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PWCG 17.1.1 Oh, your squadron needs a plane.


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migmadmarine
Posted

Much appreicated on implementing the maxim pom-pom

  • 2 weeks later...
tattywelshie
Posted

Not complaining or anything as I know these things take time, but do you have a timeframe of when the Mossie will be included in the generator? @PatrickAWlson

Posted (edited)
4 minutes ago, tattywelshie said:

Not complaining or anything as I know these things take time, but do you have a timeframe of when the Mossie will be included in the generator? @PatrickAWlson

It takes a lot of time to find a funny title for a new version.

Maybe something like :

13.10.0 no pesticide against Mosquitos and sleeping thickness for the navigator

?

 

Please suggest

Edited by jeanba
tattywelshie
Posted
35 minutes ago, jeanba said:

It takes a lot of time to find a funny title for a new version.

Maybe something like :

13.10.0 no pesticide against Mosquitos and sleeping thickness for the navigator

?

 

Please suggest

13.10.0 Tsetse strikes Dave the navigator 

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PatrickAWlson
Posted
1 hour ago, tattywelshie said:

Not complaining or anything as I know these things take time, but do you have a timeframe of when the Mossie will be included in the generator? @PatrickAWlson

 

It is coded and undergoing test.  Probably by this weekend.

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tattywelshie
Posted
On 6/13/2022 at 2:51 PM, PatrickAWlson said:

 

It is coded and undergoing test.  Probably by this weekend.

Fab, although now you have the AR 234 and the B26 to implement as well, Jason and the boys are keeping you busy! ?

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PatrickAWlson
Posted
5 hours ago, tattywelshie said:

Fab, although now you have the AR 234 and the B26 to implement as well, Jason and the boys are keeping you busy! ?

 

Adding a plane is not usually that difficult.  Awhile back I made a lot of more specialized roles and coded the missions for them.  Roles like raider, train buster, and anti shipping that are a really just forms of ground attack but somewhat more specialized.  That is long done, and those roles seem to cover everything that we have and is likely to be produced in the near future.

 

Right now I am focused on a change to compensate for passive AI and, TBH, just real life.  Nothing bad happening - in fact, I guess it's good since I got what I asked for, but it is pretty time consuming.  Still, it's on its way.

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tattywelshie
Posted
4 minutes ago, PatrickAWlson said:

 

Adding a plane is not usually that difficult.  Awhile back I made a lot of more specialized roles and coded the missions for them.  Roles like raider, train buster, and anti shipping that are a really just forms of ground attack but somewhat more specialized.  That is long done, and those roles seem to cover everything that we have and is likely to be produced in the near future.

 

Right now I am focused on a change to compensate for passive AI and, TBH, just real life.  Nothing bad happening - in fact, I guess it's good since I got what I asked for, but it is pretty time consuming.  Still, it's on its way.

Ahhh, very clever! We all appreciate the time it must take to keep the generator evolving. Real life definitely comes first though, glad you've sorted it.

Posted

Here's hoping you get an early peek at the airfields in the Normandy map so we can get those early campaigns going over the Channel :)

PatrickAWlson
Posted
6 hours ago, Highwayman said:

Here's hoping you get an early peek at the airfields in the Normandy map so we can get those early campaigns going over the Channel :)

 

I usually see everything when you do. 

 

Normandy is going to be a few weeks work to get it released, however, I have been laying the ground work for awhile.  I already have amphibious assault in Kerch and Operation Plunder.  I also have paratroop operations in place by modeling Market Garden.  Kerch also prompted me to put in mechanisms for a "no ground war" scenario with specialized missions like raids, train busts, etc.  that will cover most of the channel front combat.  So most of the pieces are there.  I have to put it together and deal with whatever unexpected stuff comes up.

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  • PatrickAWlson changed the title to PWCG 13.10.0 It's made of wood?
PatrickAWlson
Posted

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

 

No promises on the attempt to make fighters  more aggressive.  I can do things with MCUs and verify them, but I cannot really know what impact it has on the AI.

