Jump to content
PatrickAWlson

PWCG 6.3.0 Released - BP is on the Rhine Map!

Recommended Posts

58 minutes ago, JonRedcorn said:

YES!!!!! Also I asked ya a few times but I guess you didn't see it, if there was any way to adjust waypoint speeds without being squad lead is that a possibility?

 

I think the answer is not effectively.  PWCG aircraft have a cruise speed that is used as the WP speed.  By opening the aircraft file and changing cruise speed you will change WP speed.  Whether the AI listens or not is debatable.  

Share this post


Link to post
Share on other sites
27 minutes ago, PatrickAWlson said:

 

I think the answer is not effectively.  PWCG aircraft have a cruise speed that is used as the WP speed.  By opening the aircraft file and changing cruise speed you will change WP speed.  Whether the AI listens or not is debatable.  

Well the dora there's no issue keeping up things got plenty of power at all power settings, but for flights with mixed aircraft like f2's and f4's it can be a pain sometimes. Good work though. Is the AI parameters not working still? The AI is truly horrendous on anything below ace.

Share this post


Link to post
Share on other sites
Quote

 

PWCG 5.1.3

Added FW 190 D9 Dora.

-  Start with JG 26 in October 1944 or JG 2 in November 1944.

Fixed: Payloads modifications on several planes.  Me109 G14 and K4, FW190 A5 and A8, Macchi.  

 

 

Fantastico 🙂 Thanks!

Share this post


Link to post
Share on other sites

Hmmm 5.1.2 Not recording kills correctly in co-op flight.  Flight leader never fired guns,  #4 shot plane down (target broke up and in game message allocated kill to #4) but PWCG assigned kill to flight leader.  Has happened last three missions.  No idea why.

 

regards

Share this post


Link to post
Share on other sites
10 minutes ago, Smallfry155 said:

Hmmm 5.1.2 Not recording kills correctly in co-op flight.  Flight leader never fired guns,  #4 shot plane down (target broke up and in game message allocated kill to #4) but PWCG assigned kill to flight leader.  Has happened last three missions.  No idea why.

 

regards

 

Are the flight lead and #4 both AI?  Are either human players?

If #4 is a human player and he did not claim the victory then he will not be credited with it.  In this case PWCG will assign the victory to an AI pilot.

Is the leader a human player?  Did the leader claim a victory?  If yes he will be first in line to receive credit for unknown enemy losses.

 

I would need the mission logs to verify but it is not at all  unusual for victory to be logged without a victor.  In these cases PWCG semi-randomly assigns the victory.  In an ideal world PWCG would simply read the logs and assign the victory based on the logs.  That is not possible.  In fact there is a lot of software in place to reconcile player claims with planes logged as destroyed with planes that do not have known causes for loss.

 

If you are human and you do not claim a victory then PWCG will not award one to you, even if the logs clearly indicate you as the victor.

If you are human and you do claim a victory then PWCG will give you preference for unknown enemy losses.

If the logs clearly indicate an AI pilot as the victor then that AI pilot will always receive credit.

Planes shot down by humans but not claimed by a human as well as enemy planes lost in the proximity of the human flight but not allocated a victor will be distributed to AI participants.

Planes lost without a victor and not in the vicinity of the human flight will not be credited.

 

So there is a lot of fuzzy logic that has generally produced the right result, but is not going to be perfect.

Share this post


Link to post
Share on other sites

Thanks Pat,

 

In this last case all pilots are human, number of humans flying is variable, but human pilots who are not present have their planes removed as part of the mission edit process when generating the mission.  In this case #1 just stooged around.  #4 fired, destroyed the plane, and the little log popup showed that the kill had gone to #4.  Also correct claim made by #4 in PWCG.

 

I will get you the logs.

 

regards

 

 

Share this post


Link to post
Share on other sites

For some reason, advanced config isn’t working. I set there to be 1 friendly flight at most and 2 enemy flights at most, and end up with three flights on each side, not including my own. I also set the fighter AI to +2, and all the Soviet aircraft still have low AI levels.

Share this post


Link to post
Share on other sites
Posted (edited)
1 hour ago, Pb_Cybermat47 said:

For some reason, advanced config isn’t working. I set there to be 1 friendly flight at most and 2 enemy flights at most, and end up with three flights on each side, not including my own. I also set the fighter AI to +2, and all the Soviet aircraft still have low AI levels.

