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PWCG 17.1.1 Oh, your squadron needs a plane.


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Posted
19 minutes ago, Picchio said:

Do cold starts in Normandy work for you? I was setting up a coop campaign and using Start type=2 gave me an error that prevented mission generation altogether. Airfield was Thorney Island.

 

Pat said he hasn't set them up for Normandy, and I don't think he plans to. It's a lot of work considering the AI can't handle it half the time anyway.

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PatrickAWlson
Posted
8 hours ago, Hotaru_Ito said:

 

Pat said he hasn't set them up for Normandy, and I don't think he plans to. It's a lot of work considering the AI can't handle it half the time anyway.

 

Pretty much this.  It was always @Murleenthat did that work.  It is a huge amount of effort to map the taxiways on a map.  I refuse to put in that effort for a feature that fails as often as it works.  If 1C ever gets taxis to work reliably then I will reconsider.

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  • PatrickAWlson changed the title to PWCG 14.1.0 Ooh, the colors!
PatrickAWlson
Posted

14.1.0

 

This one is a big release.  Not only are there over 600 skins configured and available in the skin packs but a lot of code changes to go with it.  I did notice that mission generation is taking longer, so be patient when you hit the generate mission button.  


Completion of blank Squadron skins.
Over 600 skins added
What is a "squadron skin?".  it is a skin configured in PWCG to be used as the generic squadron skin.  So it is a blank with a unit marking on it.  
- All variations of an aircraft were done, so a P47D22 for a squadron will take up to 8 skins with green, silver, plain, and 3 variations of Normandy markings.
- Russian aircraft might have multiple camo schemes over time and concurrently.  German planes often had multiple concurrent camo schemes.
- No British squadron skins as they did not have squadron markings other than the code.  The existing blank skins are adequate.
- The different paint schemes and markings will add some life and the use of codes will make every aircraft in the mission unique.
Changed takeoff WP priority to low to prevent unaggressive AI if takeoff WP is missed
Many tweaks to iconic events to ensure intended actions are included in the mission
Fixed Mosquito payloads not available in briefing
Fixed Mosquito payload in Lb not Kg.
Fixed wrong image context sometimes used (RAF logbook for German pilot, etc.)
Fixed introduction date of Tempests to 56th squadron
Moved introduction of Free French (326th Squadron) to March 1943
Fixed "Dover Castle" typo
Fixed Kingsnorth typo
Significant internal changes, mostly for testability.

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Posted
7 hours ago, PatrickAWlson said:

14.1.0

 

This one is a big release.  Not only are there over 600 skins configured and available in the skin packs but a lot of code changes to go with it.  I did notice that mission generation is taking longer, so be patient when you hit the generate mission button.  

 

Thanks for the frequent updates Pat!

Question - are V1 intercept missions available? I've yet to come across one. Sorry if you have already answered this.

PatrickAWlson
Posted
1 hour ago, justin_z3r0 said:

Thanks for the frequent updates Pat!

Question - are V1 intercept missions available? I've yet to come across one. Sorry if you have already answered this.

 

No V1 support yet

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Posted
12 hours ago, PatrickAWlson said:

14.1.0

 

This one is a big release.  Not only are there over 600 skins configured and available in the skin packs but a lot of code changes to go with it.  I did notice that mission generation is taking longer, so be patient when you hit the generate mission button.  


Completion of blank Squadron skins.
Over 600 skins added

 

On the 50th FG skins for the P-47D-28, the checkerboard pattern is off. Also, the green variants seem to have the Alpha of the silver ones.

Posted
On 11/6/2022 at 5:06 PM, PatrickAWlson said:

 

Pretty much this.  It was always @Murleenthat did that work.  It is a huge amount of effort to map the taxiways on a map.  I refuse to put in that effort for a feature that fails as often as it works.  If 1C ever gets taxis to work reliably then I will reconsider.

 

I might take a look at some point, but I haven't been playing much lately, and there are a lot of airfields in Normandy, so no promises. 

Letka_13/Arrow_
Posted
On 11/7/2022 at 4:35 AM, PatrickAWlson said:

No V1 support yet

Thanks for the great and massive update, I have a question if there are V1 site bombing missions configured in the latest version of PWCG? Thanks.

Posted
14 hours ago, Murleen said:

 

I might take a look at some point, but I haven't been playing much lately, and there are a lot of airfields in Normandy, so no promises. 

Could that be done as a community effort?