 

To reiterate: if you are doing a runway start with the Arado, change the payload to add rocket assist.  You're AI flight mates are not getting off the ground without it.  You might also want to consider keeping bomb load down.  Reducing fuel could be problematic as you will not be all that close to the front.

 

Sorry about taking away one of the flyable American bomber units, but I wanted more B-26s and fewer A-20s.  There is still one flyable A-20 unit.

 

I did not get around to testing Me-262s at the new airfield.  The Arado crashed into the hill at the end of the field without RA, but got into the air with RA.  Hopefully the 262 will be OK.

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tattywelshie
Posted
2 hours ago, PatrickAWlson said:

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

 

No promises on the attempt to make fighters  more aggressive.  I can do things with MCUs and verify them, but I cannot really know what impact it has on the AI.

 

To reiterate: if you are doing a runway start with the Arado, change the payload to add rocket assist.  You're AI flight mates are not getting off the ground without it.  You might also want to consider keeping bomb load down.  Reducing fuel could be problematic as you will not be all that close to the front.

 

Sorry about taking away one of the flyable American bomber units, but I wanted more B-26s and fewer A-20s.  There is still one flyable A-20 unit.

 

I did not get around to testing Me-262s at the new airfield.  The Arado crashed into the hill at the end of the field without RA, but got into the air with RA.  Hopefully the 262 will be OK.

Amazing, thanks so much! Been waiting to dive into a mossie career, now is the time! :)

Posted

Woot!  Got Wood!! Thanks Pat!

  • Haha 1
tattywelshie
Posted
42 minutes ago, Vishnu said:

Woot!  Got Wood!! Thanks Pat!

That’s what I’ve called my mossie career ?

Posted

Just tried 13.10 and have a problem. About half the missions generated on takeoff offer no waypoint guides. I know where I need to go, but the rest of the flight flies interminable circles around the airfield. JG 52/1 October 1, 1941. 

 

Any suggestions? 

PatrickAWlson
Posted
10 hours ago, Majpalmer said:

Just tried 13.10 and have a problem. About half the missions generated on takeoff offer no waypoint guides. I know where I need to go, but the rest of the flight flies interminable circles around the airfield. JG 52/1 October 1, 1941. 

 

Any suggestions? 

 

Can you tell me what kind of mission?

Posted (edited)
4 hours ago, PatrickAWlson said:

 

Can you tell me what kind of mission?

Ground attack. I seem to be getting a lot of them with this new release. 

 

I did a total uninstall and then a fresh install of 13.10. Usually, I do an install over the previous version. Started a new career with II/JG52. But this time I didn't edit any of the waypoints, which I usually do. Had zero problems, even Auto worked. I'll try editing waypoints next time and see what happens. 

 

 

Mission Two, low alt CAP. This time I moved one waypoint. Same problem. No waypoint prompts and the rest of the flight flew around in a circle around our airfield. 

 

Mission Three. Patrol Airspace near Kurgany. Didn't touch any waypoints but had the same issue again. 

Edited by Majpalmer
Posted

Can confirm the same. Spitfire IX camp over Rhineland. Tried generating 3 missions with AI Sqn leader leading the flight. Right after take off- an "engage" command is given over the radio, after which the flight leader fly endless circles over home plate.

PatrickAWlson
Posted
48 minutes ago, Redeye said:

Can confirm the same. Spitfire IX camp over Rhineland. Tried generating 3 missions with AI Sqn leader leading the flight. Right after take off- an "engage" command is given over the radio, after which the flight leader fly endless circles over home plate.

 

Ground attack mission?

Posted

No- variants of fighter missions. Patrols and offensive sweeps.

Posted (edited)

Can also confirm it. Stalingrad Campaign for the Luftwaffe currently. They call an invisible enemy right after takeoff and circle the airfield.

