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Who has not tried PWCG?


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6./ZG26_McKvack
Posted

In progress, but getting the Kuban map in place is going to take some time.  Finger in the wind estimate is the end of October.  I have some of the other released planes incorporated into 3.0 as PWCG for Moscow and Stalingrad both extend into 1943.  The HS129 and Spitfire, however, don't fit on the existing maps.

 

Ok, thanks. Can't wait!  :biggrin:

Posted (edited)

I haven't fired it up in awhile but it was my go to for SP related stuff.

 

Patrick, are you planning to support BoK related content? Answered.

Edited by detcord12b
Posted

There is no Battle of Stalingrad folder after the new update. Just an IL2 folder. Inside there are folders like data, bin etc.

 

The root install folder, whatever it may be.  I personally called mine BOS so I may not have the default name right.

Posted

Amazing details and you really feel as if you are in WW2.

Posted

Did that with the il2 folder. Her's the result. Where did I go wrong?

post-23845-0-35721700-1505241043_thumb.jpg

post-23845-0-39955000-1505241053_thumb.jpg

Posted (edited)

Did that with the il2 folder. Her's the result. Where did I go wrong?

You`re short on one folder there. Make a separate folder for the PWCG and extract the files there. I mean ...\Il-2\PWCG for example.

Edited by Zami
  • Upvote 2
Posted

Pat. Both here and in RoF PWCG has been invaluable in enhancing Single Player. Thanks a million!

Cheers.

Posted (edited)

Pat will yak-1b be in 3.0?

Edited by EAF_T_Ribbon
Posted

I used Pat's creation in RoF, and have used it in BoS... it's a stunning piece of work in my opinion.

It is always good to have more choices in the SP world!

Posted

So after i spot this post i thought lets give it another try.

 

1. - I have installed it again.

2. - Made two campaigns as Luftwaffe Fighter BF-109F2 and Luftwaffe Attack BF110E2.

3. - Made my pilots in both campaigns Feldwebel.

4. - Both campaigns i get jumped by the AI like the rest of my flight doesnt exist.

5. - Deleted PWCG again.

 

I dont know but it seems i still cant play this like i think it should be. The randomness of AI behaviour like in the base game code is not there.

I like what your doing Pat but its still not for me :(

 

I hope all your hard work pay off some day and the AI finally doesnt act so retarted.

Posted

So after i spot this post i thought lets give it another try.

 

1. - I have installed it again.

2. - Made two campaigns as Luftwaffe Fighter BF-109F2 and Luftwaffe Attack BF110E2.

3. - Made my pilots in both campaigns Feldwebel.

4. - Both campaigns i get jumped by the AI like the rest of my flight doesnt exist.

5. - Deleted PWCG again.

 

I dont know but it seems i still cant play this like i think it should be. The randomness of AI behaviour like in the base game code is not there.

I like what your doing Pat but its still not for me :(

 

I hope all your hard work pay off some day and the AI finally doesnt act so retarted.

 

I am 18 missions into my first PWCG campaign and can't say I have run into that problem too much yet, you must be playing for the wrong side.

;) 

 

I do however get kind of strange AI behavior at times. For instance yesterday I was flying a mission, and it was a ground attack mission - we ( my flight of 4) were to attack a train and disable it. So off we go ( I am not the flight leader) headed toward the target area - about 40 km away or so. On the way there, I get to looking at the map and notice a lone 109 slowly coming up behind our flight. So I think will just gun it and fly on up ahead toward the target area and let the wingmen deal with him.

 

Well, they did not quite do as I thought they might. In fact this lone 109 caught up to them, and flew in line right along with them like they were best buds. He then got past them and kept closing in on me to engage me, so I had to turn and address this scoundrel on my own. I presume they were coded to just go after the ground target hence ignoring the lone 109 flying amongst their mist. By the time I was done with him and I had not much ammo left to deal with the train. The rest of my flight made one pass at the target and then just flew around like they were sight seeing.

 

But still, with the shortcomings in the AI not doing what I would think they would do at times, I am enjoying the heck out of PWCG and am very grateful to have that as an option in my SP fun. 

  • Upvote 1
Posted (edited)

Actually PWCG was the main thing I've played the last couple of months. Since I've got my Oculus Rift, I stopped playing MP so there was nothing to do for me in SP - until I discovered that great campaign generator.

