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PWCG 13.2.0 Trimming trees is fun


PatrickAWlson
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SP campaign in the newest build and had a scary moment where I thought ac were STILL disappearing. Had a 190 follow me back to airfield. Passed over low hoping he’d draw AA fire and saw him just vanish off the mini map.  One second there, turning away from the airfield, then gone altogether. Found out in post mission briefing that he crashed from damage sustained earlier in the mission!! 🤣😅

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PatrickAWlson
13 hours ago, [Pb]Cybermat47 said:

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

 

Your issue is in the queue but I'm not there yet.  Still focused on getting the new virtual waypoint mechanism working properly.  

 

FYI to all: I am working something that eliminates the plane deletes entirely.  The only reason I do that is to save CPU.  The more that I test the more that it seems unnecessary - i.e. performance is the same.  Eliminating the delete mechanism greatly simplifies things.  

 

If you have not guessed yet, the whole virtual waypoint thing, which is the heart of PWCG, is something that the game was never intended to do.  I am twisting the mission building mechanics into a pretzel to make this happen.  PWCG 11 is a total rethink of the mechanism with tremendous benefits, but it's taking some effort to get the teething problems resolved.  Think 1943 Panther ... 1944 is just around the corner and we'll take care of that shot trap and the fuel system that likes to catch fire.

Edited by PatrickAWlson
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PatrickAWlson

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

 

So far version 11 has been a slog.  Appreciate the patience.  Simplifying the virtual waypoints is a big deal.  You can't accidentally delete a plane if you never delete any planes.  Did some stuff with bombers flying virtual missions.  They were not hooked up to the Attack MCU which is why they circled.  I was not able to visually verify ordnance drops but I did check the mission files and verify that triggers that were not in place before are now.

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Thanks again Patrick for the effort. I think the change to using the ground war to drive the air war plus this last set which allows true escort missions has been a real game changer. Looking forward to seeing things like formations etc now things allow you to do it. For me personally that's about the last main missing thing as the big line astern bomber formations break immersion. In single player I'm running with really quite high density settings and there are times when all the air activity is quite amazing and without labels on you feel quite nervous when each sighting is made and ditto when you are coming into a large dogfight.

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Pat,

 

Really do appreciate your work. If there is anything specific you want tested, please let us know.

 

Our squad runs 4 player co-op with the generator running on our dedicated server, and for the most part it works flawlessly.

 

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I want to start a anti-tank career with 10. (Pz)/SG3 equipped with Ju-87D3. How can I increase the chances for anti-tank missions?

 

Thanks!

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Greetings!

 

I've been away from IL2 for almost a year now. I'm thinking of getting back into it in the near future.

 

I currently have v8.5 of PWCG installed on my system. I see the latest is v11.4. Will I be able to copy over my campaigns/careers from v8.5 into v11.4?

 

Cheers,

Scott

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PatrickAWlson
13 minutes ago, flugkapitan said:

Greetings!

 

I've been away from IL2 for almost a year now. I'm thinking of getting back into it in the near future.

 

I currently have v8.5 of PWCG installed on my system. I see the latest is v11.4. Will I be able to copy over my campaigns/careers from v8.5 into v11.4?

 

Cheers,

Scott

 

I had never planned for backwards compatibility that far back, but you can try.  I do try very hard to not break careers so it might work.  Worst case it doesn't work.  Back up your campaigns first and let me know how it goes.

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2 hours ago, frosen said:

I want to start a anti-tank career with 10. (Pz)/SG3 equipped with Ju-87D3. How can I increase the chances for anti-tank missions?

 

Thanks!

 

Looked at the squadrons and realized that no Ju87 units were designated as ground attackers.  I have code in place to use Ju87s as tank busters but since none were designated for the role it won't happen right now.  

 

So ... I made the necessary changes to the data and tested it.  The answer is going to be I/STG 2 starting 1 June 1943.  Will be available next release.

On 10/23/2020 at 10:53 PM, [Pb]Cybermat47 said:

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

 

That issue is a side effect of the changes in version 11.  It impacted virtual flights - which is most of them.  Usually only the player flights and their escorts are not virtual. 

Got it fixed.  Will be available in the next drop.

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I just updated to 11.4 and flew a mission from an existing Moscow campaign . There was a new pilot added to the squadron  and I wanted to assign a skin in skin management. The new pilot does not show up in the pilot list for skin management but the new pilot does show in the squadron pilot list.  

