Jump to content
PatrickAWlson

PWCG Bug Reports

Recommended Posts

Report PWCG bugs here.  My preference is that this thread contain bug reports that are really in PWCG.  I will create another thread for less than ideal AI behavior in PWCG missions.

Share this post


Link to post
Share on other sites

Gumrak airfield 20.9.1942 autumn map. Windsock on the runway. All structures and ground units are white.

Mission file attached.

post-17513-0-01701700-1449782325_thumb.jpg

post-17513-0-71601400-1449782346_thumb.jpg

Missions.zip

 

This one`s moved from other thread:

Minor bug: Some typos and wrong destination in the squadron move screen. Squadron moved from Bol. Rossoshka to Gumrak.

post-17513-0-92957800-1449783357_thumb.jpg

 

Edit: Pilots are missing on almost every mission. 

Edited by Zami

Share this post


Link to post
Share on other sites

same problem here. pilots will appear on new careers but not on my existing one, also snow textures are in autumn map

post-1189-0-81990100-1449894999_thumb.jpg

Share this post


Link to post
Share on other sites

My mission was to escort Pe-2 bombers and the bombers kept circling at the point where I met them. My plane was Yak-1 as an attacker role ,and also I had to set "max opposing flights= 0" to avoid being attacked right after taking off from the base. =0

Share this post


Link to post
Share on other sites

I'm not sure if it is supposed to be like this but I feel there're too many enemy fighters around the base when the mission starts.

I had set 'Max Enemy Planes = 6' & 'Max Opposing Flights=0' when I created this mission.

Missions.zip

Share this post


Link to post
Share on other sites

@dhillr: the mission generator will eliminate flights near your air base in the next release.  For now it's random, where random means a pretty high probability.

 

On your previous post I don't understand.  You had a mission to escort but you said that your Yak-1 was in an attacker role?  What do you mean by attacker role?

Share this post


Link to post
Share on other sites

@dhillr: the mission generator will eliminate flights near your air base in the next release.  For now it's random, where random means a pretty high probability.

 

On your previous post I don't understand.  You had a mission to escort but you said that your Yak-1 was in an attacker role?  What do you mean by attacker role?

 

Oh I meant the role in the campaign creation box. Sorry for the confusion.  :biggrin:

post-19353-0-47555300-1450190935_thumb.jpg

Share this post


Link to post
Share on other sites

Autumn map:

Winter structures, no pilot in cocpit. This bug appear only in PWCG missions.

 

Winter map:

Runway seems like in underground. Takeoff through the snow drifts. This bug appear only in PWCG missions. PWCG mission attached.

 

P.S. La-5 career from pre 1.0 version.

Mission.zip

Edited by Rasim

Share this post


Link to post
Share on other sites

Minor bug in mission description. It says patrol but this is escort mission.

 

post-17513-0-81486900-1450288289_thumb.jpg

Edited by Zami

Share this post


Link to post
Share on other sites

Here's my bug summary to date.  

 

Player does not have an escort

Circling planes

Winter tracks and houses in autumn

Some typos and wrong destination in the squadron move screen. Squadron moved from Bol. Rossoshka to Gumrak.

Wind sock is on the runway at Gumrak

No pilots in the planes

Need to make squadron list display squadron based on primary role

In mission debrief, mission name says patrol for escort mission.

Share this post


Link to post
Share on other sites

I'm not sure if it has been mentioned before, but there is an issue with wind.

No, it's not the beans I had, it's the wind blowing in the sim.

In PWCG I never see more than 2km/s winds. I did set the maxwind to 20 (I believe it defaults to 10?)

Edited by Bando

Share this post


Link to post
Share on other sites

Flow a Mission in Il2 with pilot and gunner not missing in cockpit as missing in yak in cockpit and under parachute.

Share this post


Link to post
Share on other sites

I'm not sure if it has been mentioned before, but there is an issue with wind.

No, it's not the beans I had, it's the wind blowing in the sim.

In PWCG I never see more than 2km/s winds. I did set the maxwind to 20 (I believe it defaults to 10?)

 

I keep the wind down at the lowest layers otherwise both player and AI have issues landing.  In upper layers it blows stronger.  

 

I'll verify that winds in upper layers are what they should be.

Share this post


Link to post
Share on other sites

But, but...... 

 

I thought this was a sim.......

 

It's not game breaking of course, but;

I hope the wind can be set by the player in the future.

