it but sounds like somewhere in a future release you either need a validation to check the last char is as you expect and throw up a error message when PCWG runs or something to parse the string and add a "\" if there is not one entered. I've seen similar things in data transfer systems we have built at work and it started out with a similar thing for source and destination paths...…..resulted in a regular stream of issues when months after initial implementation someone forgot to describe the path correctly and ended up with transfers failing due to files not being found and devs having to spend hours on root cause analysis only to go DOH! forgot the "\"...……………. It wasn't too long before the code was changed to include a "\" if there wasn't one.

Edited by No457_Stonehouse
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I had my first escort mission in 11.2.1 and all seemed to work ok although I was flying in last slot again and I found my colleagues quite slow to want to engage the enemy but the end furball was huge so I think all was good. I did have a couple of questions however.

 

I noticed that the escort waypoints showed up in PWCG as zero alt and speed - see pic. Is that normal?

 

Other thing is more a conceptual thing and I'm not sure what you can do about it but want to mention it anyway. I'm finding that I'm seeing tactical ground attack missions in Tempests being escorted by Spitfire IXs which would not happen in real life - it would be the other way around in the 2nd TAF. Also could be wrong but Tempests didn't carry bombs as far as I know and ground attack was just done using the 20mm guns. I believe I can fix this by tweaking the squadron values and %s for missions? The main wrong thing I see is that quite often the escorts are USAAF aircraft. I know the RAF provided escorts for US bomber missions but I believe there wasn't such cross airforce missions for fighter/fighter bomber aircraft. Encounters between US and UK fighters was very much an accidental thing and often had sad results due to friendly fire. Is there a way to stop that with the parameters I have?

 

Last thing I noticed again today and is for the to do list if you wish is that you are still missing the Flight Sergeant rank (below WO) in the RAF and Commonwealth squadrons. It was actually a very common rank for new pilots. I think it was raised once before but perhaps it's fallen through the cracks? Or maybe you just haven't had time.

 

Thanks again for everything you do for us with PWCG.

escort mission PWCG Screenshot 2020-10-13 141041.jpg

Edited by No457_Stonehouse
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Hey Pat loving the new update!

 Still had an issue with a P40 disappearing while I was on his tail but later fought some MiGs and they didn't despawn. I also had an Oberfeldwebel be promoted to Hauptmann while on leave from a wound this seems odd. Last point, I have a question about wound badges, I never seem to be awarded a wound badge even for a serious wound. The AI is frequently awarded them however.

Edited by ACG_Geronimo
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PatrickAWlson

Good to hear that there was progress.  The change introduced in version 11 adds a lot of complexity to an already complex mission construct.  It is worth pursuing because of what it gives: real formations and everything that comes with them.

 

@No457_Stonehouse Your squadron mates being reluctant to fight is the way an escort is supposed to behave.  They will fight when they thing the planes that they are escorting are in danger, otherwise they will leave enemy aircraft alone.  Zero altitude escort should not happen.  I will look into that.

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3 hours ago, PatrickAWlson said:

 Zero altitude escort should not happen.  I will look into that.

This is how it was written in the 10.x versions as well (I can't remember how it was in the older versions). You also find it in ground attack missions at the target. I have no idea, what the logic about it is, but it works. Maybe it means, that the flight is bound to the escorted flight/ ground target for this time. So nothing to really worry about.

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PatrickAWlson
51 minutes ago, Yogiflight said:

This is how it was written in the 10.x versions as well (I can't remember how it was in the older versions). You also find it in ground attack missions at the target. I have no idea, what the logic about it is, but it works. Maybe it means, that the flight is bound to the escorted flight/ ground target for this time. So nothing to really worry about.

 

I need to read more carefully: yes that has no effect.  I should probably put the bomber speed and altitude in there but there is no impact

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1 hour ago, PatrickAWlson said:

I need to read more carefully

Sounds very familiar to me. Sometimes it seems, that I read more, what I would like to read instead of what is really written. Can be very funny.

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Small piece of giving back to the community for those of us like me who wanted to have 486 RNZAF Sqd in PWCG. I've checked it works in offline and co-op mode ok but only a couple of missions. Unfortunately the correct real life 486 SQD callsign of "MUSIC" is not available in game so I have used "MITOR" as what I thought was next best fit. I'm not sure if it is possible to add new callsigns to the base game other than getting the dev team to do it.

 

Installation is just unzipping it into PWCGBoS\BoSData\Input\Squadron - I think you need to start a new campaign however? Not sure if you can transfer. Maybe Pat can clarify.

 

Pat, if you want to chuck it into PWCG I'm more than happy to think I have assisted your work in a very tiny way. I'm hoping with the new 486 sqd official campaign that we will get the real life callsign added to the game. At which time the json can be updated.

