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Posted

Thanks Pat. I recall you describing the challenges you have with placing things on the fields. I hope you can figure it out. I feel like the immersion factor takes a hit with all the empty bases.

 

Concerning what I reported, are you saying I should see planes in revetments at all bases? I haven't seen any at my base and others including in revetments. Just want to be sure I understand your response. 

 

The more I've played with 3.0.2 I noticed that paging up and down in the post mission reports is very slow/sluggish. i had this in 3.0.1 too but chalked it up to early state but it persists in the new version too. I did not have this in pre 3.0. Are others experiencing this? 

 

I hope this stuff is helpful. Very appreciative of all the work you do on PWCG that gives us such a great dynamic campaign system. 

Posted

The more I've played with 3.0.2 I noticed that paging up and down in the post mission reports is very slow/sluggish. i had this in 3.0.1 too but chalked it up to early state but it persists in the new version too. I did not have this in pre 3.0. Are others experiencing this? 

 

I hope this stuff is helpful. Very appreciative of all the work you do on PWCG that gives us such a great dynamic campaign system

I noticed that also, and when I type up my own after action report it is very slow.  Example:  when I type I will be four or five words ahead before it is posted.

 

I am also very appreciative of your work on PWCG, thank you :biggrin:

  • 3 weeks later...
Posted

Hi Pat,

 

In the last version, 3.1, when trying to set the payload for the spitfire (don't know if it happens for every plane, didn't have the time to test), you have standard payload and mirror.

 

Thing is, even if I select mirror and confirm, it does not change. It keeps always the standard payload.

 

Also would like to ask if is it possible to select other things like the other engine on this case.

 

Thanks

PatrickAWlson
Posted

Hi Pat,

 

In the last version, 3.1, when trying to set the payload for the spitfire (don't know if it happens for every plane, didn't have the time to test), you have standard payload and mirror.

 

Thing is, even if I select mirror and confirm, it does not change. It keeps always the standard payload.

 

Also would like to ask if is it possible to select other things like the other engine on this case.

 

Thanks

 

Working on it.  3.1 included support for payload variations.  Aircraft modifications are not supported.  It was a mistake on my part to display them on the UI.

 

For 3.1.1 I have rewritten the logic to separate payloads from modifications.  You are limited to a single payload, but you will be able to select and/all modifications.  Modifications are implemented as a series of checkboxes in a new column.  This code is working at home.  

 

I have one more thing that i want to do.  Right now a squadron's role is defined by the planes that it flies.  I am implementing something called squadron role override, where role is defined in the squadron file to override plane role.  So why is this important?  it gets the FW190 F (basically the 190 A5 with U/17 modification) and the Ju87 G2 (Ju87 D3 with BK37 payload) into PWCG, for both AI and player.  As it stands right now, by relying solely on plane type to define role StG.2 and Sch.G.1 are dive bomber and fighter units respectively.   The change turns one staffel of of StG.2 and both units of Sch.G.1 into dedicated ground attack units, flying (more or less) the Ju87 G2 and FW190 F2 respectively.

=SqSq=switch201
Posted

Good job Pat, Seems very complicated.

Posted (edited)

1) Not a bug, just a noob question, forgive me for it. If I fly in a subordinated rank (not a flight leader), and I sight an enemy flight nearby, how can I notify my squad mates that the enemy is there? I'm not allowed to give orders, and the mates seem not to take notice of the enemy crossing our path a few miles back, they just fly to the next waypoint as if nothing happened. Most of my patrol missions are uneventful due to this issue.

 

2) Suggestion. Mission briefing screen, waypoints with altitudes and the lengths of the path sections in kms. It would be great to also have a sum value ("total mission route length") together with the highest altitude, so that we could use these data to estimate the amount of fuel needed for the mission.