I have seen the "maxwind=" statement in one of the cfg files, and I did "up" that, but nothing happens.

So if you deliberately set the wind to be calm at ground level, is there a setting so I can change this? (without having to open each and every mission in the ME).

I was hoping one would have to land in harsh conditions as well as light ones.

Share this post


Link to post
Share on other sites

I've started my campaign as leyitenant. Now i have 23 missions, 35 victories, 5 awards and 0 promotions. I think something doesn't work properly.

campaign.zip

Edited by Rasim

Share this post


Link to post
Share on other sites

I've started my campaign as leyitenant. Now i have 23 missions, 35 victories, 5 awards and 0 promotions. I think something doesn't work properly.

 

 

Nothing wrong ... yet.  Need 25 missions to get from leyitenant to Starshyi leyitenant.  

Share this post


Link to post
Share on other sites

Version 1.1

LaGG3: Skin assignment screen not available - no picture of the aircraft. The reason is wrong filename, "la3s29.jpg" instead of "lagg3s29.jpg".

Share this post


Link to post
Share on other sites

Some people in russian forum say that yak available when la-5 is. When career starts before this period, missions generated in pwcg, but not presented in game.

I've created new pilot career with date 1 june 1942. Choose 283 IAD with Yak. Every time i click "Mission" button i get error message.

 
 
PWCG Error
Tue Dec 29 01:05:50 MSK 2015
java.lang.NullPointerException
at rof.campaign.mission.MissionParameters.getMissionParametersFoMission(MissionParameters.java:54)
at rof.campaign.mission.Mission.initialize(Mission.java:133)
at rof.campaign.mission.MissionGenerator.makeSingleMission(MissionGenerator.java:78)
at rof.campaign.mission.MissionGenerator.makeMission(MissionGenerator.java:48)
at rof.campaign.gui.campaign.CampaignHomeGUI.makeMission(CampaignHomeGUI.java:308)
at rof.campaign.gui.campaign.CampaignHomeGUI.actionPerformed(CampaignHomeGUI.java:344)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Invalid legend identifier: 0
 
No legend identifier for icon: 55
 
Invalid legend identifier: 0
 
No legend identifier for icon: 55
 

Share this post


Link to post
Share on other sites

I don't sure if that is bug, but beyond BoS period action is so rarely. Many missions is just cross the WP.

Edited by Rasim

Share this post


Link to post
Share on other sites

UseAirfieldMGs settings don't seem to be working.

With Ground Density set to Medium, UseAirfieldMGs = 1; UseMGs = 0 results in no AAA placement at all, not even in airfields.

UseAirfieldMGs = 0; UseMGs = 1 places AAA both in airfields and other places. I'm testing the winter map, and more often than not heavy pieces are placed on frozen rivers, which I don't believe to be entirely safe.

 

Also, Ground Unit Density set to High uses MGSpacing = 500 which creates quite a cluster of AAA emplacements along the frontline; I don't know, is such configuration historically plausible?

 

Also, this setting combined with UseMGs = 1 is very performance hungry (tested on a Q9550@3,6GHz, Air Density set to Low, approaching the frontline makes the game go into its famous slo-mo) and I would like to ask if there could be a middle ground option for having the same number of ground units and less AAA emplacements along the frontline, without resorting to using higher MGSpacing values?

 

Thanks in advance. Every contribution is welcome.

Edited by Picchio

Share this post


Link to post
Share on other sites

Per placement of ground units: unfortunately I have no way of knowing what is land, what is water, etc.  Unfortunately that means the occasional tank in the lake.  Willing to accept reasonable ideas for a solution.  

Share this post


Link to post
Share on other sites

Per placement of ground units: unfortunately I have no way of knowing what is land, what is water, etc.  Unfortunately that means the occasional tank in the lake.  Willing to accept reasonable ideas for a solution.  

 

Can't think of anything reasonable for now...

One question though: do you think it would be possible to split UseMGs in two options, one for the frontline and another for towns/everywhere else (incorporating airfields too, perhaps)?

Share this post


Link to post
Share on other sites

Per placement of ground units: unfortunately I have no way of knowing what is land, what is water, etc.  Unfortunately that means the occasional tank in the lake.  Willing to accept reasonable ideas for a solution.  

 

Hi Patrick,

 

Isn't it possible to chose fixed points along the frontline? They would be the same for every mission during a period but i wouldn't mind. 