It's not too complicated to set up the paths for the airfields in the mission editor, to copy the corresponding parts from the mission file and send them to you.

With a list of fields, of who is doing which, and maybe a short help text from you, I guess that could be done?

PatrickAWlson
Posted
3 hours ago, 216th_Nocke said:

Could that be done as a community effort?

It's not too complicated to set up the paths for the airfields in the mission editor, to copy the corresponding parts from the mission file and send them to you.

With a list of fields, of who is doing which, and maybe a short help text from you, I guess that could be done?

 

If you can set them up in the mission editor I can work on some import code to read the mission and transform the data for PWCG.  I do that quite frequently to define sea lanes, barge positions, cargo routes, airfield runways, etc.

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Posted
3 hours ago, 216th_Nocke said:

Could that be done as a community effort?

It's not too complicated to set up the paths for the airfields in the mission editor, to copy the corresponding parts from the mission file and send them to you.

With a list of fields, of who is doing which, and maybe a short help text from you, I guess that could be done?

If someone (you?) would volunteer to create instructions for this and Pat validates the flow to be working then I'm volunteering to be one of the people working on this effort if it is coordinated well.

Posted
2 hours ago, PatrickAWlson said:

 

If you can set them up in the mission editor I can work on some import code to read the mission and transform the data for PWCG.  I do that quite frequently to define sea lanes, barge positions, cargo routes, airfield runways, etc.

Great!

Before I start: Are there some tips from you or Murleen about things to take into account? I know how to do it, but my experience with whatever can possibly go wrong is limited.

About organizing this: Maybe a separate thread where people can post what airfield(s) they are doing, and a to be updated list on top?

Or does someone have a better idea?

  • Upvote 1
Posted
1 hour ago, 216th_Nocke said:

Great!

Before I start: Are there some tips from you or Murleen about things to take into account? I know how to do it, but my experience with whatever can possibly go wrong is limited.

About organizing this: Maybe a separate thread where people can post what airfield(s) they are doing, and a to be updated list on top?

Or does someone have a better idea?

 

Seems like a good idea to me. I'd be game for setting up a few fields. Even if some of them don't get along with AI, I think it's worth it to be able to do cold starts in co-op or on solo missions (e.g. recon).

 

  • Upvote 1
Posted

I did some preliminary testing, just to see if I really still can do it, since its been a long time I did this the last time - and I think I am ready to go.

I do need some feedback still from Patrick or Murleen, though.

In order to not clutter this thread, I took the liberty to create a thread for this here:

 

 

Posted (edited)

Obviously Normandy is the priority right now, but with the tactical code system being finalized now, it would be nice if an update to the FC version of the campaign generator could be done to make the tactical code injections work correctly. As it stands right now the latest version still doesn't give tac codes to any of the planes it looks like.

 

If there's any troubleshooting in that regard needed be more than happy to help.

Edited by Hastati
Posted (edited)

With the latest version I came to mind, to use the huge amount of Skin Packs for PWCG.

 

Question: Do I have to put them in the general folder for aircraft skins of IL 2 or in a sub folder of PWCG?

 

I'm no expert and don't want to mess it up?

Edited by easterling77
Posted

When unpacking, the path is already given to you. However, as you said, the skins are placed in the general skins folder of IL2.

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Posted
5 minutes ago, Jake said:

When unpacking, the path is already given to you. However, as you said, the skins are placed in the general skins folder of IL2.

Thanks?

PatrickAWlson
Posted (edited)
7 hours ago, easterling77 said:

With the latest version I came to mind, to use the huge amount of Skin Packs for PWCG.

 

Question: Do I have to put them in the general folder for aircraft skins of IL 2 or in a sub folder of PWCG?

 

I'm no expert and don't want to mess it up?

 

Unpack them into the games root folder.  The 7z files start with the data directory in the packaging. 

Using 7z, choose "unpack here" and not  "unpack to filename". 

Do one file first and then check the skins are there, then do the rest.

If you do make a mistake, the skins start with a directory called "data".  Grab it and move it to the game's root dir.

 

Edited by PatrickAWlson
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Posted
6 hours ago, PatrickAWlson said:

 

Unpack them into the games root folder.  The 7z files start with the data directory in the packaging. 

Using 7z, choose "unpack here" and not  "unpack to filename". 

Do one file first and then check the skins are there, then do the rest.

If you do make a mistake, the skins start with a directory called "data".  Grab it and move it to the game's root dir.