 

3) Suggestion. Instead of using "standard" or "cannon upgrade" for weaponry, it would be more informative to specify what "standard" and the like are, i.e., "2xShKAS + 1xBS (fuselage)", or "2xShVAK (fuselage)", or "2xUb (fuselage) + 2xUB (wings)".

 

Please consider. Anyway, thanks for PWCG :)

Edited by sniperton
Posted

I have two situations, one is a probable bug, another is probably my stupidity.

 

1. In the new version, the modifications for the Spit are working properly. However I tried with the LA-5 and had nothing there. Should it be implemented already?

 

2. I never could apply standard skins to any of my squad, not even for me. I was able to put custom ones for me but now I can't do this as well. Am I doing something wrong?

PatrickAWlson
Posted

1) Not a bug, just a noob question, forgive me for it. If I fly in a subordinated rank (not a flight leader), and I sight an enemy flight nearby, how can I notify my squad mates that the enemy is there? I'm not allowed to give orders, and the mates seem not to take notice of the enemy crossing our path a few miles back, they just fly to the next waypoint as if nothing happened. Most of my patrol missions are uneventful due to this issue.

 

2) Suggestion. Mission briefing screen, waypoints with altitudes and the lengths of the path sections in kms. It would be great to also have a sum value ("total mission route length") together with the highest altitude, so that we could use these data to estimate the amount of fuel needed for the mission.

 

3) Suggestion. Instead of using "standard" or "cannon upgrade" for weaponry, it would be more informative to specify what "standard" and the like are, i.e., "2xShKAS + 1xBS (fuselage)", or "2xShVAK (fuselage)", or "2xUb (fuselage) + 2xUB (wings)".

 

Please consider. Anyway, thanks for PWCG :)

 

I think that I had the distance summary once upon a time as a separate column to the right.  It took up too much space on an already crowded UI.  I can look into adding it as a single row summary.

I can look at naming.  There might be some difficulties there because I count on the name "Standard" (or some other consistent name) to initialize the payload.

PatrickAWlson
Posted

I have two situations, one is a probable bug, another is probably my stupidity.

 

1. In the new version, the modifications for the Spit are working properly. However I tried with the LA-5 and had nothing there. Should it be implemented already?

 

2. I never could apply standard skins to any of my squad, not even for me. I was able to put custom ones for me but now I can't do this as well. Am I doing something wrong?

I have the payloads modeled for the LA5 but not the mods.  Will have to go back and do that.

 

There has never been a away to assign squadron skins through the skin manager.  It has always been done through the squadron configuration file.

Posted

I have the payloads modeled for the LA5 but not the mods. Will have to go back and do that.

 

There has never been a away to assign squadron skins through the skin manager. It has always been done through the squadron configuration file.

Thanks bro! Can I be of any help for the implementation of the modifications? I’m a programmer and I imagine that it would be a somewhat boring copy paste. Let me know!

PatrickAWlson
Posted

Thanks bro! Can I be of any help for the implementation of the modifications? I’m a programmer and I imagine that it would be a somewhat boring copy paste. Let me know!

Already got it - thanks. 

 

My payload/modifcation implementation breaks items out into elements.  Then define payloads as 1-n elements.  This way I don't have to define 2x50KG bombs in forty places.  Define it once as a payload element and use it many times in payloads.

 

Mods are always 1 element, since each is independently applicable.  Unlike payloads which are mutually exclusive, many mods can be layered over a payload.  So to add the missing La5 mods all had to do was configure Windscreen, LA5 Ammo, and the LA5 Engine upgrade as modifications.   Really only took a few minutes.  

Posted (edited)

 

The more I've played with 3.0.2 I noticed that paging up and down in the post mission reports is very slow/sluggish. i had this in 3.0.1 too but chalked it up to early state but it persists in the new version too. I did not have this in pre 3.0. Are others experiencing this? 

 

 

 

I noticed that also, and when I type up my own after action report it is very slow.  Example:  when I type I will be four or five words ahead before it is posted.

