1CGS LukeFF Posted February 7, 2016 1CGS Posted February 7, 2016 Pat, besides adding the front lines to the briefing map, could you please also add the compass heading and ETA info to each of the waypoints? This info is really helpful to have. 5
Sokol1 Posted February 8, 2016 Posted February 8, 2016 I used autumn extensions when there were no autumn extensions - you have to use summer. So what the game did was default to winter, producing snowy buildings and snowy tire tracks. OK, that part makes sense. But it also removed the pilot ... Is not related with pilot uniform changes from Winter to Summer?
Lukark Posted February 9, 2016 Posted February 9, 2016 Great, great job. BOS has now the right tool for SP, can't wait for next release. Thanks!
PatrickAWlson Posted February 9, 2016 Author Posted February 9, 2016 Is not related with pilot uniform changes from Winter to Summer? Probably something like that. If the game only knows "summer" and "winter" and I told it "autumn" it may well decide "mo pilot". Release 1.2.1 will be available by this weekend, barring unforeseen issues. I made the attempt to go to 1.3 using Luke's squadrons, but it is more work than I had anticipated. 1.2.1 has too many changes to sit on, so I am going to release it with the existing squadron set and then move on to tweaking the squadrons for 1.3. 7
LLv24_Zami Posted February 9, 2016 Posted February 9, 2016 Probably something like that. If the game only knows "summer" and "winter" and I told it "autumn" it may well decide "mo pilot". Release 1.2.1 will be available by this weekend, barring unforeseen issues. I made the attempt to go to 1.3 using Luke's squadrons, but it is more work than I had anticipated. 1.2.1 has too many changes to sit on, so I am going to release it with the existing squadron set and then move on to tweaking the squadrons for 1.3. Sounds like a good plan
PatrickAWlson Posted February 10, 2016 Author Posted February 10, 2016 PWCG 1.2.1 Released Release 1.2.1 Added Bf109 F2, IL2 1941, Pe2 Ser 37 Added turret to 50% of IL2 1942 Added attack role for PE2 series 87 and series 35. Added radio beacon Improved rendevous WP for flights escorted by player - put them closer to player Improved climb WPs to keep you away from the front Improved exclusion zone around base to keep player from immediate contact Fixed winter textures in Autumn Fixed Bf109E7 load for ground attack. Added bomb, armored glass and extra armor Fixed incorrect config assignment for max friendly flights when using simple config. Fixed WindsockDistance parameter now moved the wind sock left and right rather than up or downthe runway Fixed Loosened up takeoff and climb WPS to make them easier to hit. Fixed approach WP on escort flights was at SW corner of the map (0,0) Fixed error when accepting a scramble mission 9
LLv24_Zami Posted February 10, 2016 Posted February 10, 2016 PWCG 1.2.1 Released Release 1.2.1 Added Bf109 F2, IL2 1941, Pe2 Ser 37 Added turret to 50% of IL2 1942 Added attack role for PE2 series 87 and series 35. Added radio beacon Improved rendevous WP for flights escorted by player - put them closer to player Improved climb WPs to keep you away from the front Improved exclusion zone around base to keep player from immediate contact Fixed winter textures in Autumn Fixed Bf109E7 load for ground attack. Added bomb, armored glass and extra armor Fixed incorrect config assignment for max friendly flights when using simple config. Fixed WindsockDistance parameter now moved the wind sock left and right rather than up or downthe runway Fixed Loosened up takeoff and climb WPS to make them easier to hit. Fixed approach WP on escort flights was at SW corner of the map (0,0) Fixed error when accepting a scramble mission Excellent! I think I`ll try it right away.
1CGS LukeFF Posted February 10, 2016 1CGS Posted February 10, 2016 Nice! So, what is this new map editing feature all about?
Asgar Posted February 10, 2016 Posted February 10, 2016 great improvements Pat, thanks! Any chance we will be able to manually set the load outs for AI in the future?
