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PatrickAWlson

PWCG 5.0.4 Released

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Thanks Pat,

 

What does the wheelchair icon mean then?  They can still fly.

 

regards

Apologies for this next question:

When we get an escort mission and join up with our endearing bomber flights, they just continue to circle the same spot.  Is there something that activates them to get on with whatever they want to do?  Is it waypoint related or is there a trigger command we should say?

 

regards

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Disabled pilots should not be able to fly.  I'll look into that.

 

I'll also look at the escort missions.  When you rendezvous with the bombers that should trigger their waypoints.  

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Thanks Pat,

 

I noted that 5 of us flew (on the same side) but only 4 were given the option of logging claims.    Is this a hard limit?

 

regards

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Just want to say again I am really enjoying 5.0.2.

Flew a lot in my campaign yesterday, and did not have a single no enemy ai flight.

Lots of great action!

 

:good:

 

Thanks so much for this!

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On 10/25/2018 at 10:11 AM, Smallfry155 said:

Thanks Pat,

 

I noted that 5 of us flew (on the same side) but only 4 were given the option of logging claims.    Is this a hard limit?

 

regards

 

Should not be.  I can look at it.

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New PWCG up.  Mostly enhancements to the equipment replacement algorithm.

 

PWCG 5.0.3

Equipment replacement enhancements:

- Increased equipment replacement rate

- Increased odds of players squadron getting replacements if severely depleted

- Increased odds of any squadron getting replacements if severely depleted

- Accounted for actual need in squadrons in generating replacement planes

Made Italian campaign available for Moscow

Fixed: Historical aces appear twice in top aces board

On 10/25/2018 at 10:11 AM, Smallfry155 said:

Thanks Pat,

 

I noted that 5 of us flew (on the same side) but only 4 were given the option of logging claims.    Is this a hard limit?

 

regards

 

One question: did every pilot have a human persona in the mission?  If a human jumps into the slot occupied by a PWCG generated AI pilot then PWCG has no idea that a human flew.  

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Thanks so much for the continuing support of this great product Pat!

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Great idea to look at equipment replacement. With the number of squadron pilots running their a/c into the ground, increasing the availability of replacement a/c should help. I flew several missions in the new version with no issues. Thanks Pat!  

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14 hours ago, PatrickAWlson said:

 

One question: did every pilot have a human persona in the mission?  If a human jumps into the slot occupied by a PWCG generated AI pilot then PWCG has no idea that a human flew.

  

 

First of all thank you very much for all that fixes and the actual version!! :salute:

 

As for your question; I'm a bit confused as I'm still searching for the option to tell PWCG that human pilots will attend the flight prior to create a misson. (i.e. by simply renaming AI Pilot names to human pilots names). Is there a way to do so?

 

One other thing; I could not test for a long time being on biz trip. Did you change the waypoint system? Yesterday we took off an noted that the target was not marked with a waypoint in the map. As we passed the first or secord waypoint suddenly we got the red target marker for a short time in game and on the map. It disappeard after some time and we got the next waypoint symbol. The red marker did not show up again.

 

This happend two times. Clean 5.02, new campaign.        

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When you press "add player" that is replacing an AI pilot with a human pilot. Now PWCG knows that this pilot is a "player" as opposed to AI.

 

Now you create a mission.  When you are on the pilot selection page you should put any human pilots that are flying into the mission and remove any human pilots that are not going to fly.  Spare slots can be filled in with AI pilots or not, as you choose. 

 

Now you fly the mission.  The game has no idea about PWCG designation of human vs. AI, so it is up to the players to jump into the right slots.

 

Now the AAR,  When you submit the AAR PWCG should create a tab for each human player.


 

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Thanks Pat,

 

As we had one player "holidaying on the Black Sea" due to injury they flew an AI Pilot.  I see now that i will have to create a new pilot to cater for those with "injury time", or wait until he is better by using the leave function.