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24 minutes ago, Stolle said:

I just updated to 11.4 and flew a mission from an existing Moscow campaign . There was a new pilot added to the squadron  and I wanted to assign a skin in skin management. The new pilot does not show up in the pilot list for skin management but the new pilot does show in the squadron pilot list.  

 

Is the new pilot a historical ace?  You cannot assign skins to historical aces.

If not zip up the campaign file.  Whatever the case this is not related to changes in 11.4.0.

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1 hour ago, PatrickAWlson said:

 

Looked at the squadrons and realized that no Ju87 units were designated as ground attackers.  I have code in place to use Ju87s as tank busters but since none were designated for the role it won't happen right now.  

 

So ... I made the necessary changes to the data and tested it.  The answer is going to be I/STG 2 starting 1 June 1943.  Will be available next release.

 

Wow! That's what I call customer support! 👊


(I guess you are thinking of Rudel's unit at the time, 1./StG2 which was part of I./StG2 but Rudel actually borrowed an aircraft from the official, dedicated "Panzerjägerstaffel" in the geschwader. So you may want to name the unit "Pz.J.St./StG2" or "10.(Pz)/SG2" which it was named after the redesignation of all Stukagruppen to Schlachtgruppen in October 1943.)

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Two missions 11.4.0 tonight, went fine in general, two remarks:

- there still might be some circling units, please check mission file for Ju-87 around 35 min at 1122 Zerstoerer 1943-05-31.zip

- mission load for the server two times went up quickly very high (dserver on a Ryzen 3700x, should process some load) and remained high. SPS went down to 30, mostly around 40 after the AI-units spawned in. Before that with 5 pilots online it is SPS 50 and Tick delay 5 - 7. Second mission wasn't that eventful, few planes, but high workload again  Zerstoerer202010260010606.zip

 

One question please: do you use mission-waypoints to trigger mission events? F.e. attach the escort or spawn groups of enemies? Is it worth to follow the waypoint in some detail to earn a fully enriched mission?

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On 10/19/2020 at 7:14 PM, jasta11ace said:

Hi Pat, 

Wanted to say how wonderful the skin packs are. I didn't realize how tired I was of factory paint jobs. This brings a whole new level interest for me, bringing  back "old Il-2" days, when all the skin mods gave us more immersion with our opponents squadron markings as well as our own.

 

Quick question: Is it possible to add our own collections of dds skins into these new skin folders?

If you replace the skin assigned by PWCG with the one of your choice but keep its name, it should work.

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5 hours ago, PatCartier said:

If you replace the skin assigned by PWCG with the one of your choice but keep its name, it should work.

 

If you are replacing a skin for any pilot other than your squadron, the assignment will be overwritten on every new PWCG install.  It will work in the short term but I would not make a project of it.  When I do releases the data files change as well as the code, so keeping an old version of the data files saved and replacing newer ones will eventually lead to problems. 

 

If you change a file in the BOSData directory you're on your own from that point.

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Back in the VR cockpit for the first time since my Reverb went out for a warranty replacement back in September, so I missed all the growing pains for Version 11.   So, after flying a couple of missions yesterday, just wanted to pass along my continued thanks to Pat for all of his hours continuing to improve PWCG for us.

 

A few things I immediately noticed:

-Faster Mission Creation

-Good action (even with my depleted LW from my imported campaign in late April 1945) 

-Escorts rising to intercept

-Nice variety of new paint (I finally installed the skin packs)

-Shiny new buttons.

 

I am really glad to be back...thank you Pat!! :salute:

 

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Hi Pat,

 

Regarding the carryover of careers/campaigns from your PWCG v8.5 to v11.4, the pilots, medals, victories, etc...showed up, but it would not generate a new mission,

 

So, I'm starting careers from scratch, which is not necessarily such a bad thing. I haven't used the sim for almost a year and there are a lot of things I need to re-learn 😉

 

Thank you for your continued development of this most wonderful tool!

 

Cheers,

Scott 

 

 

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On 10/26/2020 at 12:54 AM, Retnek said:

- there still might be some circling units

 

May I ask what is meant with that? Circling (hostile) units without a recognizable reason maybe?

 

I'm not entirely sure, but in one or two cases I had IL-2 planes circling above our German ground units, even got shot by them (and us), but they didn't attack anything all the time or fly home or escape at least.

 

I have no report.zip because it happened in the first missions with 11.4 and I wasn't sure. Will look more.

 

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There are a few points where a flight might circle: on spawn, at an attack point, or after an attack point.  My guess is that the circling is happening at the attack point.   I made the attempt to fix the linkage with the attack area for virtual flights but it may not be there yet.  

