PatrickAWlson Posted August 15, 2016 Author Posted August 15, 2016 I understand what you mean but do you get help from anyone within 777? Or is that something they are not willing to do... Jason helps me out with resources. For instance,he supplied me with a usable map for Moscow for the latest release. I do not have any contact with the developers in Russia at this point. It is mostly not needed. The AI issues being noted here apparently happen in the 777/1C campaign as well, so they are not unique to PWCG. They have been reported and I am sure that the development staff is aware, so there is not really much for us to talk about.
Azdack Posted August 15, 2016 Posted August 15, 2016 Hi everybody. Patrick thanks again for your update. Question : berfore when I was a bit lost in navigation I asked my wingmen "back home" by typing Alt 0 in my keyboard. A white rocket was shot from my cockpit and the wingmen took a waypoint flying home but now they seem lost as I am....It seems that they can find home anymore...Is that due to last PWCG update or game update? Thanks for answers.
PatrickAWlson Posted August 15, 2016 Author Posted August 15, 2016 There was nothing done to PWCG (intentionally) that should cause the AI to lose track of home. You still take off, still land, and the "fakefield" MCU is still there as in the previous version, so whatever the AI uses to fly home should still be there.
PatrickAWlson Posted August 17, 2016 Author Posted August 17, 2016 Beta 2 is up 1. Are Skins for PWCG - verified skins work as long as they are configured. Might need a larger configuration project 2. RoF: Spad XIII kills are not working - fixed 3. RoF: Balloon Defense Missions are bugged. - fixed 4. BoS: Debrief error when parachute is involved - fixed 5. BoS: Debrief error when gunner is involved - fixed Still to do 3. Pilots don't die 2. Trains are in the wrong spot (same with other vehicles?) 4. problem with the aircraft selection with my screen being 1280x1024 5. Add warning that unowned plane is assigned 6. Improve offensive patrol WP algorithm - odd pattern 8. font change causes issues 13. Reduce number of flights for low/medium 14. reduce spacing of front guns for medium ground level 15. Add check for context logging disabled in deploy 16. Skins - introduce embedded vs loose. Check loose skins for existence. Do not perform check with embedded. 17. Skins - do a major RoF configuration project. Write software to automatically create configurations 3
FranzWolfert Posted August 17, 2016 Posted August 17, 2016 Beta 2 is up 1. Are Skins for PWCG - verified skins work as long as they are configured. Might need a larger configuration project 2. RoF: Spad XIII kills are not working - fixed 3. RoF: Balloon Defense Missions are bugged. - fixed 4. BoS: Debrief error when parachute is involved - fixed 5. BoS: Debrief error when gunner is involved - fixed Still to do 3. Pilots don't die 2. Trains are in the wrong spot (same with other vehicles?) 4. problem with the aircraft selection with my screen being 1280x1024 5. Add warning that unowned plane is assigned 6. Improve offensive patrol WP algorithm - odd pattern 8. font change causes issues 13. Reduce number of flights for low/medium 14. reduce spacing of front guns for medium ground level 15. Add check for context logging disabled in deploy 16. Skins - introduce embedded vs loose. Check loose skins for existence. Do not perform check with embedded. 17. Skins - do a major RoF configuration project. Write software to automatically create configurations Great work, Patrick! Finally I'm able to debrief successfully, avoiding ruining a 6 victories mission.