 

Is there a way of "assisting" in the recovery of injured pilots, or should I just reduce the max wound level?

 

regards

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I think reducing max wound level is best.  Otherwise you are going to be editing JSON files and really just accomplishing the same thing.

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15 hours ago, PatrickAWlson said:

 

Now the AAR,  when you submit the AAR PWCG should create a tab for each human player.

 

 

...sorry for the inconvenience caused!:blush:

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20 minutes ago, Black-Hussar said:

 

...sorry for the inconvenience caused!:blush:

 

No problem.  I could actually use some help.  I would like to tie down exactly which planes can be used by human pilots to prevent this situation.  I really don't know how the game decides which planes are available for a coop participant to jump into.  Can you shed a little light on that?

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I depends on the game versions the participant owns. Creating a PWCG coop Campaign we "select all" available planes in PWCG. In the coop mulitplayer lobby (dedicated Server) a participant can see all planes provided by PWCG for the mission, but he can only jump in planes he owns. All other planes are disabled and can not be selected.

 

Hope I got you right.  

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I´m trying to add individual skins to other squadrons. Editing the squadron files a just get a generic skin for the whole one, no matter how many skins I add. Is there a way?

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49 minutes ago, Almenas said:

I´m trying to add individual skins to other squadrons. Editing the squadron files a just get a generic skin for the whole one, no matter how many skins I add. Is there a way?

 

Yes.  It is done for RoF but not for BoX.  The skins called out in the squadron file are the generic squadron liveries.  They would not have any personal markings. 

 

Personalized aircraft are in the skin JSON files.  In there you can specify a personal skin and associate it with a squadron.  PWCG will assign that skin to one and only one plane in a mission.

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Do I understand it right? It is not possible (yet) to add different skins for different AI planes like in RoF. I edit the skin file like below and got no results.

Sorry for ask again. I made some skin packs for PWCG and would like to use them.

skin.jpg

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Thanks a lot.

 

 One more thing: For JG51-I in Moscow map it is not possible to assign a skin to a BF-109 F2.

Edited by Almenas

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1 hour ago, Smallfry155 said:

Pat, How does the AI slider work with +4 to -4?

 

What does it really do?

 

regards

 

 

 

AI is represented by a value range from 1 to 4.  1 is novice, 4 is ace.  PWCG uses the whole range by default.  On the config, positive numbers improve the AI.  a 1 for example, makes novice -> common, common -> veteran, veteran-> ace, and ace stays at ace because you can't do any better than that.  A negative value would do the opposite.

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3 hours ago, Smallfry155 said:

Thanks Pat,

 

Do you know how this works in game?

 

regards

 

Other than "ace is better", unfortunately no.   No details as to what the difference between novice and ace is,

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Pat,

 

17 Missions into my new Spit Kuban Campaign, and I have had 0 - yep that's right Zero flights with no enemy AI aircraft around.

Lots of fantastic action so far in this one.

 

Great stuff!!

 

:good:

  • Upvote 1

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20 missions in and still every flight has had enemy AI flight activity.

Awesome stuff!

:good:

 

Last mission I flew had my flight of four come up against:

JU-87's

FW 190's

109's

MC 202's.

 

The skies were lit up!

I shot the wing of a 109, I was really close and that wing came flying just over my head ( in VR), I ducked and pretty sure my heart missed a couple of beats lol.

I managed - somehow - to survive along with two of my three wingmen, unfortunately we lost one.

We had a beer in his honor.

Edited by dburne

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On 11/1/2018 at 4:35 PM, dburne said:

Pat,

 

17 Missions into my new Spit Kuban Campaign, and I have had 0 - yep that's right Zero flights with no enemy AI aircraft around.

Lots of fantastic action so far in this one.

 

Great stuff!!

 

:good:

dburne, could you maybe post the settings you are using in PWCG, either in text or in pictures? Can you post both the general and advanced settings in PWCG? If you have time & don't want to post them here, can you PM them to me please? Thanks in advance. No hurry Sir, just when you have time.:salute:

 

S!Blade<><

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26 missions in, and still have not had a mission with no enemy AI activity. Great stuff!