 

Grt Martijn

  • Upvote 1

Share this post


Link to post
Share on other sites

Hi Patrick,

 

Isn't it possible to chose fixed points along the frontline? They would be the same for every mission during a period but i wouldn't

mind.

 

Grt Martijn

I think that's the way it's done in the stock campaign. No other way to be sure that objects are not in water/buildings.

Sounds like a lot of work considering the moving frontline.

Share this post


Link to post
Share on other sites

I already do that based on front line positions, but it's far from perfect.  If I put things 5 or 10 KM behind the lines it might end up in a river.  Even the front lines cross rovers.  To be precise I would have to map a boundary around every body of water on the map, which is not reasonable.  

 

In the end I just live with the fact that sometimes there's a tank in a lake.  With precautions already in place it usually doesn't happen, so I have not put further effort into preventing it.

Share this post


Link to post
Share on other sites

I think that's the way it's done in the stock campaign. No other way to be sure that objects are not in water/buildings.

Sounds like a lot of work considering the moving frontline.

That could be. I don't know how many times the front shifts during the actual campaign.

 

Maybe lowering the amount of groundobject point would help. Then extent the amount of units to create 'armies'.

 

Grt Martijn

Share this post


Link to post
Share on other sites

I don't sure if that is bug, but beyond BoS period action is so rarely. Many missions is just cross the WP.

 

I suspect a random occurrence.  There is no difference between a mission created on 1/1/42 and 8/15/42.  The units available, the position of the units, and the mission generation logic are the same.  I have flown several missions prior to the battle period (mostly Spring because I really do not like the winter maps) and I have not had any issues encountering enemies.  

UseAirfieldMGs settings don't seem to be working.

With Ground Density set to Medium, UseAirfieldMGs = 1; UseMGs = 0 results in no AAA placement at all, not even in airfields.

UseAirfieldMGs = 0; UseMGs = 1 places AAA both in airfields and other places. I'm testing the winter map, and more often than not heavy pieces are placed on frozen rivers, which I don't believe to be entirely safe.

 

Also, Ground Unit Density set to High uses MGSpacing = 500 which creates quite a cluster of AAA emplacements along the frontline; I don't know, is such configuration historically plausible?

 

Also, this setting combined with UseMGs = 1 is very performance hungry (tested on a Q9550@3,6GHz, Air Density set to Low, approaching the frontline makes the game go into its famous slo-mo) and I would like to ask if there could be a middle ground option for having the same number of ground units and less AAA emplacements along the frontline, without resorting to using higher MGSpacing values?

 

Thanks in advance. Every contribution is welcome.

 

 

Thanks for the feedback.  That is valuable.  Higher MGSpacing values would be the answer as currently coded.  A possibility would be to use the odds of occurrence rather than spacing.  That would reduce the number of MGs and randomize their occurrence instead of having them regularly spaced.

Share this post


Link to post
Share on other sites
A possibility would be to use the odds of occurrence rather than spacing.  That would reduce the number of MGs and randomize their occurrence instead of having them regularly spaced.

 

I think that would be an ideal solution!

A reduced number based on odds of occurrence would easily adapt to a higher generation radius, so that more areas can be garrisoned across the map, while not regularly, maintaining a sustainable cost in terms of performance. (What I like about achieving this is the added risk in getting lost. Especially, I imagine the most important airfields' and Stalingrad's AAA defense... )

 

And I think this might be important: I observed that MGSpacing only seems to control frontline emplacements, as even with MGSpacing set to 10 km, towns that are closer to one another than 10 km would get AAA around them.

 

For now I'm using default values (10 km) for generation distance and after many tests I'm comfortable with MGSpacing set to 3500, Ground Objects Density set to High.

This value spreads AAA emplacements so that they don't form a belt along the frontline anymore, while they still are generated for nearly every airfield/town within 10 km from a (every?) waypoint box.

 

I haven't actually tested it and perhaps it's already there, but a nice feature would be to couple MGs emplacements for key targets with a few searchlights, in perspective of future (frightening!) night missions.

Edited by Picchio

Share this post


Link to post
Share on other sites

Finally got back home from holiday and tested quickly the 1.1 version with couple of missions for I/JG3. 