I can't praise it enough, the only thing that I don't like is:

 

- that planes don't seem to land ever (they circle above their base all the time and you can shoot them down)

- If you get to attack enemy airfields there's nothing there besides some AA guns, no planes, no trucks no nothing.

- as a bomber, you have almost never air cover. Together with the current AI you won't survive more than 2 missions (unless you are Ulrich Rudel).

 

Other than that, it is really really great and I'd encourage everybody to try it out.

 

PS: Now I also fly MP again as well, it works in VR pretty good once you know how to overcome certain limitations.

Edited by JG4_Sputnik
Posted

 

 

If you get to attack enemy airfields there's nothing there besides some AA guns, no planes

On the Moscow map you have more AA weapons and at least on or two parked aircrafts as targets on airfields.

 

 

 

as a bomber, you have almost never air cover

You can increase the number for 'Odds a mission is escorted' in the 'Advanced Config.' under 'Mission Limits', it is set to '20' by default. Set it to '100' and you should always have an escort. Unfortunately, you can not increase the quality of your escort, that is limited by the AI.

  • Upvote 1
Posted

Never tried! HWG!

 

yours

v:Greiff

Posted

 Since I've got my Oculus Rift, I stopped playing MP so there was nothing to do for me in SP

Have you tried the Scripted Campaigns (paid and free)? All are of a very high standard and hugely enjoyable.

Posted

Don't have that at this point, but it could be done.  What  I would probably do is have the player create a new campaign with an option to pick up from the last campaign.  At that point your new pilot would enter the same squadron with all of the same personnel.  Your previous pilot would simply be a former member.  ...

 

That would be a really good design decision. It's exactly what I like to do in co-op campaigns. Great for immersion/continuation of sorts.

 

I haven't tried PWCG but just back flying after a looooong break and will give it a try.  Props for doing this!

Posted

Don't have that at this point, but it could be done.  What  I would probably do is have the player create a new campaign with an option to pick up from the last campaign.  At that point your new pilot would enter the same squadron with all of the same personnel.  Your previous pilot would simply be a former member.  If he was an ace of note he would continue to show up in top aces.  His exploits would continue to live on in the log book.  The journal would be wiped as that belongs to the player pilot.  You could continue to access the old campaign as a dead campaign.

That sounds awesome!

Posted

On the Moscow map you have more AA weapons and at least on or two parked aircrafts as targets on airfields.

 

 

 

You can increase the number for 'Odds a mission is escorted' in the 'Advanced Config.' under 'Mission Limits', it is set to '20' by default. Set it to '100' and you should always have an escort. Unfortunately, you can not increase the quality of your escort, that is limited by the AI.

 

Really? Well that sounds good, since I've skipped all "attack airfield" missions after a while. It's worth trying again, thx.

 

And for aircover, I didn't know that, will look into it :salute:

 

Have you tried the Scripted Campaigns (paid and free)? All are of a very high standard and hugely enjoyable.

 

No, but I will! I almost forgot  :cool: Loved those kinds of campaigns in Il2 1946 already.

Posted

On the Moscow map you have more AA weapons and at least on or two parked aircrafts as targets on airfields.

 

 

 

You can increase the number for 'Odds a mission is escorted' in the 'Advanced Config.' under 'Mission Limits', it is set to '20' by default. Set it to '100' and you should always have an escort. Unfortunately, you can not increase the quality of your escort, that is limited by the AI.

 

The player should always get an escort.  That setting should not be used for the player's flight.  I will verify.

 

@Sputnik:

Airfields should be populated with static planes and such.  Again, I will verify.

WWSitttingDuck
Posted (edited)

Pat want to take let you know I do use PWCG.

 

The amount of effort you put into the squadroninfo.cfg is amazing

 

Your VWP system is a work of art,

 

But one thing is driving me nuts.  In editor, after the last VWP for a squadron, it starts in with a string of waypoints.  Usually goes ingress>target>intercept>egress>approach...or something like that.  And It works, from the missions I have flown.

But, there is no trigger for that first Ingress waypoint.  There is a TL to the next waypoint, and there is an OL to the plane, but that is it.  From everything I know about mission building, it should not work, but it seems to work anyways.

 

What am I missing?

Edited by sittingduck99
Posted

If there are any SP flyers that have not checked PWCG out, do yourself a favor and give it a try.