 

 

I've experienced the same. There is a work around of sorts. I found that I can edit/type at normal speed, meaning no display lag if I edit/type in the Journal. The ability to keep a log  is a GREAT feature of PWCG!

Edited by busdriver
PatrickAWlson
Posted (edited)

I've experienced the same. There is a work around of sorts. I found that I can edit/type at normal speed, meaning no display lag if I edit/type in the Journal. The ability to keep a log  is a GREAT feature of PWCG!

 

Took me awhile but I recreated it.  Works well when you open your journal and add notes but if you do it straight from the mission AAR it is slow.  Workaround is to not type during the AAR and add notes from the journal.  Meanwhile I will try to fix the AAR.  

 

Fix is in place.  My underlying paper image was too large.  Every keystroke caused a reload.  Replaced with a smaller image and performance is fine.

Edited by PatrickAWlson
Posted

Thanks for the fix Pat. It will make going over a busy AAR much easier.

Posted (edited)

A couple reports, and a request or two.

 

Report: In the Squadron Log, the bottom of the text window cuts off one or more lines of text. 

 

post-19230-0-62790800-1514001135_thumb.jpg

 

Report: PWCG generates random takeoff times for each mission (or I select a time), but in game all missions are happening at 0830. And all the Journal entries show 0830.

 

Request: Would it be too bothersome or difficult to enable the debrief text to include the local time of an event? I see that events are in the proper chronological order. I know I can use the in game Flight Log and write the times down.

 

Request: Would it be possible to enable editing of the debrief text or the upper window of a Journal page? My rationale...I dig that PWCG tracks all AI pilot status. The debrief provides more information than might be available to a squadron pilot to have in his Journal. I can understand that most players love all the perfect debrief details of a kill. I would like to at least edit out details that I would think might be "unknowable" or not germane IMHO in a pilot's Journal.

 

As an example. In my Journal I would lump all models of a type together (not breakout the specific models of any airplane). A 109 is a 109 regardless whether it's an E7, F2, F4, G2, G4, G6. I would edit out the unit assignment of the victim AND the victor if he's a squadron mate or me. I would edit out the type of airplane the victor was flying. And if the kill happened in enemy territory (I look at the in game Flight Log map) I'd state the status of the victim was unknown (if I didn't see him bail out). If the kill happened in friendly territory, then the victim's status would be unknown/killed/captured. I would keep (I think this is a great bit of debrief detail) the loss of squadron mates.

 

I apologize if this last request sounds like a fat guy with a full plate in front of him, talking with his mouth full. And I know that I can go into the PWCG>>Campaigns>>Player Character folder and edit the CombatReport. That's exactly what I do. 

 

post-19230-0-25049200-1514000772_thumb.jpg

 

Edited by busdriver
Posted (edited)

S! @PatrickAWlson

 

Problem: FW-190A5 shows SC250 ordnance load in PCWG pilot selection and at IL-2 pre-start plane set up, but player and AI aircraft have no bombs

 

Discussion: I've been trying to fly a Luftwaffe campaign in April 1943 on the Kuban Map using the FW-190A5.  Chose role of Attack and selected the only unit flying the FW-190A5.  Three missions had the problem described above.  For the flights for myself and the AI I chose SC250 bomb for loadout on the pilot selection page of PCWG.  Started the game and went to Plane Setup.  Again, it showed an SC250 bomb. Pressed Start and went to Krimskaya Air Field with planes lined up on the runway.  Unfortunately my plane and all the AI planes did not have SC250s attached.  I had the lowest rank (Feldwebel) but I don't think that should have mattered.  

FWIW I haven't had this problem (ordnance/bomb loads not showing up on aircraft) when I've flown IL-2 mod 1943 campaigns using the campaign map.  Maybe I'm doing something wrong?

 

 

 

Hans Meyer201712231712474.zip

Edited by No105_Swoose
MarcoPegase44
Posted

Hello,

 

since the last 2 versions of PWCG,

 

I have the impression that the ju87 no longer carry bombs for dive attacks and circling over the target.