 

On 10/25/2020 at 7:54 PM, Retnek said:

Two missions 11.4.0 tonight, went fine in general, two remarks:

- there still might be some circling units, please check mission file for Ju-87 around 35 min at 1122 Zerstoerer 1943-05-31.zip

- mission load for the server two times went up quickly very high (dserver on a Ryzen 3700x, should process some load) and remained high. SPS went down to 30, mostly around 40 after the AI-units spawned in. Before that with 5 pilots online it is SPS 50 and Tick delay 5 - 7. Second mission wasn't that eventful, few planes, but high workload again  Zerstoerer202010260010606.zip

 

One question please: do you use mission-waypoints to trigger mission events? F.e. attach the escort or spawn groups of enemies? Is it worth to follow the waypoint in some detail to earn a fully enriched mission?

 

I took a look at the zip and, unfortunately,  I don't really know what I am looking at.  The first zip only has the msbin file, which I cannot use.  The ME needs a mission and eng file.  The other zip has two coop missions, both with an extension of .old.  Not sure what those are.  If you have the .mission and .eng files of the circling mission, or if it is one of the "old" mission files, please let me know.

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1 hour ago, PatrickAWlson said:

I took a look at the zip and, unfortunately,  I don't really know what I am looking at.  The first zip only has the msbin file, which I cannot use.  The ME needs a mission and eng file.  The other zip has two coop missions, both with an extension of .old.  Not sure what those are.  If you have the .mission and .eng files of the circling mission, or if it is one of the "old" mission files, please let me know.

You are able to use *.msnbin-files without *.eng. Just open the editor, go to "open file" and set a "*.*" - then select and open the msnbin-file. It's all you need.

Renaming the mission file into "*.old" prevents the dserver.exe from loading the *.mission-file. Loading a large *.mission-file takes x-fold more time than loading the *.msnbin with the same content. When offered both, the dserver.exe takes the *.mission-file - for whatever reason.

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PatrickAWlson
37 minutes ago, jasta11ace said:

Hi Pat,

 

Are the FC skin packs supposed to be installed in Great Battles or BOS like the WWII skin packs?

 

Great Battles is a unified product that contains both WWI and WWII.  With that in mind, both BoS skins and FC skins install the exact same way into the exact same place.

 

PWCG is also a unified product.  I have it as separate downloads to keep the download size smaller (most of the size is in the map images), but the only difference between the BoS exe and the FC exe is a startup parameter telling PWCG which product it is using.

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Salute Pat!

I'm using 11.4.  Unfortunately enemy/Luftwaffe Ju-87 Stukas and Bf-109E Jabos are not attacking ground targets as they did in version 9.2.  Attached .zip file includes MIS and ENG files along with ERROR REPORT although there really is no error per se.  Seeing Luftwaffe formations is visually stunning with the new spotting, and, thanks to PWCG high aircraft activity setting, makes for a very immersive experience.  You really feel that there is an air campaign being waged and that makes for a better environment.  I just wish the enemy formations would attack something and I'd see the Bomb Damage Assessment reports as the debrief unfolds.  Maybe it's because it's December 1942 over and around Stalingrad and the Luftwaffe was more in a defensive mode?  If you could take a look I'd appreciate it.  Keep up the great work with PWCG!  

9 December 1942 IL-2 Mission.zip

Edited by No105_Swoose
Change You really fear there is an air campaign to You really FEEL there is an air campaign
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Thanks. I thought I saw that the PWCG 15 WWII skin packs were supposed to live in the BOS/data/graphics/skins and that's where I installed them. I put the PWCG FC in Great Battles. I see a few skins but mostly factory paint in both sets of folders. So which is it BOS or GB. I guess I'm confused. I ran the "skin analysis" for both and they all show up as configured, ace, or squadron.

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14 hours ago, jasta11ace said:

Thanks. I thought I saw that the PWCG 15 WWII skin packs were supposed to live in the BOS/data/graphics/skins and that's where I installed them. I put the PWCG FC in Great Battles. I see a few skins but mostly factory paint in both sets of folders. So which is it BOS or GB. I guess I'm confused. I ran the "skin analysis" for both and they all show up as configured, ace, or squadron.

 

All skins used by the game have to end up in <GB install>\data\graphics\skins\<airplane name>.  That is true of FC and BoS.

Every skin pack starts with "data" and has the whole directory structure laid out.  Open one of the skin pack archives and you will see it.  Therefore they should be unzipped into your <GB Install> directory

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Thanks very much for your help, Pat. 