It is not difficult to set up and get going, the simple config makes things quite easy to get started with and works quite well.

 

It is a fantastic supplement to this game. I am enjoying each mission I fly very much, along with following the progress of my flight group throughout these missions. Kind of gives everyone an identity and purpose.

 

Granted it runs outside the sim, and one needs to set up the PWCG flight , then launch the sim and go fly the mission, then exit and submit the results and read the After Action Report. I have found though that not to be a big deal at all , and find myself looking forward to what that next mission will bring and who will be flying with me, and especially after a successful sortie submitting my results and reading that AAR.

 

Fantastic program for some great SP fun!

Posted

Pat want to take let you know I do use PWCG.

 

The amount of effort you put into the squadroninfo.cfg is amazing

 

Your VWP system is a work of art,

 

But one thing is driving me nuts.  In editor, after the last VWP for a squadron, it starts in with a string of waypoints.  Usually goes ingress>target>intercept>egress>approach...or something like that.  And It works, from the missions I have flown.

But, there is no trigger for that first Ingress waypoint.  There is a TL to the next waypoint, and there is an OL to the plane, but that is it.  From everything I know about mission building, it should not work, but it seems to work anyways.

 

What am I missing?

 

The short answer is that the waypoint s activated by the check zone.

 

Longer explanation:

Each VWP is a self contained check zone with an expiration timer.  VWPs chain across the path of the actual WPs.  Two things can happen - the timer expires or the CZ is triggered.  When the timer expires the next VWP is triggered.  That happens until the last VWP expires, ending the virtual flight.  CZ trigger is the point at which a waypoint is triggered.

 

Each CZ is associated with a waypoint,  Which waypoint depends on where the VWP is in the flight path.  The CZ  will always be associated with the waypoint "in front" of it.  This can be any waypoint in the flight path, not just the first one.   

When the CZ triggers:

1. the plane spawns.

2. the trigger of the next VWP is disabled, preventing the plane from spawning more than once.

3. the WP associated with that VP is activated and the plane begins flying its route for real.

 

Each set of VWPs and waypoints is associated with a single plane.  Spawned planes cannot be ordered to keep formation (limitation of the game), making it impossible to spawn a proper flight.  Instead the VWPs and WPs emulate a flight.  The location of each VWP and WP in a flight is slight offset, creating a formation.  Because they are so close, all of the planes spawn in formation.  Because their waypoints are staggered in the same formation, they effectively fly in formation.  It is like giving almost identical orders at exactly the same time.  The results look like they are synchronized, but they are actually independent.

 

The down side is that should a plane ever lose formation it will never properly reform.  It has no idea that it should.  The up side is that all of the wingman/leader AI is not used.  Each plane thinks individually.  This is especially important in RoF where the AI does weird things once the leader is shot down.

  • Upvote 1
  • 5 weeks later...
Posted

Pat is everythig going as planned?

Is yak-1b included in new version?

 

Thanks!

PatrickAWlson
Posted

Pat is everythig going as planned?

Is yak-1b included in new version?

 

Thanks!

 

Going to demonstrate my ignorance, but I don't see a Yak-1b as an available plane in the ME.  Do you mean the Yak-1 Ser 127?  If so, then yes, the Yak-1 Ser 127 is in.

 

Otherwise, things are good.  I am looking to get the alpha out for testing this weekend.

xvii-Dietrich
Posted

I've not tried it.

 

Does the PWCG have anything for the Ju 52 at all ?

PatrickAWlson
Posted

I haven't tried PWCG for a while and this may be a really daft issue that is rectified easily somewhere, but I was always driven mad by the map scrolling in PWCG compared to the game. It seemed backwards and zooms in to the 'wrong' point in the campaign generator, is this still the case?

 

Thanks for the reminder.  I just reversed it.  Agree that scrolling is much more natural that way.

  • Upvote 1
Posted

Thumbs up!

Posted

Going to demonstrate my ignorance, but I don't see a Yak-1b as an available plane in the ME. Do you mean the Yak-1 Ser 127? If so, then yes, the Yak-1 Ser 127 is in.

You are technically correct - the best kind of correct.

 

The Yak-1 s.127 is representative of the improved Yak-1’s that are known as Yak-1b in the litterature, but wasn’t designated as such during the war.