PatrickAWlson Posted August 17, 2016 Author Posted August 17, 2016 My plan was to release another beta once a week. Won't make that this week but regardless of how well I stick to it the plan is more or less the same - get feedback, prioritize, fix, release when I have something worthwhile. Rinse, wash repeat until done. 7
71st_AH_Mastiff Posted August 18, 2016 Posted August 18, 2016 (edited) I click mission and get this right away all planes are enabled moscow map is what Im trying to use. PWCG ErrorWed Aug 17 20:31:10 PDT 2016java.io.FileNotFoundException: ..\BoSData\Multiplayer\Cooperative\test 1942-01-01.mission (The system cannot find the path specified)at java.io.FileOutputStream.open0(Native Method)at java.io.FileOutputStream.open(Unknown Source)at java.io.FileOutputStream.<init>(Unknown Source)at java.io.FileOutputStream.<init>(Unknown Source)at java.io.FileWriter.<init>(Unknown Source)at pwcg.campaign.io.MissionFile.writeMission(MissionFile.java:64)at pwcg.mission.Mission.write(Mission.java:229)at pwcg.mission.Mission.finalizeMission(Mission.java:966)at pwcg.gui.rofmap.brief.BriefingMapGUI.finalizeMission(BriefingMapGUI.java:841)at pwcg.gui.rofmap.brief.BriefingMapGUI.acceptMission(BriefingMapGUI.java:968)at pwcg.gui.rofmap.brief.BriefingMapGUI.actionPerformed(BriefingMapGUI.java:915)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.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$500(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)at java.awt.EventQueue$4.run(Unknown Source)at java.awt.EventQueue$4.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$JavaSecurityAccessImpl.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) PWCG ErrorWed Aug 17 20:31:10 PDT 2016pwcg.core.exception.PWCGIOException: ..\BoSData\Multiplayer\Cooperative\test 1942-01-01.mission (The system cannot find the path specified)at pwcg.campaign.io.MissionFile.writeMission(MissionFile.java:140)at pwcg.mission.Mission.write(Mission.java:229)at pwcg.mission.Mission.finalizeMission(Mission.java:966)at pwcg.gui.rofmap.brief.BriefingMapGUI.finalizeMission(BriefingMapGUI.java:841)at pwcg.gui.rofmap.brief.BriefingMapGUI.acceptMission(BriefingMapGUI.java:968)at pwcg.gui.rofmap.brief.BriefingMapGUI.actionPerformed(BriefingMapGUI.java:915)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.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$500(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)at java.awt.EventQueue$4.run(Unknown Source)at java.awt.EventQueue$4.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$JavaSecurityAccessImpl.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) Edited August 18, 2016 by 71st_AH_Mastiff
71st_AH_Mastiff Posted August 18, 2016 Posted August 18, 2016 (edited) Moscow map, new equipment; While attacking flak36 gun, I destroyed it, and then it respawned 30 seconds later. also no flot when in briefing window only route shows or way points. Remarks on flight and hostile aircraft This mission was flown by Mjr Andrey ButylinSzt Mastiff The mission was flown from Vlasyevo aerodrome. Successes include the following:On 02/01/1942 near Tishnevo.A Ju 87 D-3 of II./St.G.1 was brought down by Mastiff of 62 ShAP 88 ShAD.Michael Konigswald was not injured.Mastiff was flying a Il-2 mod.1941. On 02/01/1942 near Ugryumovo.A Flak 36 was destroyed by Szt Mastiff of 62 ShAP 88 ShAD.Szt Mastiff was flying a Il-2 mod.1941. On 02/01/1942 near Ugryumovo.A leFH 18 was destroyed by Szt Mastiff of 62 ShAP 88 ShAD.Szt Mastiff was flying a Il-2 mod.1941. On 02/01/1942 near Ugryumovo.A leFH 18 was destroyed by Mjr Andrey Butylin of 62 ShAP 88 ShAD.Mjr Andrey Butylin was flying a Il-2 mod.1941. On 02/01/1942 near Ugryumovo.A Horch 830 was destroyed by Mjr Andrey Butylin of 62 ShAP 88 ShAD.Mjr Andrey Butylin was flying a Il-2 mod.1941. great job with this Pat!! Edited August 18, 2016 by 71st_AH_Mastiff
pilotpierre Posted August 18, 2016 Posted August 18, 2016 Flown 2 x IL2 missions with V2 B2. One on Stalingrad map to attack an aerodrome, only thing there one machine gun, the other on the Moscow map to attack trains and station and nothing there except 1 machine gun. I have ground unit density set to high?
PatrickAWlson Posted August 18, 2016 Author Posted August 18, 2016 The flak gun respawn is intentional. There are lots of AAA on a map, and if I left them there they would suck up major CPU. So what I did was make them appear and disappear based on enemy aircraft proximity. The problem is that I do not have a mechanism that prevents them from respawning if they are destroyed. It is possible but complex. Issues with the placement of ground targets is acknowledged. I think it is #2 on the priority list.