Previously they had their bombs and dive attacks were impressive.

 

In addition, I was strafed by 2 BF109 during my landing and they crashed in front of me, it seems that the AI does not take into account the altitude of the field. it was on the Kuban map.

PatrickAWlson
Posted

The AI I cannot do anything about.  They crash.  A lot.  

 

I can look into the Ju87.  Their dive bombing profile should not have changed but it's certainly possible that I messed something up.

 

Per the FW190 load - I saw the same thing.  If the game says that the payload and mods are correct in the pre mission screen and then they don't appear when you actually start the mission I have no idea what to do.  I'll post something in the mission making forum to see if anybody can help.

Posted

 

 

 

 

Per the FW190 load - I saw the same thing.  If the game says that the payload and mods are correct in the pre mission screen and then they don't appear when you actually start the mission I have no idea what to do.  I'll post something in the mission making forum to see if anybody can help.

 

S! PatrickAWlson,

 

Thank you very much for verifying the bug/problem and considering going to the mission making forum to see if someone might be able to suggest a fix.  I'll be very interested to see if the non-appearing bomb load problem for the FW-190A5 in the Kuban Campaign can be corrected.  Best wishes for a Merry Christmas and keep up the great work you're doing for PWCG!

Posted (edited)

Interesting thing, I tried it, too, and however I selected in PWCG 1x250kg only, in the game's plane setup, the weapon loadout was 1x250kg + 4x50kg. But no bombs in the mission itself.

EDIT: I did some investigating. This issue only appears, when the U17 modification is selected. When you fly fighter bomber missions without it, you will have your selected bombload.

Another thing I tried, I selcted a Sch.G.1 campaign in the rank of an Oberleutnant, and started the missions as flightleader, with the same result, but when I changed the loadout from 4x50kg in PWCG to 1x500kg in the game's plane setup, my aircraft had in the mission a loadout of 1x500kg + 4x50kg, so a mixture of both loadouts. But my flight was still without bombs.

Might there anything have gone wrong in the programming for the U17 modification?

Edited by Yogiflight
Posted

Perhaps you are aware of this issue, not sure. Arty spawning on* the water with Kuban mission with the Hs 129. 

PatrickAWlson
Posted

Perhaps you are aware of this issue, not sure. Arty spawning on* the water with Kuban mission with the Hs 129. 

 

PWCG has no awareness of where water is (except maybe seas) so spawning in water is an unfortunate possibility.  

Posted (edited)

The staggered/echelon runway lineup is working well. I noticed that the takeoff time is being recorded as the date of the mission, e.g.

 

{

  "pilot": "Leyitenant Boris Badinoff",
  "squadron": "11 IAP 268 IAD",
  "date": "19411010",
  "time": "10.10.1941",
  
post-19230-0-63340900-1514330671_thumb.jpg
 
And an observation about the placement of the windsock...it's still an obstacle at Zenino. At mission spawn #4 of 4 was lined up just in front of it [based upon watching a few more spawns]. It's not really an issue for me, I saw that you had made a change with this latest PWCG version. 
 
post-19230-0-32777400-1514331007_thumb.jpg
Edited by busdriver
Posted (edited)

PWCG has no awareness of where water is (except maybe seas) so spawning in water is an unfortunate possibility.

Ok. Thx.

 

Looks like its just as easy as going and deleting and saving over...

 

thx for new update!

Edited by katdog5
  • 2 weeks later...
Posted

My last name has an "ö" in it. I tried to create a campaign with my name and then it was impossible to load the missions created. I got the missions in IL-2 but i couldn't get to the mission briefing, the system just freezed. 

 

Because I didn't get any warning about the character, it took me quite a while to figure out the error. Maybe it's possible to allow more characters or maybe insert a warning like the one that comes up if you try to insert numbers?

