dburne Posted January 27, 2021 Posted January 27, 2021 Sounds like an awesome update Pat, again thank you so much for all your hard work with this program!!
PatrickAWlson Posted January 27, 2021 Author Posted January 27, 2021 Something that people might want to be aware of: if you have a favorite target type you can heavily influence PWCG's target selection process. <Campaign>->Advanced Configuration->Target Types Th number next to each target type is a weight that increases the odds of selection. Max value is 1000. Set something to 1000 and odds are pretty good that you will get that mission type. Caveat: the target has to be available near the mission area. If it's not then PWCG will not choose that different target type. Airfields, rail and bridges will usually be found. 2 4
Missionbug Posted January 27, 2021 Posted January 27, 2021 Thank you very much Pat for the continuing updates, really appreciated. Take care and be safe. Wishing you all the very best, Pete. 1 1
Atlantia39 Posted January 27, 2021 Posted January 27, 2021 Hello Patrick, Saw an issue with 11.9.1 for FC: There were no buildings at all in major city(Lens). There were buildings in some other areas/villages.
PatrickAWlson Posted January 27, 2021 Author Posted January 27, 2021 (edited) 27 minutes ago, Atlantia39 said: Hello Patrick, Saw an issue with 11.9.1 for FC: There were no buildings at all in major city(Lens). There were buildings in some other areas/villages. That is only a bug if the lack of buildings occurred in the mission area. PWCG limits the structures that it puts on the ground. I might make a simple config for ground structures that will let people decide how much stuff to put down in a mission. I don't think ground structures consume much CPU but they do bloat the mission and increase load time. Still, with PWCG generating binaries these days that might be less of an issue. Or ... maybe it really is a bug or a deficiency . The algorithm for adding ground structures did not change in 11.9.1. That doesn't mean that it is necessarily what it should be. Example, if your base is not that close to the mission area you might fly over empty spaces. That would be where the configuration comes in. Last but not least would be an issue where PWCG really was not populating the mission area. I doubt that this is the case because if it was everything about 11.9.1 would fail. Edited January 27, 2021 by PatrickAWlson
Atlantia39 Posted January 27, 2021 Posted January 27, 2021 46 minutes ago, PatrickAWlson said: That is only a bug if the lack of buildings occurred in the mission area. PWCG limits the structures that it puts on the ground. I might make a simple config for ground structures that will let people decide how much stuff to put down in a mission. I don't think ground structures consume much CPU but they do bloat the mission and increase load time. Still, with PWCG generating binaries these days that might be less of an issue. Or ... maybe it really is a bug or a deficiency . The algorithm for adding ground structures did not change in 11.9.1. That doesn't mean that it is necessarily what it should be. Example, if your base is not that close to the mission area you might fly over empty spaces. That would be where the configuration comes in. Last but not least would be an issue where PWCG really was not populating the mission area. I doubt that this is the case because if it was everything about 11.9.1 would fail. OK Patrick! Sounds good to me...Cheers!
PatrickAWlson Posted January 27, 2021 Author Posted January 27, 2021 31 minutes ago, Atlantia39 said: OK Patrick! Sounds good to me...Cheers! I appreciate your raising the issue because prompted the thought process on how to make it better. What I proposed can probably managed in a couple of evenings. Probably going to find it's way into the next release.
Taxman Posted January 27, 2021 Posted January 27, 2021 Thanks. I just checked Pat's post on how to change target types in order to get air base attacks.
tbauchot Posted January 31, 2021 Posted January 31, 2021 Dear Patrick, Thank you very much for your very good job ! however, for information, I noticed in the last version of your beautiful generator two small display errors in the advanced configuration menu. Best regards, Thierry. ? 1
PatrickAWlson Posted February 2, 2021 Author Posted February 2, 2021 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 Most people want the fix for the unknow object popups. It's here. The vast majority of the work was around flights where you meet other flights, especially intercepts and scrambles. Intercepts have been recoded such that you target an existing flight as opposed to making one especially for the mission. Scrambles have been rewritten from the ground up. You will now do a wide, climbing circle around your airfield as either a bombing flight, attack flight, or dive bombing flight goes for your base. There have been complaints about missing structures. I created a simple config for the number of structures to be included in the mission. Low is as it is today. medium and high include more. 2 6
APerfectUrkel Posted February 2, 2021 Posted February 2, 2021 4 hours ago, PatrickAWlson said: - Fixed object not found. Might cause issues crediting bridges. Sure did; thanks Pat! I'm happy patrolling on Kuban now.