71st_AH_Mastiff Posted August 18, 2016 Posted August 18, 2016 (edited) also wrong weapons load out for ground attack I should have HE, or HE mix, not just AP. IL-2 1941model. Edited August 18, 2016 by 71st_AH_Mastiff
pilotpierre Posted August 18, 2016 Posted August 18, 2016 The flak gun respawn is intentional. There are lots of AAA on a map, and if I left them there they would suck up major CPU. So what I did was make them appear and disappear based on enemy aircraft proximity. The problem is that I do not have a mechanism that prevents them from respawning if they are destroyed. It is possible but complex. Issues with the placement of ground targets is acknowledged. I think it is #2 on the priority list. Thanks for the response w.r.t. Ground units Pat. I look forward to a resolution.
71st_AH_Mastiff Posted August 20, 2016 Posted August 20, 2016 I do attack missions with IL-2 1941 and keep generating missions with no escorts at low settings and I get 2 squadrons of BF109F2, and E7's, and 2 squadrons of BF110E2's attacking me. each results is they latch on to me and kill me every time. but my squadron makes it to the line. both setting are at low. for the Flights.
PatrickAWlson Posted August 21, 2016 Author Posted August 21, 2016 I do attack missions with IL-2 1941 and keep generating missions with no escorts at low settings and I get 2 squadrons of BF109F2, and E7's, and 2 squadrons of BF110E2's attacking me. each results is they latch on to me and kill me every time. but my squadron makes it to the line. both setting are at low. for the Flights. AI issue that I can't do anything about - probably. I have one random guess and I'm going to try it. There is an attack MCU associated with every fighter aircraft. The order of enemy aircraft designated for attack is the same. People have said that the "attack me" thing is more prevalent when they are the flight lead. I wonder if the order in the MCU is a deciding factor? It's a totally random guess, but if I randomize the targets maybe it will influence the AI decision.
PatrickAWlson Posted August 23, 2016 Author Posted August 23, 2016 also wrong weapons load out for ground attack I should have HE, or HE mix, not just AP. IL-2 1941model. Going to have to give me a hand. Every load out on the IL2 41 has 1500 rounds of SHKAS AP and 420 rounds of SHVAK APHE. There is no variation that I can see.
HotPursuit Posted August 23, 2016 Posted August 23, 2016 (edited) Going to have to give me a hand. Every load out on the IL2 41 has 1500 rounds of SHKAS AP and 420 rounds of SHVAK APHE. There is no variation that I can see. I think I can help Patrick. If the VYa-23 guns are selected (modification) they replace the ShVAK 20mm guns. It's the 23mm guns that have the option of all AP, all HE or a mix of both. Edited August 23, 2016 by HotPursuit
PatrickAWlson Posted August 23, 2016 Author Posted August 23, 2016 I think I can help Patrick. If the VYa-23 guns are selected (modification) they replace the ShVAK 20mm guns. It's the 23mm guns that have the option of all AP, all HE or a mix of both. Don't the 20mm guns also have a AP/HE mix? That is how I interpreted the "APHE" description in the load out drop down for the ShVAK .
Willy__ Posted August 23, 2016 Posted August 23, 2016 (edited) Don't the 20mm guns also have a AP/HE mix? That is how I interpreted the "APHE" description in the load out drop down for the ShVAK . They do Pat, but what HotPursuit is trying to say is that when you choose the 23mm guns you have an option to have only AP, or only HE, or a mix. But if you select the 20mm guns, you cant select what kind of ammo you carry, its always a mix between AP, HE, Tracers, etc... Edited August 23, 2016 by JAGER_Staiger
PatrickAWlson Posted August 23, 2016 Author Posted August 23, 2016 Mastiff's original complaint was that the guns were AP only. That is the issue report that I am responding to. That does not seem to be the case. I get the rest, that mods add more variety. The player can always change his specific load out in the hangar if he has everything available to him. I can (and to some extent already have) continue to work to get more mode configurations into the mix, but if i do it will be on a random or semi random basis. However, if the player does not like his load out he will have to change it in the hangar. The ability to select a load out from PWCG is possible, but a pant load of work that I cannot commit to at this point. Mastiff's original complaint was that the guns were AP only. That is the issue report that I am responding to. That does not seem to be the case. I get the rest, that mods add more variety. The player can always change his specific load out in the hangar if he has everything available to him. I can (and to some extent already have) continue to work to get more mode configurations into the mix, but if i do it will be on a random or semi random basis. However, if the player does not like his load out he will have to change it in the hangar. The ability to select a load out from PWCG is possible, but a pant load of work that I cannot commit to at this point. 1
Taxman Posted August 23, 2016 Posted August 23, 2016 Quick question, will version 2 mess up an on going campaign started in version 1? Thanks.