 

 

Possibly dumb question, but how do you know which skin packs you need?

 

I'm flying early war Spitfire Vb and Bf109 F-2 careers, but there are 16 skin packs plus the 'blank' ones (what are these used for btw?!), so I'm not sure which I need.

 

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PatrickAWlson
Posted
5 hours ago, Russkly said:

 

Possibly dumb question, but how do you know which skin packs you need?

 

I'm flying early war Spitfire Vb and Bf109 F-2 careers, but there are 16 skin packs plus the 'blank' ones (what are these used for btw?!), so I'm not sure which I need.

 

 

For the blank skin pack, the name tells you what's in it.  Don't bother with the other skin packs for now as most of them are disabled.

JG4_Moltke1871
Posted (edited)

Just a few thoughts about Flying Circus:

 I just startet some careers there to use my flying circus 2 content.

Nieuport 28 Career:

 It’s a pleasure fly this little bird and get annoyed all the time by the lawn mower sound ?

Every mission unique, feels all accidentally, most I enjoyed spot a recon plane and bring my rickety machine on 5k to intercept. 
Scary what the Vickers 11,43mm balloon guns make with other planes.

 

Gotha Career: In time seems unplayable because there seems a bug preventing to set reduced fuel. AI have huge problems to handle realistic weather.

 

My wish for the future (no criticism just a thought):

Implement cold and dark start, on the runway or at best with taxiing.

 

At all great content l, thanks for that.??

Cant wait for the new Map ?

 

Edith: Is rearm and refuel possible?

Edited by JG4_Moltke1871
Posted (edited)

I'm having some issues with the blank skins. I added the blank skins for the P51B and D. When I create a mission (352nd FG) the P51D skins look right with different tactical markings assigned to each plane in a PWCG mission. However when the planes are the P51B model the skins show green along the back of the fuselage behind the cockpit and green in the middle of the wings with the aluminum everywhere else except the nose which are correctly blue for the 352nd. In skin management the pilots for which I have not assigned a custom skin get the blank skins but the B models show up as described above. I installed everything the same way although there may be an easier way to do it then I did (see below). 

 

1) Why would the D model look right but the B model shows the green as described above?

2) Can someone offer more detail on the install process? I unpacked the skins for each model in a temp file and moved them to the data, graphics, skin, P51D and P51B as applicable. 

3) I also dont understand the difference between the blank skins and the skin packs. 

 

Your help with these is greatly appreciated. Thanks! 

Edited by TheSNAFU
Posted
2 hours ago, PatrickAWlson said:

 

For the blank skin pack, the name tells you what's in it.  Don't bother with the other skin packs for now as most of them are disabled.

Thanks, Pat.

PatrickAWlson
Posted
1 hour ago, TheSNAFU said:

I'm having some issues with the blank skins. I added the blank skins for the P51B and D. When I create a mission (352nd FG) the P51D skins look right with different tactical markings assigned to each plane in a PWCG mission. However when the planes are the P51B model the skins show green along the back of the fuselage behind the cockpit and green in the middle of the wings with the aluminum everywhere else except the nose which are correctly blue for the 352nd. In skin management the pilots for which I have not assigned a custom skin get the blank skins but the B models show up as described above. I installed everything the same way although there may be an easier way to do it then I did (see below). 

 

1) Why would the D model look right but the B model shows the green as described above?

2) Can someone offer more detail on the install process? I unpacked the skins for each model in a temp file and moved them to the data, graphics, skin, P51D and P51B as applicable. 

3) I also dont understand the difference between the blank skins and the skin packs. 

 

Your help with these is greatly appreciated. Thanks! 

 

The P51-B shortly after Normandy had the top invasion stripes on the wing and fuselage painted over in green.  That is the way the skin is.  Threw me for a loop as well when I reviewed it.  I only realized that was the actual skin when I went to the in game blank and realized what they had done.

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Posted

Thanks Pat. Yeah that skin is odd for sure but if that’s the way it’s supposed to be than so be it. 

 

Hoping someone can offer assistance on these other questions?

 

1) Can someone offer more detail on the install process? I unpacked the skins for each model in a temp file and moved them to the data, graphics, skin, P51D and P51B as applicable. Is there an easier way to install the skins? 
 

2) I also dont understand the difference between the blank skins and the skin packs. 
 

Many thanks! 