Panzerlang Posted February 2, 2021 Posted February 2, 2021 (edited) ignore, working now. Edited February 2, 2021 by Hetzer-JG51
PatrickAWlson Posted February 2, 2021 Author Posted February 2, 2021 Feedback appreciated on intercepts and scrambles. Those two underwent some non trivial changes. My testing went well but there is a real limit as to how much I can test. The possibility of missing the enemy still exists. No plane in PWCG stays still waiting for you to trigger it. Still, the implementation should feel better and more like you are targeting a flight.
Azdack Posted February 3, 2021 Posted February 3, 2021 11.10.0 great thanks Patrick. Plaid four single missions with no issues. Haven't had the opportunity to play a scramble mission up yet. Only patrols either low or high with a Spit on Bodenplatte. Met many planes as P47 P38J for allies and Fw190 Bf109G Ju88 as ennemies. Got several kills and killed my self with a blackout I couldn't get out in a too low altitude. Heavy wounded I had to leave for 68 days before coming bach into the fight, Much fun. Great Job. Thanks.
TheSNAFU Posted February 7, 2021 Posted February 7, 2021 I’ve played 6 missions using the current version and it has been very solid. The intercepts feel like we’re actually targeting an enemy flight, patrols have been exciting and the one scramble played out great. The formation flying in the scramble was a little surprising with our leader flying treetop level a lot of the mission. But there was great combat and we chased the raiders away and knocked several down. looking real nice Pat. Thank you for your never ceasing improvements!!
=EAustral=Topeka Posted February 9, 2021 Posted February 9, 2021 Great improvement in AI behavior,now it is much more agressive,thank you very much!
busdriver Posted February 10, 2021 Posted February 10, 2021 1 hour ago, [LAS]Topeka said: Great improvement in AI behavior,now it is much more agressive,thank you very much! Patrick doesn't modify or code AI behavior. The Devs have been tweaking it for years. It's always a work in progress. 1
PatrickAWlson Posted February 10, 2021 Author Posted February 10, 2021 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 4 8
Thad Posted February 10, 2021 Posted February 10, 2021 47 minutes ago, busdriver said: It's always a work in progress. Much like the updated game manual. ?
PatrickAWlson Posted February 10, 2021 Author Posted February 10, 2021 (edited) 1 hour ago, Thad said: Much like the updated game manual. ? Not quite. The AI actually changes over time. Edited February 10, 2021 by PatrickAWlson 2
Atlantia39 Posted February 10, 2021 Posted February 10, 2021 13 hours ago, PatrickAWlson said: 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 Thanks for all your hard work/efforts Patrick! Cheers! 2
migmadmarine Posted February 11, 2021 Posted February 11, 2021 Nice to see the airfield updates. Will you change the placement of objects for the FC airfields, so we aren't getting Gaz and Opel trucks parked around?
PatrickAWlson Posted February 11, 2021 Author Posted February 11, 2021 3 hours ago, migmadmarine said: Nice to see the airfield updates. Will you change the placement of objects for the FC airfields, so we aren't getting Gaz and Opel trucks parked around? Are there better options now or are we waiting for FC2?
migmadmarine Posted February 11, 2021 Posted February 11, 2021 Don't we have WWI era trucks and cars as part of FC 1? They appear in convoys and the like.
PatrickAWlson Posted February 11, 2021 Author Posted February 11, 2021 20 minutes ago, migmadmarine said: Don't we have WWI era trucks and cars as part of FC 1? They appear in convoys and the like. True, but those are AI enabled vehicles. For airfields I use statics to avoid the AI hit. I do not have WWI statics. 1
migmadmarine Posted February 11, 2021 Posted February 11, 2021 Aaah, was not aware of that distinction.
PatrickAWlson Posted February 12, 2021 Author Posted February 12, 2021 PWCG 11.10.2 Canadians! - Added RCAF as a service - Added 403 Squadron Removed large river traffic to hopefully avoid flying boats 5 6
Redwo1f Posted February 12, 2021 Posted February 12, 2021 1 minute ago, PatrickAWlson said: PWCG 11.10.2 Canadians! - Added RCAF as a service - Added 403 Squadron Removed large river traffic to hopefully avoid flying boats Thanks so much! ? Looking forward to perhaps RCAF Typhoon and Mossie squads in Normandy in the future. ?? 1
PatrickAWlson Posted February 12, 2021 Author Posted February 12, 2021 On 1/19/2016 at 11:16 AM, Grizzly said: I got a file not found on download link: http://www.pwcampaignmanager.com/pwcgbos/web/PWCGBoS.html Am I missing something or what is up? http://www.pwcampaignmanager.com/pwcgbos/web/PWCGBoS.php
I./TG2-A.Bauer Posted February 13, 2021 Posted February 13, 2021 Pat, how do you use the skins on the download page?
