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PatrickAWlson

PWCG 6.1.3 Released - Icons anyone?

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Okay, I might be blind or just missing something... But where's the add new pilot button? It's not showing up in any co-op campaign I try to create.

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1 hour ago, Jonttu1 said:

Okay, I might be blind or just missing something... But where's the add new pilot button? It's not showing up in any co-op campaign I try to create.

You're correct. @PatrickAWlson it looks like the radio buttons are not correctly writing the mode of campaign the user is trying to create.

 

In the meantime, you can go into the folder of your campaign, and edit the campaign.json file and change the "campaignMode" value to "CAMPAIGN_MODE_COOP"

 

That seemed to fix the issue for me, and allowed me to add pilots and use it as a coop campaign.

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1 minute ago, Utopioneer said:

You're correct. @PatrickAWlson it looks like the radio buttons are not correctly writing the mode of campaign the user is trying to create.

 

In the meantime, you can go into the folder of your campaign, and edit the campaign.json file and change the "campaignMode" value to "CAMPAIGN_MODE_COOP"

 

That seemed to fix the issue for me, and allowed me to add pilots and use it as a coop campaign.

 

I'll have that fixed very soon.  Tomorrow at the latest but hopefully tonight.

 

Let me know how 6.1.0 works for you.  The design decisions were largely driven by conversations with you.  I think they make sense but I am also sure that there is a lot of tweaking between 6.1.0 and getting things exactly right.  I want to continue the conversation with people to continue to improve the experience.

 

Very interested in feedback from people doing competitive coop as well.

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1 minute ago, PatrickAWlson said:

 

I'll have that fixed very soon.  Tomorrow at the latest but hopefully tonight.

 

Let me know how 6.1.0 works for you.  The design decisions were largely driven by conversations with you.  I think they make sense but I am also sure that there is a lot of tweaking between 6.1.0 and getting things exactly right.  I want to continue the conversation with people to continue to improve the experience.

 

Very interested in feedback from people doing competitive coop as well.

I really appreciate your responsiveness and desire for feedback. I've sometimes felt like I was complaining "Hey Pat this is broken!" but I'm glad you find these discussions useful and I try to help with bugs where I can.

 

We plan to fly v6 this weekend, so I'll probably have more feedback after. The only thing I've noticed in my solo testing is the mission route is still not displaying in-game, but I think you said you plan on bringing that back for single side co-op. I understand you're not likely to be able to show a different route per side for competitive co-op, butif you can maintain the routes for single side co-op it would be appreciated. I was thinking more about competitive co-op, and even if the engine supported different routes per side, a human could jump into the wrong plane in lobby to see a competitors route before mission start.

 

If you ever want to join us for some flights let me know. We're having a blast in our I./JG52 campaign, currently in Stalingrad in August of 42.

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Hi every body. Does any one have this little bug : playing red side a campaign in a mig I have had kills on 109 but confirmed as Mig kills in PWCG debrief! I’m sure I shot 109. By the way, I had no penality having opened fire on a plane of my side...thanks for answers

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12 minutes ago, Azdack said:

Hi every body. Does any one have this little bug : playing red side a campaign in a mig I have had kills on 109 but confirmed as Mig kills in PWCG debrief! I’m sure I shot 109. By the way, I had no penality having opened fire on a plane of my side...thanks for answers

Yep, I had that in 6.0.1 too. I ahd killed two P40 with my Bf110, but got credited one P40 and one MC202. And it clearly were two P40, easy recognizable with the winter skin. But it was the only time I had this happen, so far.

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Patrick,

Thanks for clearing the problems with AAR they are working. I just need to shoot something down :)

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Posted (edited)

@PatrickAWlson

 

We flew a set of missions in v6, some feedback and thoughts.

 

From the player's perspectives:

1. Players definitely miss the mission route, I know you're aware.

2. The missions seem to take significantly longer to load for myself as host and for the players. Looks like filesizes are about double what they were. Is this related to generating the entire frontline and all objects across the map instead of just around the player flight? Side note: Is it possible to draw the two front lines as blue and red on their respective sides?