Posted
11 minutes ago, TheSNAFU said:

Thanks Pat. Yeah that skin is odd for sure but if that’s the way it’s supposed to be than so be it. 

 

Hoping someone can offer assistance on these other questions?

 

 

1) Can someone offer more detail on the install process? I unpacked the skins for each model in a temp file and moved them to the data, graphics, skin, P51D and P51B as applicable. Is there an easier way to install the skins? 
 

2) I also dont understand the difference between the blank skins and the skin packs. 
 

Many thanks! 

Personally, I set the blank skin pack up as a JSGME mod so I can enable/disable it easily as well as making d/l and the unzip a little less complicated.

Pat I'm sure will confirm but my belief is the blank skins are the new ones ready for tactical codes and the skin packs are the previous ones from prior to tactical codes for all planes and so have squadron markings embedded in each skin. So, I assume the skin pack will be a much larger footprint on your hard drive than the blank skins as it has a skin for each permutation of squadron code and aircraft letter/number. 

Posted

Just to chime in that I am massively appreciative of your work, Pat! I play almost exclusively PWCG co-op campaigns with my friends. thanks!!!

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  • PatrickAWlson changed the title to PWCG 14.1.1 let's guess what will make the AI happy today
PatrickAWlson
Posted

14.1.1
Fixed two issues that could cause AARs to fail

Made an attempt at fixing AI flies to enemy base

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Posted (edited)

? Love the title for the new version. Very funny! 

Edited by TheSNAFU
  • PatrickAWlson changed the title to PWCG 14.1.2 Goonies + Fix the fix
PatrickAWlson
Posted

14.1.2

C47 is flyable in a campaign

Fix something that I "fixed" in 14.1.1 (fixes failure to generate mission caused by trying to fix landing at the wrong field)

 

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Posted (edited)
8 hours ago, PatrickAWlson said:

14.1.2

C47 is flyable in a campaign

Fix something that I "fixed" in 14.1.1 (fixes failure to generate mission caused by trying to fix landing at the wrong field)

 

Unfortunately I still can´t create any new missions also with the new update :(

PWCGErrorLog.txt

Edited by TimSell75
Posted

I just updated to 14.1.1 yesterday and have not even had a chance to try it yet, WTG Pat! :good:

PatrickAWlson
Posted
4 hours ago, TimSell75 said:

Unfortunately I still can´t create any new missions also with the new update :(

PWCGErrorLog.txt 4.28 kB · 2 downloads

 

Different problem.  Can you zip up your campaign and post it?  That cuts my resolution time to a fraction.

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Posted
1 hour ago, PatrickAWlson said:

 

Different problem.  Can you zip up your campaign and post it?  That cuts my resolution time to a fraction.

Yeah sure, thanks so much for the help!

Luftwaffe Jaeger JG52.rar

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PatrickAWlson
Posted (edited)
On 11/25/2022 at 7:49 AM, TimSell75 said:

Unfortunately I still can´t create any new missions also with the new update :(

PWCGErrorLog.txt 4.28 kB · 6 downloads

 

Fix is up (14.1.3).  I was never able to explicitly recreate the problem running the full code.  I ended up writing more automated tests to check for incorrect configuration and I found it in one file.  I fixed the config and then wrote some defensive code to prevent the software from going belly  up due to misconfiguration.  It should work.

 

14.1.3

Fixed error in tactical code config that could cause mission generation to fail.

 

Edited by PatrickAWlson
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  • PatrickAWlson changed the title to PWCG 14.1.3 Russian Tactical Code Fix
Posted
39 minutes ago, PatrickAWlson said:

 

Fix is up (14.1.3).  I was never able to explicitly recreate the problem running the full code.  I ended up writing more automated tests to check for incorrect configuration and I found it in one file.  I fixed the config and then wrote some defensive code to prevent the software from going belly  up due to misconfiguration.  It should work.

 

14.1.3

Fixed error in tactical code config that could cause mission generation to fail.

 

It is generating again! ? You are a hero! ?‍♂️

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Daisy_Blossom
Posted

Hey Pat- having an issue where I can't get the "Create Campaign" button to turn white and allow me to press it even after completing all of the 'next step's in the campaign creation window. See image belowimage.thumb.png.bc1e6d6e8eb8fc9aff871e4a3249f39b.png

Apparently it didn't like the underscore in my pilot name... Removing that fixed it. Not sure why I had that in there anyway. Force of habit from work, I guess. 

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