 

What has really improved though is, that my wingmen are actually attacking enemy aircraft now with the upgrade to 13.10 when I am the flight lead. Something they have done just by accident before causing me to acccount for ~99% of all squadron kills.

Edited by TimSell75
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tattywelshie
Posted

Just had the circling endlessly around our home airfield problem. Was a fighter sweep for the Soviets on the Moscow map. This is with the newly updated version of PWCG.

PatrickAWlson
Posted (edited)
53 minutes ago, tattywelshie said:

Just had the circling endlessly around our home airfield problem. Was a fighter sweep for the Soviets on the Moscow map. This is with the newly updated version of PWCG.

 

Can you post the mission (need mission and eng file)?  I have been looking at the code and I can't see the reason for it.  A mission that recreates the problem would help.

Edited by PatrickAWlson
Posted

Hello, the starting base of the AR-234s happens to be on a grass runway and the AIs cannot take off there and even for the players it is impossible to take off from this base and even to drive from the parking lot. Possible to move the Arado on a concrete base.

CTIDchrislivesey
Posted (edited)

Campaign 1944-09-01.zipAdding to the list: I have created a campaign several times now, but I can't complete the first mission, the scenario is always the same: I take off behind the squadron leader/flight officer and follow him faithfully while he circles the airfield. After several minutes of this I hit autopilot and 8x acceleration and the squad just keeps circling, on and on. Also, and I don't know if this is related, but there are no waypoint targets  (the yellow ones) in the air unlike the game campaign missions. Maybe I have this setup incorrectly but I've checked and checked and I just cant figure it out. 

Edited by CTIDchrislivesey
Added file
GarrettJMorgan
Posted (edited)

Wish I still had my old copy of PWCG so I can keep playing for now.? Running into the same issues as the air field circling after take off. Side note edit just tested with Flying Circus it's doing the same thing.

PWCGCampaignGermany.zip

Edited by GarrettJMorgan
Posted
5 hours ago, GarrettJMorgan said:

Wish I still had my old copy of PWCG so I can keep playing for now.

 

Just an FYI that Air Starts have been working for me in FC.  So maybe that can keep you flying until Pat gets it squashed.

CTIDchrislivesey
Posted

Perhaps provide a link to the previous version to tide us over for those who can’t get the new version to work? Just a stop gap until this version is perfected. 

  • PatrickAWlson changed the title to PWCG 13.10.1 Okay, we'll fly the waypoints.
PatrickAWlson
Posted

13.10.1

Disabled attack MCU to fix issue that planes will not follow  waypoints.

 

No idea why the attack MCU confuses the AI and causes it to fly circles, but apparently it does. 

 

With this, I am done trying to experiment.  Either I have clear mission building rules that actually work or I don't even try.  I have pushed the envelope as far as I am able and probably much further than I should.  PWCG does many, many things this game was never designed to handle.  This is not the way that 1C wants mission designers to do missions.  Therefore, actually having it work is hit and miss.  Having it continue to work is hit and miss.   I cannot criticize 1C if something that I want to do doesn't work.  That's on me. 

 

Going forward, I will I will incorporate planes, do Normandy, and take advantage of new documented features.  But no more "this should work ...".  

 

 

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Posted
19 minutes ago, PatrickAWlson said:

13.10.1

Disabled attack MCU to fix issue that planes will not follow  waypoints.

 

No idea why the attack MCU confuses the AI and causes it to fly circles, but apparently it does. 

 

With this, I am done trying to experiment.  Either I have clear mission building rules that actually work or I don't even try.  I have pushed the envelope as far as I am able and probably much further than I should.  PWCG does many, many things this game was never designed to handle.  This is not the way that 1C wants mission designers to do missions.  Therefore, actually having it work is hit and miss.  Having it continue to work is hit and miss.   I cannot criticize 1C if something that I want to do doesn't work.  That's on me. 