Couple missions ago was wild, our flight of four came upon three enemy flights of 109's - at one time. Let me tell ya we had our hands full.

Lost some pilots in that one.

 

Speaking of which, I am now down to six pilots and three Spitfires. Not sure how long it will be before we get replenishments, maybe I should try some Lone Wolf Missions.

On 11/7/2018 at 9:58 PM, BladeMeister said:

dburne, could you maybe post the settings you are using in PWCG, either in text or in pictures? Can you post both the general and advanced settings in PWCG? If you have time & don't want to post them here, can you PM them to me please? Thanks in advance. No hurry Sir, just when you have time.:salute:

 

S!Blade<><

 

Probably the main thing affecting this, I have set in the Mission Limits tab:

 

 

PWCG Mission Limits.jpg

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New PWCG is out:

 

PWCG 5.0.4

Fixed: issue where adding Italian squadron earlier was causing problems in existing campaigns.

Fixed: Escort missions.  Rendezvous fixes by me, separation fixes by Murleen.

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Finally today I had a mission with no enemy AI aircraft to be found, it was an intercept mission.

I am not complaining, this was actually mission #31 in my Spit Kuban Campaign before this happened.

We were still a little low on planes and pilots, so was almost a welcome break.

 

This is a huge improvement, thanks for this!!

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Hi

 

I am really enjoying PWG5.0.4.

The briefing with waypoint altitude are great.

I have a small porblem in my il2-41 campaign :

In two missions, the Il2 do not fight, they simply turn away to the next waypoint.

It seems that the waypoint are not "close enough" to the ennemy troops

Also, there are some guns or vehicles in the river (see screeshot)

Actually, they are easy to spot !!

sturm moscou.zip

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I certainly can not say for sure,  but I don't think the fighter AI adjustment is really working any more. At least not like it used to.

I have mine set to -2, and every 109 and 190 I have come across in my Spit Kuban Campaign flies like an Ace using every vertical maneuver they are good at.

 

They seem to be way better at combat with this setting than they were ever before. Seems like it has been this way for me in the last couple of versions of PWCG.

I realize too may well be more a game programming thing rather than a PWCG thing.

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I think that they are working on the AI.  PWCG can only set a number 1-4.  What the game does with that is up to the game.  

 

I have not been flying since the latest update, so I  don't have anything to say.  I do hope that they did not suddenly make novices great pilots.  There is an AI thread in general discussions.

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1 minute ago, PatrickAWlson said:

I think that they are working on the AI.  PWCG can only set a number 1-4.  What the game does with that is up to the game.  

 

I have not been flying since the latest update, so I  don't have anything to say.  I do hope that they did not suddenly make novices great pilots.  There is an AI thread in general discussions.

 

Is that number 1-4 in both directions, so could also have -1 to -4?

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On 12/8/2018 at 5:38 PM, PatrickAWlson said:

0=Human

1=Novice

2=Common

3=Veteran

4=Ace

 

Yeah, am not really sure what is going on. I am  not seeing a difference any more , least not like I used to a few weeks ago ( even before 3.008).

To me even on Novice the AI seem to be quite exceptional and flying to all their strengths - especially 109 and 190's. I definitely have my hands quite full now

trying to combat them, whereas before I seem to handle them better.

 

I realize this is more game coding , mainly was curious if I was alone in what I am seeing here? I will have to also start a new Career and see how they do there.

 

 

 

Edited by dburne

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Admittedly I only have a few hours with the latest game version but the ai seems significantly better in several ways. Namely they are better pilots. They evade better defensively and do different maneuvers than I’ve seen from them before. Overall a better challenge but not ace level to my mind. I haven’t adjusted ai in pwcg. My victories are less than before and Ive come home with more holes in my kite lol. 

Edited by TheSNAFU

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