 

Yes it ( at least enemy fighter ai skill level) has been discussed and confirmed in this thread:

 

In my case flying the Spit, PWCG assigns the enemy fighter AI skill level as mostly 4's ( Ace) and 3's, pretty stout.

One can adjust the AI values by manually editing the mission file, however it is a bit cumbersome to do so. There is info in that thread on how to do so.

Hopefully a fix will be coming in the next update maybe.

Edited by dburne

Share this post


Link to post
Share on other sites

Mission ran fine equipment on water. 

 

full zip of what I could find to help out.

 

Let me know if you need anything else.

 

Desktop.zip

 

kubanmap.thumb.jpg.b08c25ba491947e6f9f64752a1e16e37.jpg

 

pwcg513.thumb.jpg.211aa3a26d558d768a0055168eceb286.jpg

Share this post


Link to post
Share on other sites

Not sure where to post this but I'm having issues with PWCG actually launching...  FYI PWCG version 5.1.3 Java version 8

 

The program launches intermittently, that is to say, it will sometimes start properly and sometimes, after clicking the app icon, will not start but seems to be stuck in some sort of loop... the hourglass icon will continuously flash while the program shows as running in the task manager.  The error log displays some sort of 'insufficient memory' message: see attached.

 

Any help would be appreciated.

PWCGErrorLog.txt

Share this post


Link to post
Share on other sites

@Don-Wan You're running out of memory.  PWCG is a bit of a memory hog due to the map images.  However, I'm not sure why this is happening specifically to you.  PWCG asks for enough memory to do it's job.  First suggestion is to shut down some of your other programs.  Also close PWCG when you go from PWCG too the game to fly a mission.

 

PWCG Error
Mon Jul 08 19:54:56 EDT 2019
javax.imageio.IIOException: Insufficient memory (case 4)

...
    at javax.imageio.ImageIO.read(Unknown Source)
    at pwcg.gui.dialogs.ImageCache.getBufferedImage(ImageCache.java:51) ... this is PWCG loading an image
 

Share this post


Link to post
Share on other sites
Posted (edited)

pat,

 

Thanks for the reply.  I don't think memory is the main issue.  See attached pic.  However, when PWCG did manage to run, I was leaving it open while playing BoX; so that may be the reason for the memory error report.

 

The main issue is the program not launching at all: neither from the desktop shortcut or the PWCGCampaign folder itself.

 

For instance, with the system running in the state shown in the photo, launching the program causes the hourglass icon to indefinitely flash without the GUI appearing at all.  However, PWCG shows up in the Task Manager, see attached pic.

 

 

Memory Usage.jpg

 

 

EDIT. Issue seems to have been with TrackIR... PWCG launches fine as long as TrackIR is not running.  Strange.

Task Manager.jpg

Edited by Don-Wan
Issue resolved

Share this post


Link to post
Share on other sites

Just flew new version as 109F-4 campaign in Moscow and it was great! Cold starts add a lot of atmosphere and I finally has no problem to keep up with AI leader. Encountered Two Ishaks and shot them down. All well and smooth. Thanks for your work. 

Share this post


Link to post
Share on other sites

@PatrickAWlson,

 

Restarted my P39 campaign on Kubanmap with version 6.0.0. Have flown three ground attack missions. I scrubbed every non ground attack mission.  On all three flights there where no escorts for my flight. On two missions there was one friendly fighter flight but I did not get the radio message 'flight in combat zone', which to me indicates escort. On all three missions there where no enemy fighters around. On the first two missions there where friendly Il2's and (once) Pe2. All those flights flew to the vicinity of our last waypoint before landing and started circling. All flights had full external ordnance. 

The enemy had ground attack flights up, mostly Stuka's and once a flight of He111's. No escorts off course. Odds of escort is set at 50. They didn't attack any targets.

 

I really love the cold starts and landing sequence. So much better then Standard. Real cudo's there. 