Bando Posted February 10, 2016 Posted February 10, 2016 (edited) Thank you Patrick. I did have 9 active campaigns, in V1.2.1 it shows only 2. Is that normal? Edited February 10, 2016 by Bando
PatrickAWlson Posted February 10, 2016 Author Posted February 10, 2016 Nice! So, what is this new map editing feature all about? I should have disabled that, but it is how I create front lines. Thank you Patrick. I did have 9 active campaigns, in V1.2.1 it shows only 2. Is that normal? missing campaigns.jpg That means that the new version has a problem with some of the older campaigns. Not sure why that would be the case as this version should be backwards compatible. Can you zip up and post one of the campaigns?
Bando Posted February 10, 2016 Posted February 10, 2016 campaigns.zip Here it is. Hope you can make sense of it.
Lukark Posted February 10, 2016 Posted February 10, 2016 Hi Patrick, thanks for your awesome PWCG and it's new 1.2.1 version!
1CGS LukeFF Posted February 11, 2016 1CGS Posted February 11, 2016 Pat, I liked how you added a probability modifier for the Il-2's rear turret. Could you please do the same thing for the blister turret on the Pe-2 Series 87?
PatrickAWlson Posted February 11, 2016 Author Posted February 11, 2016 Pat, I liked how you added a probability modifier for the Il-2's rear turret. Could you please do the same thing for the blister turret on the Pe-2 Series 87? Sure - didn't even know there was such a thing
Asgar Posted February 11, 2016 Posted February 11, 2016 I'd like to throw in this again Any chance we will be able to manually set the load outs for AI in the future?
borris70 Posted February 11, 2016 Posted February 11, 2016 Hey guys. Big problem.i installed the 1.2.1 version like i did with the others versions. No my campagne is gone and when i create a new one.tje missions dont work. I says( data/missions/bjorn771942)(system can not find the named lane)... Whats wrong. Its bad enough that my privous campaign is lost. Bjørn
borris70 Posted February 11, 2016 Posted February 11, 2016 It also says(boscampaigne is installed in wrong directory.it should be installed to the roof Rof dir) But were is that.istalled the 2 versions before this with no problem. were is the root Rof? thought the root were there in the local files start meny
Dauntless Posted February 11, 2016 Posted February 11, 2016 It's looking for the "Rise Of Flight" directory. You sure you down loaded the right one?
PatrickAWlson Posted February 11, 2016 Author Posted February 11, 2016 The root is where you have BoS installed. The error message is a holdover from RoF. I have to change it.
borris70 Posted February 11, 2016 Posted February 11, 2016 Yes. Fixed it. Turns out i extracted the file after i copied it to the root.had to extract the file first.then copy it in the root meny Perfect. Works like dream. And as always perfect job pat
PatrickAWlson Posted February 11, 2016 Author Posted February 11, 2016 I'd like to throw in this again It's an information and game play issue. Information: What I need is every configuration variation for every plane, including "weapons modifications", their description, and the appropriate mission profile for each payload. PWCG already has some of that but it is not complete. If somebody can provide a spread sheet with that information I could get it done in the software. Game Play: Weapons mods are based on unlocks. If I allow them to be selected I have no way of knowing whether the use actually has the unlock or not. In game if a user has not unlocked a mod it is simply not put on the plane. At the moment the weapons mods configured by PWCG are not presented to the user. If I start displaying configurations and the player gets into a mission and does not have said config in the mission, complaints are going to start rolling in. in a bit more detail: Each configuration is identified by a combination of weapons mod identifier (a bit mask), a payload id (an integer), and a description. After that each payload has to be associated with a mission profile. Some payloads are good for level bombing, some for dive bombing, some for low level attack, etc. The AI will react to the payload so understanding the relationship between payload and mission profile is important. None of this is documented, at least as far as I am aware. Plane | Payload Id | Weapons Mod Mask | Payload Description | Mission Profile The three mission profiles supported in PWCG are: level bomb, dive bomb, low level attack. For fighters PWCG currently supports standard and low level attack (bombs or rockets). Further modifications would be extra cannons and other mods. It could be done but I would need help, understanding, and time.