3. 4 of 5 missions we had no contact, but I don't recall you saying mission generation parameters changed much. Maybe this was a fluke or a function of our time and place in the war. Could it be that all squads now start at their bases instead of some spawning mid flight, and that's having an effect?

 

From the host perspective:

1. I really like the new method of linking users to pilots, especially for those of us that fly dead is dead. It allows me to link who is who just by scraping the data. Previously I was restricting my player names to have a common callsign between their pilots, but now I can redo my code to take advantage of those files.

2. I find the "reference pilot" part of campaign interaction to be somewhat unintuitive and clunky. I imagine that was implemented due to existing code, but I wonder if there's a better way to handle the UI and data storage. Would it be possible down the line to basically treat every human pilot the same, and not have the UI and combat report files tied to a pilot? I'm imagining a UI where when you open the campaign, it has a list of squadrons that have assigned human pilots, and clicking on that squadron will go into the stats for that squadron similar to the default view now. Perhaps data currently held in the combat reports files could be generated on a per-squadron basis and stored in the squadron jsons? The campaign log could hold human pilot events that are significant to the whole campaign, like promotions or deaths of human players. Not knowing what your java code looks like, I understand what I'm suggesting could take significant rewrites, but I mention it because I think the way data is stored and accessed by the host would be cleaner, more intuitive, and easier to be used to generate web page summaries.

4. I like the pilot selection screen, but for users that have multiple pilots it would be helpful if the hover popup displayed the name of the squadron or the type of plane in that squadron. I noticed if a player tells me they want to fly their 190 pilot instead of their 109 pilot, it can take some sleuthing to make sure I'm picking the correct one for that mission.

5. Everything I've tried interacting with seems to working, not having issues with mission generation, AAR, etc.

 

Sorry for the wall of text, and thanks again for all the work you're putting into your software, everybody I fly with agrees it's the best way to play.

Edited by Utopioneer
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PWCG 6.1.2

Improvements to reduce lack of contact.  I created dozens and verified that flights were being routed to the mission box as expected.  That verifies that location works.  Then there is location at time.   I ran two test missions and both created contact, so it appears that flights are not only being routed to the mission box but are arriving in time to interact with each other.

 

- Reduce size of mission box

- Mission box size is configurable (Advanced config -> mission limits)

- Reduce length of patrols to avoid going beyond mission box

- Improve patrol path to head into the mission box

- Improve offensive patrols for airfield/transport to use waypoints closer to box

- Improve offensive penetration patrols to take advantage of patrol algorithm just into enemy lines

- Reduce distance from entering the box to start of patrols.  Helps prevent need cross map navigation.

Fixed looking at mission again after it had been created

- Added "Back to Campaign" button on every mission page to return to campaign without altering the mission

- Eliminated coop pilot selection for missions that have already been created.

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:good:

 

Nice improvements listed there, thanks so much!

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You made me a bit nervous, when I saw the flight path in my first ground attack mission. Target approach, then back to the airfield and then again turn round back to the front line🤔

I first scrubbed a few missions, until i saw they were all that way. Then I gave one a try, to see, how it works in the mission.

On the in game map it was as usual.

But the negative side of this new PWCG map, the flight path with the target approach often did not reach the front line, so you don't know exactly, where the target area is.

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Posted (edited)

After mission ends, and click on combat report I get an error message.

 

PWCG was unable to find a log set for your last mission

 

 

Image may contain: text

 

Edited by II./JG77_motoadve
photo

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16 hours ago, II./JG77_motoadve said:

After mission ends, and click on combat report I get an error message.

 

PWCG was unable to find a log set for your last mission

 

 

 

Can you package your campaign and your log files.  I wrote code for 6.1 specifically to address this problem.  The way that it works right now is as follows:

Your campaign has a date

The PWCG mission info files each have a date and a mission file name

PWCG matches the campaign date to a mission info file.

PWCG then takes the mission file name and matches it to a a mission file name in the logs.

Now PWCG knows which set of logs is associated with your last mission.

 

For a mismatch to happen one of several things must be true

1. Your campaign date is no longer the same, therefore PWCG will not find the mission info file.

    - If you take leave or transfer before doing the combat report that will cause the campaign date to advance, putting it out of sync with the mission info files.