 

Example: PWCG Skin Pack folder 2, I have in <GB install>\data\graphics\skins\. So does the me262a within the PGCG skin pack folder have to be extracted to the <GB install>\data\graphics\skins\me262a?

 

Got it figured out. All works now. Thanks again, Pat.

 

Edited by jasta11ace
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General skin storing question ....

 

I have quite many collected, and also made a few. All in all the amount is quite large, that it puts me sort of off getting even more skins.

Has anyone found a solution with a mod pointing to different skin collection folders when you start a mission?

Mission files will become too large large when skins needed are included with saves, but i could imagine that a skin-addressing system from within a mission file could work via place holders pointing elsewhere than the standard skins folder.

 

Guess this is the reason many MP gamers seem to stick to a 'no mods and standard skins' game installation.

 

PS been looking through the PW skins, some are great but IMO a lot are not finished. Example:

 

A20 PW skin example a20.jpg

Edited by jollyjack
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PatrickAWlson

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 maps with funky front lines.
Added new skin assignments for FC (thanks TheDude and imanuthep)
Fixed AI adjustment not taking
 

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7 hours ago, PatrickAWlson said:

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 maps with funky front lines.
Added new skin assignments for FC (thanks TheDude and imanuthep)
Fixed AI adjustment not taking
 

Just played a couple missions using 11.4.1. Looks like AIs are attacking ground units again! The battle field is ALIVE again! Thanks so much Pat!

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PatrickAWlson
8 hours ago, jeanba said:

Nice update, thank you Pat

Anyway, I noticed in my Spit IX campaign that 150 octaned fuel is not available, any reason for this ?

 

Wasn't aware that this was added.  I can have another look at modifications for the Spit IX.  Sometimes 1C changes the available options and I don't always catch it.

 

Added it.  Also working over FW190 loads, especially the A5 and A8.  Fixed the U17 not having a payload.  Also making better use of the A8/F8 differentiation.  In the next release FW190 ground attack units will always use the U17 (A5) and F8 respectively, while fighter units on a ground attack mission will use generic payloads.  You will be allowed to use the U17 and even the F8 in your unit, so I am not preventing it, but by default the distinction between fighter units and dedicated ground attack units will be there.

 

Also trying to make the missions more aware of the specific types of targets available when attacking ongoing combat.  Each "Assault" is actually comprised of many attacking units and many defending units, which may or may not have armor.  I am trying to make PWCG look deeper into possible targets, choose a specific one, and create the appropriate payload for it.  Of course, if you are asked to look for artillery and you want to try to kill tanks instead, feel free to change the payload.

Edited by PatrickAWlson
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As you are working on the loadouts, one thing I found in the 'Interceptor' campaign on the Bodenplatte map with the Bf 110 G2, you can select all kinds of bombs, but not the 20mm fuselage gondola, which, I think, would make sense for an interceptor.

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On 10/28/2020 at 6:21 PM, No105_Swoose said:

I just wish the enemy formations would attack something and I'd see the Bomb Damage Assessment reports as the debrief unfolds.  

9 December 1942 IL-2 Mission.zip 3.12 MB · 0 downloads

Just wanted to give a big thank you for the fixes you implemented in 11.4.1, especially AI properly attacking ground targets.  Just flew a mission in my Stalingrad IL-2 mod 1942 campaign.  It was great to hear the Gannet (A-20) formation lead call "Bombs Away!" and later see the results of that flight's bombing in the debrief.  There must be a heck of a lot of moving parts to the IL-2 and PWCG codes.  I really appreciate what you're able to do with the codes that helps make IL-2 such a better single player offline experience. Salute!

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PatrickAWlson

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

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Pat sorry to report but I just installed 11.4..2 and I am flying 4 allied and 1 German campaign.  I start my P-51 campaign and all I got where Recon missions, first one and the next was a recon mission.  Started my Fw-190 campaign and the same thing.  I am going back to 11.4.1, at least I hope I can.

1 hour ago, Taxman said:

Pat sorry to report but I just installed 11.4..2 and I am flying 4 allied and 1 German campaign.  I start my P-51 campaign and all I got where Recon missions, first one and the next was a recon mission.  Started my Fw-190 campaign and the same thing.  I am going back to 11.4.1, at least I hope I can.

Just reinstalled 11.4.1 just now,  and the mission now change.  Might want to look into what changed on 11.4.2 vs 11.4.1 at least as far the campaign assignment is concerned.

 

Thank for all your hard work on PWCG.:good:

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

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