PatrickAWlson Posted August 23, 2016 Author Posted August 23, 2016 Quick question, will version 2 mess up an on going campaign started in version 1? Thanks. Don't think so. Version 2 is bug fixes.
Taxman Posted August 24, 2016 Posted August 24, 2016 Don't think so. Version 2 is bug fixes. Ok, thanks
Jade_Monkey Posted August 24, 2016 Posted August 24, 2016 Thanks for your efforts Patrick! I sent a token of appreciation yesterday. I know it's not your main focus right now, but I would love to see a thread on how to customize the interface a bit more. I found this thread but it's not very complete: http://forum.il2sturmovik.com/topic/18694-2-free-fonts-make-interface-look-nice/ I'd love to make the background black for the sides and just keep some images for the middle panel.
PatrickAWlson Posted August 24, 2016 Author Posted August 24, 2016 Thanks for your efforts Patrick! I sent a token of appreciation yesterday. I know it's not your main focus right now, but I would love to see a thread on how to customize the interface a bit more. I found this thread but it's not very complete: http://forum.il2sturmovik.com/topic/18694-2-free-fonts-make-interface-look-nice/ I'd love to make the background black for the sides and just keep some images for the middle panel. That was done awhile ago - I know nobody used it because it doesn't work , The fixed version will be out this weekend in beta 3 - plain dark green panels.
71st_AH_Mastiff Posted August 24, 2016 Posted August 24, 2016 Mastiff's original complaint was that the guns were AP only. That is the issue report that I am responding to. That does not seem to be the case. I get the rest, that mods add more variety. The player can always change his specific load out in the hangar if he has everything available to him. I can (and to some extent already have) continue to work to get more mode configurations into the mix, but if i do it will be on a random or semi random basis. However, if the player does not like his load out he will have to change it in the hangar. The ability to select a load out from PWCG is possible, but a pant load of work that I cannot commit to at this point. Mastiff's original complaint was that the guns were AP only. That is the issue report that I am responding to. That does not seem to be the case. I get the rest, that mods add more variety. The player can always change his specific load out in the hangar if he has everything available to him. I can (and to some extent already have) continue to work to get more mode configurations into the mix, but if i do it will be on a random or semi random basis. However, if the player does not like his load out he will have to change it in the hangar. The ability to select a load out from PWCG is possible, but a pant load of work that I cannot commit to at this point. yes, and thanks for the clarifications.. I send you money, ok..ok.
LLv24_Zami Posted August 25, 2016 Posted August 25, 2016 I got intercept mission on Moscow map with misplaced waypoints as seen here: Mission file here: Missions.zip
FranzWolfert Posted August 26, 2016 Posted August 26, 2016 I got intercept mission on Moscow map with misplaced waypoints as seen here: PWCG.jpg Mission file here: Missions.zip Yes, I always get these waypoints while generating intercept missions. I can just delete the misplaced waypoints but still hope Patrick to fix it.
Cybermat47 Posted August 26, 2016 Posted August 26, 2016 The only thing I found to be broken rather than simply a work in progress was that it's not possible to start an Italian career - clicking the Italian flag comes up with an error message. Also, I think it would add to the immersion if there were AA guns at the airfield you take off from. I'm loving PWCG in BoS so far - keep up the great work!