 

The positioning of ground targets are off putting. Artillery in the forrests and lakes. This I must admit is much better in the standard career. Escpecially the ambiance of a artillery battery with protective cover and supply trucks etc. I noticed that enemy and friendly ground objects are often intermingeld. Further more the vehicles used are still early war types. I haven't flown the official career in Kuban yet so I don't know if there are more modern (aka 1943) types available. 

 

Going to put escort odds to 100 and see what happens. For youre information, I have the following set for mission limits as per picture. 

 

Then there is an issue with 'Agoy' airfield. Planes that land from the Northeast or take off in that direction crash on the mountains. Probebly not something you or Murleen can do about, but thought I mention it.

 

I'll keep testing. Thanks for your work.

 

Capture.JPG

Share this post


Link to post
Share on other sites

I´m having trouble wrapping my head around setting up a coop campaign. Is there a manual somewhere?

Share this post


Link to post
Share on other sites
Posted (edited)

Patrick great job my friend, I always look forward to your next upgrade to this awesome program. Your always more then welcome to use any of my skins for your program. It just adds to the immersion. I salute you my friend!

Edited by 325th_Bugsy
  • Like 1

Share this post


Link to post
Share on other sites

Greetings!

 

Hope this isn't a silly question....I have v5.13 of PWCG currently installed. Do I remove that before I install v6.0? If that is the case,  how do I keep my current careers that I have going?

Regards,

Scott

Share this post


Link to post
Share on other sites

@flugkapitan the versions 5.13 and 6 Alpha can be side by side, so you don't have to remove 5.13. There is even a way to bring your campaigns over to 6 Alpha, but I don't know how this is done, maybe you find out yourself.

Share this post


Link to post
Share on other sites

@flugkapitan @Yogiflight

 

PWCG 6 went final on Thursday. It replaces PWCG 5.1.3 at this point.  

 

Easiest thing to do is save the campaigns if you want to, delete PWCG 5, install 6 and then recopy the campaigns.  PWCG6 has a built in 5-6 converter.

 

Share this post


Link to post
Share on other sites
4 hours ago, [Pb]RedeyeStorm said:

Restarted my P39 campaign on Kubanmap with version 6.0.0. Have flown three ground attack missions. I scrubbed every non ground attack mission.  On all three flights there where no escorts for my flight. On two missions there was one friendly fighter flight but I did not get the radio message 'flight in combat zone', which to me indicates escort. On all three missions there where no enemy fighters around. On the first two missions there where friendly Il2's and (once) Pe2. All those flights flew to the vicinity of our last waypoint before landing and started circling. All flights had full external ordnance. 

The enemy had ground attack flights up, mostly Stuka's and once a flight of He111's. No escorts off course. Odds of escort is set at 50. They didn't attack any targets.

I also made the experience, that escort is missing in ground attack missions. In my experience AI sometimes attacks ground targets and sometimes not.

BTW your Odds a mission is escorted is according to the settings you posted set to 20.

Share this post


Link to post
Share on other sites
10 minutes ago, PatrickAWlson said:

@flugkapitan @Yogiflight

 

PWCG 6 went final on Thursday. It replaces PWCG 5.1.3 at this point.  

 

Easiest thing to do is save the campaigns if you want to, delete PWCG 5, install 6 and then recopy the campaigns.  PWCG6 has a built in 5-6 converter.

 

Thank you Pat for that quick answer!

Regards,

Scott

Share this post


Link to post
Share on other sites
11 minutes ago, PatrickAWlson said:

PWCG 6 went final on Thursday

LOL, I absolutely missed that. I was still flying the Alpha version, will download now. Thanks Patrick for your constant work.

What now is missing is the implementation of TC in PWCG 😄

Share this post


Link to post
Share on other sites

Found small UI bug. Pilots button to bring squadron pilot list chalkboard do nothing.

Share this post


Link to post
Share on other sites
Posted (edited)

After initial good mission I got mission where I am not able to keep up with AI leader. As you can see all waypoints are set to 440km/h.

 

Also loading missions take so long now. When I opened this mission in editor it was very complex. A lot of objects and red links  - a lot.

 

http://www.prekladytextu.eu/Missions.zip

 

speed.jpg

Edited by ataribaby

Share this post


Link to post
Share on other sites
Posted (edited)
4 hours ago, ataribaby said:

Found small UI bug. Pilots button to bring squadron pilot list chalkboard do nothing.