Bando Posted February 11, 2016 Posted February 11, 2016 Patrick, about the missing campaigns, I had Luke's file inserted in the last version (the one prior to this one) and that caused the campaigns to disappear in the new version. I have copied Luke's files into the right place again and all campaigns are back. Sorry for the inconvenience caused.
PatrickAWlson Posted February 11, 2016 Author Posted February 11, 2016 Patrick, about the missing campaigns, I had Luke's file inserted in the last version (the one prior to this one) and that caused the campaigns to disappear in the new version. I have copied Luke's files into the right place again and all campaigns are back. Sorry for the inconvenience caused. Thanks for the heads up. That was one of the big reasons why I did not use the new squadron file that I had derived from Luke's file. It broke backwards compatibility. In 1.3 I might have to do that anyway, but i wanted to minimize impact which is why I held back. From a user experience: I noticed in Luke's file that several squadrons were stationed quite a distance behind the lines. For instance, an Me109 E7 attack mission would have required an almost 200 km flight path just to get to a target 10 km behind enemy lines. That was another reason why I held back. I want to make sure that the squadrons are not too far from the front. What are your feelings per acceptable round trip distances? With TC limited to 2x I do not want to make player commit to an hour long mission every time they fly one.
Bando Posted February 11, 2016 Posted February 11, 2016 Personally I did not mind the distance. I love this sim and flying long tracks and have 2 minutes brutal action to limp back the long way is probably what was real life for these youngsters in their planes. I totally understand it's not everyone's cup of tea. But I don't mind.
LLv24_Zami Posted February 11, 2016 Posted February 11, 2016 (edited) It is probably best to keep mission distances more or less the same as now. I think most people are use to it. Edited February 11, 2016 by Zami
1CGS LukeFF Posted February 11, 2016 1CGS Posted February 11, 2016 Sure - didn't even know there was such a thing Thanks!
SCG_Space_Ghost Posted February 11, 2016 Posted February 11, 2016 -snip- I want to make sure that the squadrons are not too far from the front. What are your feelings per acceptable round trip distances? With TC limited to 2x I do not want to make player commit to an hour long mission every time they fly one. My feelings? Stick with historical authenticity - it is what 90% of the people using your application are using it for.
BMW801 Posted February 12, 2016 Posted February 12, 2016 I appreciate historical authenticity, but a 200km flight can be a bit tedious at 2x TC. I have limited time for simming and would rather spend it on a few missions, rather than flying to a distant destination on a single mission. The current distances work well. I would feel differently if we had more flexibility with higher time compression. 2
Azdack Posted February 12, 2016 Posted February 12, 2016 Acceptable round trip distance? Up to my mind it depends a lot on free time everyone has to play managing time for family, work, friends..anyway for life outside sim game. Actually I have about an hour free to play a day meaning that during that hour I can fly about 2 missions with take off, climbing, fight and flight back home if I didn't bail out or emergency land of kia. As BMW801 I would say that I would rather spend time on a few missions rather than flying to a distant destination on a single mission. I don't like air start and in advanced settings I could make the choice to have more odd for "scramble missions" but they are very hot and it's rather difficult to stay alife in such mission. At 2xTC the game is not as immersive and the sound is off. So I would say that missions with a shorter time to be involved in a fight would fit me well. Anyway thanks for your great job Pat.
pilotpierre Posted February 13, 2016 Posted February 13, 2016 Personally I think the mission times in PWCG as they are are just the right length. I have 3 campaigns running and around 30 mins duration for take off, fly mission and return home siuts me perfectly. Always found looong missions in IL2, RoF and Bos mind numbingly boring. Also same in real life as a private pilot - 30 mins of aerobatics sublime, but flying from A to B monotonous. 1
Blitzen Posted February 13, 2016 Posted February 13, 2016 I've never fooled with Mission distances or lengths but gone with default.This has worked fine with fighters but for some odd reason the He-11 & Ju-87 missions are appreciably longer...waaaaay longer .I don't mean to be stupid but how can I cut them down to a shorter length of time?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now