PatrickAWlson Posted July 1, 2016 Author Posted July 1, 2016 I'll look into the missing vehicles. For attack missions the targets should be there. About the old missions - it looks like it should save the past three missions and clean up the others. I can have a look at that too. I noticed that I have delete all mission log files set to zero. That is a mistake. Go to configuration off of the main screen (not the campaign screen). Select user preferences. Set 'Delete All Mission Log Files" to 1
pilotpierre Posted July 1, 2016 Posted July 1, 2016 (edited) Thanks for the response Pat Several hours later - Finally, on an Il2 ground attack mission found 2 trucks in a field and an AA gun under a bridge (very sneaky). There may have been another truck under the bridge as well as the mission report tally was 3 trucks and 1 AA gun. Edited July 2, 2016 by pilotpierre
PatrickAWlson Posted July 2, 2016 Author Posted July 2, 2016 Thanks for the response Pat Several hours later - Finally, on an Il2 ground attack mission found 2 trucks in a field and an AA gun under a bridge (very sneaky). There may have been another truck under the bridge as well as the mission report tally was 3 trucks and 1 AA gun. In ROF when I put vehicles n the bridge they get set up on top, therefore I always started the vehicles on the bridge. In BoS they get embedded in the bridge. What I did instead was put them some distance away from the bridge, but maybe not enough to get them off completely
PatrickAWlson Posted July 11, 2016 Author Posted July 11, 2016 Pat! How's it going? Any news? I took a week off. 1
pilotpierre Posted July 12, 2016 Posted July 12, 2016 I took a week off. As a gratis provider of excellent content are you allowed to do that?
Picchio Posted July 24, 2016 Posted July 24, 2016 Pat, on the topic of missing vehicles, I took some time to make a few more tests and still no luck. I don't know if it's a valid suggestion (do PWCG and the stock campaign generator work in any comparable way?), but I think that one thing the stock campaign generator does interestingly well is ground units placement/variety. If PWCG could do it in a similar way (and of course in higher numbers and on a wider area), I imagine we could really feel like it's hot down there on the ground. Even with the current (as I understand it) placement logic, assigning a different ground unit (even if static) for every AAA position could make things more interesting. And ships on rivers too!
PatrickAWlson Posted July 24, 2016 Author Posted July 24, 2016 Pat, on the topic of missing vehicles, I took some time to make a few more tests and still no luck. I don't know if it's a valid suggestion (do PWCG and the stock campaign generator work in any comparable way?), but I think that one thing the stock campaign generator does interestingly well is ground units placement/variety. If PWCG could do it in a similar way (and of course in higher numbers and on a wider area), I imagine we could really feel like it's hot down there on the ground. Even with the current (as I understand it) placement logic, assigning a different ground unit (even if static) for every AAA position could make things more interesting. And ships on rivers too! No disagreement here. All on the to-do list. PWCG has the ability to put barges in the water. It's a matter of configuration. Care to help? All I need are x/z coordinates of a water location and an orientation to know which direction to place ships. It's an icon object placed in the map with orientation set. The code to generate the barges is already in PWCG.
Picchio Posted July 24, 2016 Posted July 24, 2016 (edited) Here's a few to start. The stock mission generator uses more or less the same spawn points depending on mission area, but I'll try to squeeze out some more coordinates from the stock campaign. EDIT: Say, would a list of coordinates based on the relative position inside the river on the map be useful? Example: a list of coordinates placed on X river every X kilometers? Or would it make more sense or be more effective in some way if these coordinates corresponded to X city? That way we could have missions like: attack the ship convoy stationed at X port... EDITEDIT: Ok, missions generated by the stock campaign are of no use. I only have the first chapter of the summer/autumn phase unlocked (this is crazy, having to unlock stuff... ), and not even its additional missions. The ones I have available don't generate ships, so... Let's agree on a logic for choosing these coordinates, and I'll be more than glad to help. What do you suggest, Patrick? SHIPS COORD.txt Edited July 24, 2016 by Picchio
PatrickAWlson Posted July 24, 2016 Author Posted July 24, 2016 Hi Picchio. My logic is pretty simple. Any place on a body of water that can hold some boats. My algorithm goes like this: 1. Read water coordinates from an icon MCU 2. Read orientation from the icon MCU 3. Place first boat at coordinate. 4. Place subsequent boats along orientation some distance from the previous one. This is why orientation is very important. If orientation is not set properly the subsequent boats end up on the shore. Other than that it's a pretty simple algorithm.
Picchio Posted July 24, 2016 Posted July 24, 2016 (edited) 'Evening, Pat. So if I understand it correctly, consecutive MCU XZ coordinates+orientation would basically define the entire course of the river, right? If so, we could "map" the Don and the Volga through a list of coordinates dense enough to describe them accurately (thus not ending up with ships on the shore). I imagine PWCG defines the distance from a mission waypoint box within which ship units will be kept (similarly to AAA etc.), right? And to optimize the work a little more, we could choose in advance which grids to cover for getting our rivers' coordinates - perhaps in relation to the frontline? Just so we won't have to do this "mapping" for the entire Don/Volga. Could it work like this? Edited July 24, 2016 by Picchio
PatrickAWlson Posted July 24, 2016 Author Posted July 24, 2016 That would be great but it's probably way more intense than necessary. If there were icons at interesting and likely points spread across the map that would provide plenty of potential locations. A complete mapping, while awesome, is probably overkill. 20, 30, 40 locations are more than enough. Barge busting is a potential target but it is not the most probable one. Ground units, bridges, and railways are more likely. With that in mind enough is probably just fine and perfect, for all of the extra effort, probably wouldn't even be noticed.
Picchio Posted July 24, 2016 Posted July 24, 2016 (edited) I agree. I'll get it started and I'll report back to you. Thanks! Edited July 25, 2016 by Picchio
Picchio Posted July 27, 2016 Posted July 27, 2016 (edited) Here it is, Pat. SHIPSCOORDS.Mission.txt Edited July 27, 2016 by Picchio
Azdack Posted August 3, 2016 Posted August 3, 2016 Hi In advanced settings which one do I have to configure to have only the last missions of a campaign appearing into the game in "missions" rather then all te missions plaid since the begining of the campaign. Thanks for answers.
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