2. There are no logs associated with the mission file name recorded in the mission info file. 

    - This suggests that either the mission was not flown or logs were not generated.

 

If it's not one of those then there might be some other scenario that has not been accounted for.  

 

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Thanks for your reply.

I have tried deleting every campaign , creating new ones, different countries, different dates, deleting PWCG , re installing it, the problem persists.

It happens since the very first mission, no leave or nothing has been changed.

Attached a mission file.

Kuban_1942-07-01.mission.txt

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2 hours ago, II./JG77_motoadve said:

Thanks for your reply.

I have tried deleting every campaign , creating new ones, different countries, different dates, deleting PWCG , re installing it, the problem persists.

It happens since the very first mission, no leave or nothing has been changed.

Attached a mission file.

Kuban_1942-07-01.mission.txt 9.61 MB · 0 downloads

 

Little misunderstanding: I need the campaign directory zipped up as well as the log files that the game produces in its \data directory.  Per the above, as of 6.1.0, PWCG goes from campaign date to PWCG mission info file to 1C log file set.  At the moment, other than something that changed the campaign date, I cannot come up with a reason why the proper connections are not being made.  The campaign and the mission logs should allow me to recreate the problem.

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PWCG 6.1.3

Fixed no icons in coop.

- Icons will appear for all coop modes

- Icons associated with only one side

- Waypoint icons and airfield icons

- Restoration of WP icons causes path to appear on map

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25 minutes ago, PatrickAWlson said:

PWCG 6.1.3

Fixed no icons in coop.

- Icons will appear for all coop modes

- Icons associated with only one side

- Waypoint icons and airfield icons

- Restoration of WP icons causes path to appear on map

Fantastic! Thanks!

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Posted (edited)
Please tell me, does the generator work with any version of the game or only with the latest? My current version is 3.012c
Edited by 72AG_kalter

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53 minutes ago, 72AG_kalter said:

Please tell me, does the generator work with any version of the game or only with the latest? My current version is 3.012c

 

Don't know.  PWCG is constantly being updated to use the latest planes and will include them in missions.  If your version does not know about a plane that PWCG is using the mission will probably crash.  I will state that PWCG has no code to ensure backwards compatibility with older versions of the game.

 

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I couldn't get it to work but then i found the reason:

 

===> FIX:

 

discovered that in the PWCG 6.1.3 zip file in the read me there was talk of editing the setup.cfg to enable mission logging. that should be the Startup.cfg file instead, then it works. 

(folder location in my case: Z:\GAMES\SteamLibrary\steamapps\common\IL-2 Sturmovik Battle of Stalingrad\data)

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One thing I see since some time is, in most of my ground attack missions with the Bf110 E2 two of the four escort fighters collide with each other on the way to the target area, so when we get attacked at the target, we are always outnumbered.

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Is it possible to fly the Spitfire IXe in a US campaign? There were a couple of groups that flew them into early 1944. 31st and 52nd I think?

 

I saw a post somewhere about adding aircraft to campaigns but I can’t find it and I’m not sure if it was referring to PWCG or the official IL2 campaign.

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Help me please. I am from Russia, I don’t know English, I use an electronic translator, which does not give a full explanation of the advanced settings of the generator in the form that can be squeezed into the translator. There is a lot of disagreement in the translation. Where can I find a more detailed description of each setting item? I would really appreciate it! And a few more questions:

1. Still can not generate more than one mission in one day?

2. Is the amount of anti-aircraft artillery at the base airfield regulated? (watched one unit)

3. The bombers circulating without attack did not find a solution? (watched) Friendly bombers were generated that circled under attack on the edge of the map. And I was steadily unfolding, while trying to repulse the attack :)
4. Lead AI did not respond to enemy aircraft within 6 km (adjustable in the settings?)

P.S. PWCG works with previous versions of the game that do not affect the fleet. Checked.