71st_AH_Mastiff Posted August 26, 2016 Posted August 26, 2016 The only thing I found to be broken rather than simply a work in progress was that it's not possible to start an Italian career - clicking the Italian flag comes up with an error message. Also, I think it would add to the immersion if there were AA guns at the airfield you take off from. I'm loving PWCG in BoS so far - keep up the great work! have you reported your finding in the 2.0 beta #2 bugs thread?
Cybermat47 Posted August 26, 2016 Posted August 26, 2016 (edited) have you reported your finding in the 2.0 beta #2 bugs thread? Where is that? I could only find the PWCG Bug Reports thread, where Pat said to post any bugs in this thread. Thanks Hartigan - got that one fixed in my code. Should be available by Sunday. Just for the sake of organization, if everybody can please post beta related bugs in the Version 2.0 beta thread it will help me keep everything in one spot. Edited August 26, 2016 by Cybermat47
Cybermat47 Posted August 26, 2016 Posted August 26, 2016 Found a few issues in a 1/9/42 III./KG 51 mission to bomb Karpovka airfield. - My AI wingman never caught up with me. - Flak fire only started when I approached the target field - the rest of the time, I was completely unopposed in Russian airspace. - The flak guns at Karpovka were located on the runway. - There were no stationary aircraft or AI aircraft at Karpovka, decreasing immersion.
Cybermat47 Posted August 26, 2016 Posted August 26, 2016 (edited) Some issues with the guns at the front. MG spacing was set at 300, could that be the reason? My flight had difficulties keeping up with the leader in this mission, too. He was always around 1km ahead of us. Despite this, the new PWCG is definitely on the right track. Great work, Pat - and remember to take a break whenever you need one Edited August 26, 2016 by Cybermat47
PatrickAWlson Posted August 26, 2016 Author Posted August 26, 2016 have you reported your finding in the 2.0 beta #2 bugs thread? The issue with the Italian career has been noted and fixed. The fix will be available in Beta 3 (this weekend).
PatrickAWlson Posted August 28, 2016 Author Posted August 28, 2016 (edited) There have been several reports of ground targets not being there or maybe just one or two. This is on purpose .. just not for the player. I put out a token ground target for AI missions to give them something to hit. but as little as possible to save the CPU cycles for the player's mission. I found and fixed a bug where PWCG did not recognize the target as the player's target. This resulted in a token target being created and not a "real" one. This was pervasive across target types. It has been fixed. I can't state that it cures every issue with ground attack targets but in the testing that I have done it certainly seems to be doing the job. Beta 3 will be released today. It will include this and other fixes. Beta 3 is a release candidate. If no major bugs are reported between Beta 3 and next week I will make it official and release PWCG 2.0. Edited August 28, 2016 by PatrickAWlson
PatrickAWlson Posted August 29, 2016 Author Posted August 29, 2016 Beta 3 has been uploaded. Not quite there yet but getting closer. Next week is either beta 4 or the release. In beta 3: Fixed pilots don't die Fixed Many ground attack missions encountered no enemies BOS: Fixed Italian campaign generation doesn't work UI: Fixed plane selection graphics issue. 2 rows on small screens. Added scroll bar. UI: Fixed generic UI panels (replaces pictorial panels with plain green) UI: Added error and do not write mission if player does not own assigned plane UI: Added scroll bar to mission debrief. Reduced number of flights for low/medium Increased spacing of front guns for medium ground level Attack MCU: randomize the targets maybe it will influence the AI decision. 1
FranzWolfert Posted August 29, 2016 Posted August 29, 2016 Beta 3 has been uploaded. Not quite there yet but getting closer. Next week is either beta 4 or the release. In beta 3: Fixed pilots don't die Fixed Many ground attack missions encountered no enemies BOS: Fixed Italian campaign generation doesn't work UI: Fixed plane selection graphics issue. 2 rows on small screens. Added scroll bar. UI: Fixed generic UI panels (replaces pictorial panels with plain green) UI: Added error and do not write mission if player does not own assigned plane UI: Added scroll bar to mission debrief. Reduced number of flights for low/medium Increased spacing of front guns for medium ground level Attack MCU: randomize the targets maybe it will influence the AI decision. Many thanks to you, Patrick! But would you take a look at the problem reported by Zami and me, in the reply #69?
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