PatrickAWlson
Posted

I've not tried it.

 

Does the PWCG have anything for the Ju 52 at all ?

 

Not yet.  I am queuing up new features for post 3.0.  What kind of missions does the 52 fly?  I have transport (which basically amounts to taking off and landing) and para drop.  

Posted

I just completed my 105th mission in my current PWCG campaign.

 

What an absolutely incredible tool, I am enjoying it immensely. I have had some of the best all around missions flying in this campaign I ever had. On my 104th mission, I had an offensive patrol. I knew it may be hairy, I just had the feeling in my gut,  so I selected one of my wingmen to be Berez, who just had gotten promoted to Captain. He had the most kills of any of my flight team - besides me of course.

 

Well it was as I suspected, a real furball, and I be danged if Berez got shot down - he managed to parachute out, but it was behind enemy lines and he got himself captured. Yeah I felt a twinge of guilt for forcing him to join us in this mission. Hoping he can maybe escape one day and find his way back to the team.

  • Upvote 2
Posted

Going to demonstrate my ignorance, but I don't see a Yak-1b as an available plane in the ME. Do you mean the Yak-1 Ser 127? If so, then yes, the Yak-1 Ser 127 is in.

 

Otherwise, things are good. I am looking to get the alpha out for testing this weekend.

Yes yak-1 ser.127, and big thank you!

If you need tester for pe-2, 109, 110, 190, spit or yak missions i'm in ;)

Posted

It wld be awesome if pwcg can be embedded into the game itself.

 

Having to take off and on VR set when alt tabbing is more hassle than it sounds...

Posted

It wld be awesome if pwcg can be embedded into the game itself.

 

Having to take off and on VR set when alt tabbing is more hassle than it sounds...

There was talk about having PWCG embedded, when BoK was originally announced. I have no idea, if those plans are still on the table.

SCG_Space_Ghost
Posted

There was talk about having PWCG embedded, when BoK was originally announced. I have no idea, if those plans are still on the table.

 

It would be a little redundant IMO.

 

Better to be done through Mods On.

PatrickAWlson
Posted

It would be a little redundant IMO.

 

Better to be done through Mods On.

There might be a misunderstanding as to what this is.  For RoF 777 created a link from their main screen to PWCG.  They also implemented an API that would directly launch a mission.  

 

Player presses link on main screen in RoF.

PWCG executes.  

Player creates a mission in PWCG.  

Player presses fly mission in PWCG

PWCG invokes RoF with the mission name.

RoF flies the mission directly.

When the mission is complete, RoF invokes PWCG.

The player is taken directly to the PWCG AAR screen where he completes the AAR.

 

There is no alt-tabbing between programs.  It is still two separate executables, but they work hand in hand.  The transition between the two is not as smooth as transitioning to a new menu in BoS, but if you have your VR head set on you at least don't have to hunt on the keyboard.  GIven that, I'm not sure how this arrangement would work with VR.  Does the headset show your desktop and what is running on it?  If VR does this then it would work just fine.

Quick question if I could please, is v2.1.2 the latest release?

 

Yes.  3.0 is in progress but probably about a month away from release.

Posted

Does the headset show your desktop and what is running on it?  If VR does this then it would work just fine.

 

 

 

No, do not even see the PWCG splash screen when launching a mission.

It would be nice though, to have it integrated to where a VR user would not have to remove headset to make their claims and load up a mission. Not sure if that is possible...

SCG_Space_Ghost
Posted

There might be a misunderstanding as to what this is. 

 

-snip-

 

No misunderstanding on my part... I've used the mod extensively before you integrated it in to the ROF PWCG build.

 

I stand by what I said: Redundant and unnecessary for official integration. Worth the time for a modder to introduce when the option is available.

Posted

No, do not even see the PWCG splash screen when launching a mission.

It would be nice though, to have it integrated to where a VR user would not have to remove headset to make their claims and load up a mission. Not sure if that is possible...

 

Actually though, the new software for the Rift - Dash - coming out in Dec, may allow this as it will be showing all one's desktop and supposedly have access to all programs from within it.

Will be interesting to see if that helps.

  • 2 weeks later...
Posted

Is there any way to set it easier than 100% Novice Pilots? 

I´m having trouble finding any targets on patrols and get shot down on ground attacks.

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