 

Going forward, I will I will incorporate planes, do Normandy, and take advantage of new documented features.  But no more "this should work ...".  

 

 

Fantastic work mate, remember life :) have a great summer

  • Upvote 1
FodderMonkey
Posted
1 hour ago, PatrickAWlson said:

13.10.1

Disabled attack MCU to fix issue that planes will not follow  waypoints.

 

 

For noobs, those of us who haven't been following the thread, etc.; can you give a quick, simple explanation of what this change impacts, and what behavior should result from the change?

 

As always, thanks for the continued work and dedication to what has clearly become one of the best components of IL2.  Warts and all, PWCG is undeniably superior to the stock career mode, and I'd play the game far, far less without it!

 

 

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PatrickAWlson
Posted
1 hour ago, FodderMonkey said:

For noobs, those of us who haven't been following the thread, etc.; can you give a quick, simple explanation of what this change impacts, and what behavior should result from the change?

 

As always, thanks for the continued work and dedication to what has clearly become one of the best components of IL2.  Warts and all, PWCG is undeniably superior to the stock career mode, and I'd play the game far, far less without it!

 

 

 

In 13.10.0 I tried to add attack MCUs to fighter missions.  The goal was to resolve instances where fighters would not behave aggressively.  That change caused the flights not to follow waypoints.  In 13.10.1 I reversed the change. 

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Posted

Thanks, Pat. I'm amazed at what you have managed to do, not what you have been unable to do. And that's been the case for me since the Campaign Generator for Red Baron 3D. God bless! 

 

I'm about to give it a try. I've already spotted it and downloaded it. 

 

It must be murder trying to keep up with a constantly evolving program. 

Posted

Gave it a shot and everything worked fine. Damned interesting, compared to the Vanilla campaign. I (II/JG52) saw 109s, Stukas, Italians, Sturmoviks, PEs, P-40s, and some MiGs. 

 

Questions:

 

1)I think I've seen you answer this before but actually completing the mission doesn't matter, right? 

 

2) The delay before takeoff in the Advanced Configuration doesn't seem to work. It defaults at 30. I set it to 60 but no deal. 

Posted
5 hours ago, PatrickAWlson said:

13.10.1

Disabled attack MCU to fix issue that planes will not follow  waypoints.

 

No idea why the attack MCU confuses the AI and causes it to fly circles, but apparently it does. 

 

With this, I am done trying to experiment.  Either I have clear mission building rules that actually work or I don't even try.  I have pushed the envelope as far as I am able and probably much further than I should.  PWCG does many, many things this game was never designed to handle.  This is not the way that 1C wants mission designers to do missions.  Therefore, actually having it work is hit and miss.  Having it continue to work is hit and miss.   I cannot criticize 1C if something that I want to do doesn't work.  That's on me. 

 

Going forward, I will I will incorporate planes, do Normandy, and take advantage of new documented features.  But no more "this should work ...".  

 

 

It’s too bad you don’t get the support from the devs you need to make deeper improvements to pwcg.
 

Many of us play the game strictly with pwcg and I am

sure I wouldn’t play nearly as much without it. Everything you’ve done and will continue to do is very much appreciated. 

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Posted
2 hours ago, TheSNAFU said:

It’s too bad you don’t get the support from the devs you need to make deeper improvements to pwcg.
 

Many of us play the game strictly with pwcg and I am

sure I wouldn’t play nearly as much without it. Everything you’ve done and will continue to do is very much appreciated. 

I would also like to chime in and thank you soooo much for your dedication to this ongoing project.   Your work is appreciated.   

 

Like others, I would play less without PWCG. 

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Posted

What's the ID Code? The +##?

 

Thanks.

Posted

I love the Ju88C campaigns especially the raid missions, is it the same type of missions for the Mosquitos ?

 

Also, can we play Hurricanes over Velilye Lucky ?

 

For the moment, I really enjoy the current versions of PWCG, they give a nice experience of the new planes !

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