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17 hours ago, 72AG_kalter said:

 

Help me please. I am from Russia, I don’t know English, I use an electronic translator, which does not give a full explanation of the advanced settings of the generator in the form that can be squeezed into the translator. There is a lot of disagreement in the translation. Where can I find a more detailed description of each setting item? I would really appreciate it! And a few more questions:

1. Still can not generate more than one mission in one day?

2. Is the amount of anti-aircraft artillery at the base airfield regulated? (watched one unit)

3. The bombers circulating without attack did not find a solution? (watched) Friendly bombers were generated that circled under attack on the edge of the map. And I was steadily unfolding, while trying to repulse the attack :)
4. Lead AI did not respond to enemy aircraft within 6 km (adjustable in the settings?)

P.S. PWCG works with previous versions of the game that do not affect the fleet. Checked.

 

1. Still one mission per day

2. That varies based on the ground unit density.  I did increase it recently. 

3. Several fixes were done but that is always a possibility if there are scenarios where the timers do not trigger as expected.  

4. Not sure what to do about that.  That is not a mission setting.  Might be on purpose though if the aircraft not responding were not fighter aircraft.

 

On 8/10/2019 at 7:35 PM, Jaegermeister said:

Is it possible to fly the Spitfire IXe in a US campaign? There were a couple of groups that flew them into early 1944. 31st and 52nd I think?

 

I saw a post somewhere about adding aircraft to campaigns but I can’t find it and I’m not sure if it was referring to PWCG or the official IL2 campaign.

 

I do not currently have a US Spitfire squadron.

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Hey Patrick, thanks a lot for this wonderful tool. Great atmosphere, sense of freedom and control. As soon my country ends recession i will make a donation. :unsure:

 

Just an issue. I´ve seen somewhere an user posting a floating fire in Kuban map and i am having same issue. Picture below

Is there anything i can do to fix it? Cheers!

 

 

20190812003921_1.jpg

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Our squadron flew another 6 missions this weekend. Action was great and we had contact in 5 of 6 missions, so proportionally that reverse is exactly what we were hoping for. Thanks a ton for that and the re-implementation of the mission route. My 77 air victory persona was captured on the last one of the weekend, but I can't fault anybody but myself...

 

One thing I noticed, the software seems to no longer be generating escort or scramble mission types. I even set the mission type percentages to 50% each of those, 0% on all others and it would just generate patrol missions. Patrol, Intercept, Low-alt, offensive missions all seem to be generating fine. Were escort and scramble discontinued in v6?

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1 hour ago, Utopioneer said:

One thing I noticed, the software seems to no longer be generating escort or scramble mission types. I even set the mission type percentages to 50% each of those, 0% on all others and it would just generate patrol missions. Patrol, Intercept, Low-alt, offensive missions all seem to be generating fine. Were escort and scramble discontinued in v6?

 

Thanks for pointing that out.  Escort and Scramble were discontinued for coop but they need not be for cooperative coop (they do not currently fit well with competitive coop).  I will bring them back for cooperative coop.

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Posted (edited)

 

On 8/12/2019 at 3:31 PM, PatrickAWlson said:

Can you post the mission file?  I will look for places where smoke/flame have an altitude :) 

 

I´m not sure where i can find it. Would the error report be enough? I also noticed  that a bomb i droped did not explode and went through the ground and my lower ranked wingman dropped his like he was doing his nails. 

Magnov Campaign201908121808692.zip

 

EDIT: Hey Patrick,  just annexed the last mission file. I´ve tried before but the forum couldn´t accept due to size so i guessed it wasn´t the right file. So i zipped it.

 

*I noticed most of the flying fires are over bridges.

 

LastMission.zip

Edited by Lt_Magnov

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Having a blast flying with some p-40e's in moscow, got a few kills already, the highlight so far was lighting 3 mc202's on fire in the early morning, those 50 cals are amazing. Fuel leak, then instant fire, burn baby burn!

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On 8/12/2019 at 5:39 PM, PatrickAWlson said:

 

Thanks for pointing that out.  Escort and Scramble were discontinued for coop but they need not be for cooperative coop (they do not currently fit well with competitive coop).  I will bring them back for cooperative coop.

 

Hey Pat, it also seems like Ground Attack missions for fighter squadrons are no longer generating. There's no setting for how frequent they pop up, so I didn't notice until now, but we used to periodically get those.

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