 

Very good product I must say, thanks!

PatrickAWlson
Posted

PWCG only creates the English file.  The game does not accept anything other than simple ASCII in the English file.  The game will freeze.  Sorry, but you'll have to Anglicize your name.

 

PWCG tries to prevent you from from entering anything other than English characters for your name.  Did it allow ö in the name?

Posted

PWCG only creates the English file.  The game does not accept anything other than simple ASCII in the English file.  The game will freeze.  Sorry, but you'll have to Anglicize your name.

 

PWCG tries to prevent you from from entering anything other than English characters for your name.  Did it allow ö in the name?

 

Yes, it did allow ö and everything seemed normal up until I entered IL-2 and tried to load up the mission, then it freezed without delivering any error message or nothing. That's why it took me so long to figure out what was wrong  ;)

Posted

We already had this issue a few times, including me. I remember having given two or three times  the advice to leave out ä,ö,ü of the pilot name, like my Juergen instead of Jürgen.

Posted

We already had this issue a few times, including me. I remember having given two or three times  the advice to leave out ä,ö,ü of the pilot name, like my Juergen instead of Jürgen.

 

Yes, for me it's not an issue now that I know it. I merely posted it so Pat could consider adding another prompt (if it's not fixable) like the one you get if you try to insert numbers. That way, others could avoid the same mistake  :salute:

Posted (edited)

One thing that had me confused a little when I moved to PWCG 3 flying the Spit, was the altitude assignments/reading. Then I soon realized duh, the altimeter in the spit is in feet, and PWCG is in meters.

 

Not a bug, but would be nice if they jived. I am sure that would be a huge undertaking though and I am sure not worth the effort and time.

Edited by dburne
PatrickAWlson
Posted

I strengthened the check a bit more to prevent non Ascii characters.  

  • 2 weeks later...
Posted (edited)

S!

 

Flying IL-2 mod 1943 Campaign/Kuban Map/April 1943/618 ShAP/Andreevskaya Airfield.  Mission brief was 4-ship flight to attack Kievskoye Airfield.  But waypoints in briefing showed going past Kievskoye Airfield with attack point in the mountains several kilometers southwest of Kievskoye Airfield.  Flew the mission.  Sure enough, overflew Kievskoye Airfield.  No ground targets there anyway.  Flew on to the attack point.   Also nothing there.  No airfield for sure.  The AI pilots and I flew around the target point for about 10 minutes.  The AI flew at fairly low level.  One of the AI pilots crashed.  Maybe stalled out?  After 10 minutes or so AI decided to RTB so I followed them.

 

Not a big deal.  Just kind of weird.  All other PWCG missions have had waypoints to the target (not past it) and ground objects to attack at the target.  


Here is the mission .zip file for problem described above.  Thanks, Swoose

Dmitri Khazanov201801162001401.zip

Edited by No105_Swoose
PatrickAWlson
Posted

Thanks for posting the mission.  I am reworking the targeting in a pretty significant way to get out some of the gremlins.

Posted

Pat,

 

Got my first error messages whilst claiming victories and debriefing in my Spit Kuban campaign yesterday in PWCG 3.2.1.

As far as I can tell the mission still scored properly.

 

Error log attached.

 

 

PWCGErrorLog.zip

Posted

Not saying there are any bugs but a few observations in early was campaign for the Germans.

 

1. AI flights go like a bat out of hell then they pull right back on the throttle to idle then zoom off again.  The pull back is just before a way point and then they power through it and take off again.  Quite annoying to fly along with LOL.

 

2. Air Sweeps with just 2 in the German flight coming across flights of 8 + Migs.  I'm not that good and it is sad to loose the both of us but the only thing I know to do is to evade as much as I can and hope to crash land somewhere without too many VVS bullets in me.