PatrickAWlson Posted February 14, 2021 Author Posted February 14, 2021 2 hours ago, TG.9_AntonMcQuade said: Pat, how do you use the skins on the download page? Download them and unzip them into the main game directory. The will go into the proper directory from there.
Varibraun Posted February 15, 2021 Posted February 15, 2021 On 2/2/2021 at 9:16 AM, PatrickAWlson said: Feedback appreciated on intercepts and scrambles. Just had my first scramble since this update. In FC and all went as it should -- 4 Brisfits escorted by 3 Dolphins, the Brisfits hit our AF with a vengeance. Thank you! 1
fubar_2_niner Posted February 15, 2021 Posted February 15, 2021 (edited) @Pat Just caught the latest version of both FC and GB PWCG. Quick question, when I look at the skin download links, the GB link seems to be duplicated. Firstly above all the GB skin packs, and then below all the FC skin packs. Are they one in the same mate? Regards. fubar Edited February 15, 2021 by fubar_2_niner
PatrickAWlson Posted February 15, 2021 Author Posted February 15, 2021 2 hours ago, fubar_2_niner said: @Pat Just caught the latest version of both FC and GB PWCG. Quick question, when I look at the skin download links, the GB link seems to be duplicated. Firstly above all the GB skin packs, and then below all the FC skin packs. Are they one in the same mate? Regards. fubar No. All different.
fubar_2_niner Posted February 15, 2021 Posted February 15, 2021 2 hours ago, PatrickAWlson said: No. All different. Can you expand on that Pat........... Just grabbed both files and they have identical sizes etc. ?
enyak Posted February 16, 2021 Posted February 16, 2021 (edited) Latest version produces an error for me when trying to generate a mission using following campaign parameters: (New campaign: VVS) Map: Stalingrad Date: 1st May 1942 Squadron: 273rd Fighter Air Regiment (Yak 1 ser.69) PWCG Error Tue Feb 16 15:33:39 CET 2021 pwcg.core.exception.PWCGException: No definition found for request Country = RUSSIA Date = 19420501 Class = DrifterAAA Edited February 16, 2021 by enyak 1
FodderMonkey Posted February 16, 2021 Posted February 16, 2021 1 hour ago, enyak said: Latest version produces an error for me when trying to generate a mission using following campaign parameters: Map: Stalingrad Date: 1st May 1942 Squadron: 273rd Fighter Air Regiment (Yak 1 ser.69) PWCG Error Tue Feb 16 15:33:39 CET 2021 pwcg.core.exception.PWCGException: No definition found for request Country = RUSSIA Date = 19420501 Class = DrifterAAA Had same issues myself on the Kuban map flying as Germans. I suspect this is due to the changes in river traffic Pat made for 11.10.2. I went ahead and deleted that campaign but haven't set up another in that era. I figured it was probably due to the campaign pre-existing the update and looking for something he'd removed. Other than that, I had a railyard as bombing target without any buildings being generated in the Moscow campaign, but only one time.
PatrickAWlson Posted February 16, 2021 Author Posted February 16, 2021 24 minutes ago, FodderMonkey said: Had same issues myself on the Kuban map flying as Germans. I suspect this is due to the changes in river traffic Pat made for 11.10.2. I went ahead and deleted that campaign but haven't set up another in that era. I figured it was probably due to the campaign pre-existing the update and looking for something he'd removed. Other than that, I had a railyard as bombing target without any buildings being generated in the Moscow campaign, but only one time. It is and I have a fix in place. Error on my part so apologies. About the bombing target with no buildings. I can see that happening if the target is outside the box and structure level is set to low. For bomber campaigns I would suggest setting structure level to medium since bombers are the main reason for the destructible and scorable structures. At some point I should scope out the structure inclusion area to take in the target. 2
FodderMonkey Posted February 16, 2021 Posted February 16, 2021 3 hours ago, PatrickAWlson said: About the bombing target with no buildings. I can see that happening if the target is outside the box and structure level is set to low. For bomber campaigns I would suggest setting structure level to medium since bombers are the main reason for the destructible and scorable structures. At some point I should scope out the structure inclusion area to take in the target. I'm pretty sure that was the issue. Thanks!
PatrickAWlson Posted February 17, 2021 Author Posted February 17, 2021 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 6 5
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