 

One was a jabo mission and there I noticed couple of things. Firstly typo in mission description

post-17513-0-51429700-1451748554_thumb.jpg

 

Secondly we over flew the target at least 20km for the furthest WP. Then flew back for bombing. After that the furthest WP activated again and we flew back there before heading home. Here`s couple of pics.

post-17513-0-39002200-1451748942_thumb.jpg

post-17513-0-84513400-1451748957_thumb.jpg

 

We also had Bf-110 escorts and they had bombs attached. We encountered lots of enemy fighters on route to target and they dropped bombs and engaged like they should. But I don`t think Bf-110`s escorted Bf-109`s on any mission.

Unless they were meant to join us in our bombing mission and just defended their selves. Which would be pretty cool in fact. 

 

I`ll put the mission file here too if needed: Missions.zip

Share this post


Link to post
Share on other sites

I./JG 52 at Kumovka will start on the runway facing backwards.

 

The front line on 01/01/1942 - 01/07/1942 is completely inaccurate. The German army didn't capture Kalach until 11/08/1942. Perhaps begin the campaign here?

 

Eastern_Front_1941-12_to_1942-05.png

 

Eastern_Front_1942-05_to_1942-11.png

Edited by Cybermat47

Share this post


Link to post
Share on other sites

Is there a known issue with AI landings? Seems whenever I'm fortunate enough to RTB, the others in my flight crash land short of the runway or elsewhere near the base. They seem to drop too much altitude and speed and just go down. Also, in my last mission I crash landed, then while watching the battle overhead I saw 3 or 4 enemy dive into the ground for no apparent reason. I'm flying an F4 109 with JG52 on winter map. Just wanted to report this in case its helpful. 

 

PWCG is getting better and better.  

Share this post


Link to post
Share on other sites

A few minor Issues:

 

In the PE-2 the Radio Compass does not point to the homebase, it just points upwards all the time. 

 

Also I had a few bombing missions, in which my flight (I was not the leader) did not drop any bombs at all. (Normally they give the "Drop bomb on my command" order, but sometimes they don't do that, and then they won't drop any bombs). If it helps, I will attach a mission file, the next time it happens.

 

Also I had a bombing mission, in which there was such a strong cloud cover, that you could not see the ground at all, so bombing anything was not possible. I guess in such a weather there should be no bombing missions generated. 

 

Keep up the good work :salute:

Share this post


Link to post
Share on other sites

@Cybermat - the pre and post battle front lines were never intended to be accurate.  They are just a place to play with BoM planes earlier and to play through the transition to later BoS planes later.  The biggest issue that I have is a lack of airfields on the western side of the map.  If I move the lines the Germans don't have a place to fly from.  Very willing to take another look at the airfield situation but the last time I checked I did not feel that I could generate a decent squadron distribution.

 

I did do something in RoF (that got carried over to PWCG BoS) that basically said any pilot that crashes close to base is not dead.  Helped to eliminate massive casualties caused by AI failure to land.  Very limited in what I can do about AI issues.  IMHO Ai should prioritize not crashing into the ground.  It doesn't.  

 

Same with bombers who don't drop.  They should ... if some do and some don't I don't know why.  Maybe formation is causing some to be outside of the drop zone?  This is another issue that dates back to RoF.

 

I should put something in weather wise to keep the weather clear on level and dive bombing missions.

Share this post


Link to post
Share on other sites

@Cybermat - the pre and post battle front lines were never intended to be accurate.  They are just a place to play with BoM planes earlier and to play through the transition to later BoS planes later.  The biggest issue that I have is a lack of airfields on the western side of the map.  If I move the lines the Germans don't have a place to fly from.  Very willing to take another look at the airfield situation but the last time I checked I did not feel that I could generate a decent squadron distribution.

Ah, I see, my apologies.

Share this post


Link to post
Share on other sites

Thanks Pat for the feedback on the AI and landings. You can only work with what the developers give you. It's kind of a shame that in this age AI isn't constructed to land properly. When I think of the AI in BOB II which has its roots in a game almost 20 years old and which fights, lands and taxis as closely to human pilots as it does, it is a real head scratcher... :wacko:

Share this post


Link to post
Share on other sites

Hi. I have some bug reports today.

 

In the airfield attacking missions. Enemy AA guns spawn in the middle of the runway, and there're no other objects to destroy inside or outside of the airfield. 

post-19353-0-51409500-1452303916_thumb.png

 

In the transport & road facilities attacking missions, vehicles spawn under the bridge and dive into the water. :)

post-19353-0-91758900-1452303933_thumb.png

Edited by dhillr

Share this post


Link to post
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now

×