 

The chalkboard displays three different sets of information: pilots in your squadron, top aces, and equipment.  If you are already displaying pilots then pressing pilots will do nothing.  If you look at top aces or equipment then pressing pilots will get you back to the pilots display.

 

Brings a thought: separating these buttons and grouping them as a set of radio selections would be more intuitive.

Edited by PatrickAWlson

Share this post


Link to post
Share on other sites
Posted (edited)

Problem is that if I am at Top Aces, pressing Pilots do nothing. There is no way to bring pilots list back via that button.

Edited by ataribaby

Share this post


Link to post
Share on other sites

Thanks for releasing this PW! I've had great fun with my friends playing this. I have one question regarding the campaign:

 

Is there a way I can get this to work with a DServer? It doesn't look like the server will generate log files for missions run on it and when I join the DServer with the campaign on my local machine it will not generate/read the log file for the combat report. Thanks!

Share this post


Link to post
Share on other sites

Bug fixes ...

 

PWCG 6.0.1

Added a bit more AAA around airfields

Fixed No escorts for player

Fixed Return to pilot perspective broken
Fixed Friendly planes lost are assigned as victories to squadron mates.

Fixed Errors during leaves and transfers.

Fixed Too many spots in coop mission - should only be players
Fixed PO2 has wrong display name

8 hours ago, Captain_Kurp said:

Thanks for releasing this PW! I've had great fun with my friends playing this. I have one question regarding the campaign:

 

Is there a way I can get this to work with a DServer? It doesn't look like the server will generate log files for missions run on it and when I join the DServer with the campaign on my local machine it will not generate/read the log file for the combat report. Thanks!

 

I don't know.  The requirements for PWCG are a mission folder and log files.  Without log files PWCG is dead in the water.  If there is a way to make a DServer spit out log files then yes, PWCG will work with it ... maybe ... might take a few tweaks.  I might have to do something to make the log file location configurable in PWCG.  

Share this post


Link to post
Share on other sites
17 hours ago, ataribaby said:

Found small UI bug. Pilots button to bring squadron pilot list chalkboard do nothing.

 

Thanks for the report.  PWCG 6.0.1 is out with a fix to this problem

Share this post


Link to post
Share on other sites

Great bunch of fixes. Thanks!

 

BTW what will happen If I am missing one map? For example I doesn't have Kuban. Campaign generator will skip it?

Share this post


Link to post
Share on other sites
1 hour ago, ataribaby said:

Great bunch of fixes. Thanks!

 

BTW what will happen If I am missing one map? For example I doesn't have Kuban. Campaign generator will skip it?

 

No, because PWCG doesn't know which products you own.  You could create the missions but the game would refuse to let you fly them. 

 

In the case of Kuban it is effectively the end of the war in the east (in game terms) so a Russian career would be over.  A German career could be advanced into 1944 (use the Leave feature) and moved to the west if you own Bodenplatte.

Share this post


Link to post
Share on other sites
Posted (edited)

Ahh I see, Anyway there is sale so Kuban is solved now :)

 

BTW will be please possible to save selected mods for player plane (probably for each plane type) so I don't need reselect them every time?

Edited by ataribaby

Share this post


Link to post
Share on other sites
1 hour ago, ataribaby said:

Ahh I see, Anyway there is sale so Kuban is solved now :)

 

BTW will be please possible to save selected mods for player plane (probably for each plane type) so I don't need reselect them every time?

 

Probably not soon because I have PWCG select payloads in the code.  That would cause conflicts with a user created config.  To avoid excessive clicks you can configure the flight leader and then press the synchronize payloads button on the left.  The synchronize payloads button will set every plane to the lead plane's payload.

 

Share this post


Link to post
Share on other sites
Posted (edited)
1 hour ago, PatrickAWlson said:

The synchronize payloads button will set every plane to the lead plane's payload.

 

Except it is a flight with mixed aircraft types, then only the same aircraft type that the leader is flying gets synchronized, for other type aircrafts you have to change the payload for each plane.

Edited by Yogiflight

Share this post


Link to post
Share on other sites
Posted (edited)

Questions....