 

 

<edit> I kept the airfields they were based at identical to 56 sqd as they were both in 122 Wing. I know the bases are not quite accurate but believe Pat has them this way for playability reasons. Plus I think at least one of the last couple real life bases isn't in game.

 

<edit2> fixed a typo - if you downloaded the file early please d/l it again.

<edit3> added 453 RAAF

 

486 Squadron.zip

453 Squadron.zip

Edited by No457_Stonehouse
json typo fixed
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Two very minor errors for some future release - pilot portraits British39.jpg and British76.jpg. I'm pretty sure these are actually pics of pilots in USAAF uniforms.

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Hi Pat,

just tried PWCG (11.2.0) after a long time. FW 190 A-8 career, Rheinland map, Escort mission. There were four Ju 88 at randez vous point but after we joined them in proper altitude (5100 m) they endlessly continued circling. After next 15 mins I gave up and ended mission. If you wanna look , mis file attached.

Cheers

PWCG.rar

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Hello Pat, just tried 11.2.0, it doesn't work and seems to be hanging with a blue circle. Exit cross worked though. Java problem?

 

 

PWCG Error
Thu Oct 15 14:53:09 CEST 2020
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
    at java.util.ArrayList.rangeCheck(Unknown Source)
    at java.util.ArrayList.get(Unknown Source)
    at pwcg.mission.Mission.setMissionScript(Mission.java:201)
    at pwcg.mission.Mission.finalizeMission(Mission.java:210)
    at pwcg.gui.rofmap.brief.update.BriefingMissionUpdater.finalizeMission(BriefingMissionUpdater.java:20)
    at pwcg.gui.rofmap.brief.BriefingPilotSelectionScreen.acceptMission(BriefingPilotSelectionScreen.java:430)
    at pwcg.gui.rofmap.brief.BriefingPilotSelectionScreen.actionPerformed(BriefingPilotSelectionScreen.java:180)
    at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
    at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
    at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
    at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
    at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
    at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
    at java.awt.Component.processMouseEvent(Unknown Source)
    at javax.swing.JComponent.processMouseEvent(Unknown Source)
    at java.awt.Component.processEvent(Unknown Source)
    at java.awt.Container.processEvent(Unknown Source)
    at java.awt.Component.dispatchEventImpl(Unknown Source)
    at java.awt.Container.dispatchEventImpl(Unknown Source)
    at java.awt.Component.dispatchEvent(Unknown Source)
    at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
    at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
    at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
    at java.awt.Container.dispatchEventImpl(Unknown Source)
    at java.awt.Window.dispatchEventImpl(Unknown Source)
    at java.awt.Component.dispatchEvent(Unknown Source)
    at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
    at java.awt.EventQueue.access$500(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
    at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
    at java.awt.EventQueue$4.run(Unknown Source)
    at java.awt.EventQueue$4.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
    at java.awt.EventQueue.dispatchEvent(Unknown Source)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.run(Unknown Source)

 

 

 

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PatrickAWlson
1 hour ago, jollyjack said:

Hello Pat, just tried 11.2.0, it doesn't work and seems to be hanging with a blue circle. Exit cross worked though. Java problem?

 

 

PWCG Error
Thu Oct 15 14:53:09 CEST 2020
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
    at java.util.ArrayList.rangeCheck(Unknown Source)
    at java.util.ArrayList.get(Unknown Source)

etc ...

 

 

 

 

Report Error and post the zip

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Thnx, found it:

 

Tester Free French202010160910136.zip

 

I made a new one, with 11.2.0 from the start. Doesn't hang but cannot get a mission out of it in my data-missions folder.

PS i used the PWGBos editor once and about a year ago, got a mission or two out of it (send you 5 bucks then LoL)

but i might be doing something wrong now ..

 

Free French Test 11.2.0 PWG202010161010334.zip

Edited by jollyjack
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For some reason the list file is at 0kb... not sure if it's this version or whats causing that.

Just tried an older version and it worked...  My friend had the same issue with this version. List file is at 0kb.. and other people can't join. 

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PatrickAWlson

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
 

PLEASE READ!

This version changes the PWCG internal directory structure.  All data generated by users, including campaigns, coop users, and config changes are now in a directory called "User".  What this does id give PWCG users one directory to zip up and save when they install a new version or just for backup purposes. PWCG 11.3.0 will make all of the moves automatically.  I tested it on my own install, but, just in case,  ... back up your whole PWCG folder before installing and running 11.3.0 ... just in case.

 

Did not have time to look further into disappearing airplanes.  That's next.

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Possibly you are still uploading the new files but just in case things are snafued fyi that the website still points at 11.2.0 not 11.3.0

 

Thank you once again for a new version

 

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  • PatrickAWlson changed the title to PWCG 13.2.0 Trimming trees is fun

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