 

3. Smoke over battle field is a nice touch

 

4. Ground attack did have my AI leader dropping on target which was good,  He gets 1 and I finish the rest off with bombs or cannon (arty strike).  Even came up against a flight of il2's in one strike flight and it was nice to take 1 down even though it soaked up a lot of my gun fire LOL

 

Just surprising to do fighter sweeps at that stage of the war and have the VVS come out so strong in numbers and ability.   Feels like the Germans are getting slaughtered so early into the war.  I know I suck but would like to have my flight leader survive a bit more and not get killed every sweep encounter.

 

Still, love the work and look forward to many different campaign scenarios.

PatrickAWlson
Posted

1. AI

2. You are faster.  Get an altitude advantage.  Make a pass.  Go home or reset for another go.  If your flight leader gets into a turn fight with them (inevitable) use their target fixation against them.  Focus on surviving first and covering your squadron mate second.  High speed passes to avoid them latching onto you.  Your squadron mate will eventually go down because he is an idiot, but you might get one or two and you will live.  Sometimes you will even save your squaddie.  The key is don't get killed yourself and focus on the guy attacking your squadron mate.  Hope fully one day the AI will be made a bit smarter about tactics and survivability.

3. Thanks.

4. AI (but good this time :) )

 

I do a lot to save the AI.  I do not record your squadron mates as killed unless they are actually shot down.  If they lawn dart at 700 KPH (which the AI likes to do) the AI pilot will survive.  However, if they are legitimately shot down and do not survive then they are gone.

 

Per the advice on #2 ... I'm pretty bad too.  I am sure that the advice is good, I just need to follow it myself.  I am really bad about wanting to kill the guy in front of me more than I want to save my own skin.

Posted

Hi Pat, is there a way to turn down the opposition AI to better reflect the conditions and time period of the war?  Say Novice for VVS through the Moscow campaign and Normal for Stalingrad with their AI increasing capabilities for Kuban whilst German AI would be Veteran or so to begin with?

 

As for covering my flight leader, I'm getting used to head tracking at the moment and with poor setup until my IR Setup is delivered.  Percevering with it though as it is quite a bit better than hat switch and so I am learning better situational awareness but as for height, those pesky Migs come at us from 500+ meters above so I would have to power climb on the verge of blowing my engine to keep tabs on my flight leader and stay at decent engagement height.

 

AI is skitzo on the throttle LOL

I might try lowering cruise speed 20kph for my plane type.

PatrickAWlson
Posted (edited)

It already happens.  Squadrons have a skill level.  Service has a quality level.  Every AI pilot has a rank.  Higher rank, better service, better squadron = higher skill.  The VVS service gets better over time.  The Luftwaffe also gets better until 1944 when it gets worse.  The Luftwaffe s still much better than the VVS in 1943.

 

Having said that, I took a closer look at some of the results that were generated and it looks like some of the fighter skill levels are too high.  I'll play with it and get it right.

 

Bomber skill levels are always novice, otherwise the gunners are too deadly.  I also don't want He111s doing Immelmanns :).

Edited by PatrickAWlson
Posted

I went into advanced settings and changed chance of ace down to 20 from the original 40.

 

Also changed all aircraft cruise speeds down 20kp/h.  This I did across the board so it would all be relative except for the poor Stuka which is a chugger when it comes to cruising and would take the poor pilots all day to fly to the front and back, if they make it that far ))

 

See how that pans out.  Only flown a patrol where I was flight leader but my next mission is inf attack and I am lead of second flight pair.

 

Thanks for looking into it for us.

Posted

I am sometimes amazed by the skill of the A.I. 

 

Now this is not in relation to PWCG but the general abilities of the AI. My last couple of missions found myself in a crazy battle with some 110's, I got behind one who managed to get inverted - fly like a super human and gunners shooting me with incredible precision all whilst inverted and making incredible moves.

 

Then there were those 202's, who can pull more G's seemingly that would be humanly possible and go from all out full bore speed to practically stopping on a dime twisting and turning like crazy lol...

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