 

 

In the past, I had more players than the squad could take... And if I didn't have an ai squadmate, I couldn't add another new player to the squad. Is this still true with v6? I'd rather have a huge list of pilots and not be limited to 20 or so pilots per squadron. (Understandably, there would still be a limited number of planes per squadron, so some pilots would be grounded or be forced to fly "lesser" planes.)

 

It might even be cool to have multiple accounts of a campaign per player pilot... Say one for the fighter squadron, another for the attacker squadron, and so on. This way, if your fight pilot is grounded due to limited planes available, you could switch to your attacker pilot. As a bonus, your fighter pilot's stats won't be effected by any losses you take while being an attacker.

 

Another issue... I could never remove a player's pilot from the roster. Say after two or three weeks, I would have a pilot not show up to our events...  I want to remove him from the roster (as AWOL or MIA, etc etc). Can we do that now, especially with both sides filling up with player pilots?

 

 

How are players registering for the campaign? Is it still up to the host to add everyone to the squadron or can players register themselves? Conversely, can players see the campaign stats and input their kills after a mission? I assume not, but soon. 

 

Thanks for everything you're doing. I'm going to give v6 a try tonight.

 

 

 

15 hours ago, PatrickAWlson said:

I don't know.  The requirements for PWCG are a mission folder and log files.  Without log files PWCG is dead in the water.  If there is a way to make a DServer spit out log files then yes, PWCG will work with it ... maybe ... might take a few tweaks.  I might have to do something to make the log file location configurable in PWCG.  

Dserver does spit out log files, but you have to specify where it spits them out. I've only been using dserver for our campaigns.

 

Link to adding logs to startup.cfg ---> 

 

Edited by [TWB]Sketch

Share this post


Link to post
Share on other sites

Hello Pat,

thank you again for this new version.

 

I've installed PWCG completely new and created two new campaigns.

 

In both first missions there didn't appear any enemy flights, only friendly.

Is this natural and this first flights are for getting warm or did I missed some adjustment in the settings? 

I didn't adjust the settings really much.

 

Thank you in advance for answers and support.

Share this post


Link to post
Share on other sites

It is still the case that there are a limited number of pilots per squadron.  As of 6.0 you can use multiple squadrons and this is the recommendation.  If everybody wants to fly 109s put the players in different squadrons.  PWCG will generate a flight for every human pilot.   I would say no more than 6 players per squadron as every human will be included and that would jm up the runway ... but you can try it.

 

As of 6.0 it is possible for a player to have multiple personas.  PWCG will insure that you do not add two personas for the same player to a mission.  There are no limitations on personas, so a player could have a German Stuka pilot and a Russian Yak pilot.  He just can't be both in the same mission.

 

Still can't remove pilots from the roster once they are created.  I can put that on the backlog.

 

It is still the hosts responsibility as of today.  I have been developing a server that users can connect to.  This code exists right now.  It needs to be packaged before I can release it.  Players will be able to issue player requests (can I join), pilot requests (please make this persona), and see the chalkboard from the point of view of a persona.  Obviously more is planned but that is a useful start.  Once this is in place the player can do the work and the host will simply approve the request in the coop admin screen in PWCG, reducing the workload on the host.

 

Everything minimally necessary to run a campaign is in PWCG.  This was done purposely as some people may not be comfortable running an outward facing server on their machine.   The upcoming online piece is a server that the host can run and players can connect to.  As it develops it will allow players to see the campaign more and more as the host can.

13 minutes ago, King_Franky said:

Hello Pat,

thank you again for this new version.

 

I've installed PWCG completely new and created two new campaigns.

 

In both first missions there didn't appear any enemy flights, only friendly.

Is this natural and this first flights are for getting warm or did I missed some adjustment in the settings? 

I didn't adjust the settings really much.

 

Thank you in advance for answers and support.

 

It's unusual but possible.  I saw enemy activity in every mission that I have created.  Time and place could be a factor.  What squadron and what date?

Share this post


Link to post
Share on other sites

Thank you for your quick response Pat.

 

Squadron: I./JG2   Date: 1 November 1944

and

Squadron: I./JG44   Date: 1 February 1945

Share this post


Link to post
Share on other sites

When you're ready to get the web server running, I'll happily host it as a beta tester.

 

Thanks for your quick replies, and all the hard work you've put in.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...