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PatrickAWlson

PWCG 6.3.0 Released - BP is on the Rhine Map!

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1 hour 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.

 

I got same. After I installed new version into existing 6.0 install and two missions so far and no enemy flights. 

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I was just flying my first ground attack mission with the 110 in 6.0.1 and I have to say it was Wow. First, we now can see in the briefing not only that we have an escort, but even, which squadron is flying the escort.

Then in the mission, I saw our escort already when we approached the ingress waypoint and the were flying about 500m above us. When we approached at the target, some Migs came over to intercept us but our escort immediately attacked them, while we stayed on target. After the first bomb run, when I wanted to turn to my leader, I noticed that one Mig tried to attack me. After I had countered its first attack a 109 of our escort came to help me and attacked the Mig and shot it down. So it was a very entertaining mission watching the dogfight above my head, while flying a ground attack. Really great work, Patrick.

1 hour ago, ataribaby said:
2 hours 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.

 

I got same. After I installed new version into existing 6.0 install and two missions so far and no enemy flights. 

 

 

In my first mission, an intercept mission, I didn't see any enemies either. In the AAR I claimed one kill to see if there were enemy planes flying, and there were, we just did not see them. Did you check, that there were no enemies in the air?

  • Upvote 1

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In the second missions in both campaigns the enemy flights appeared and the fighting has started.

 

It seems they pleased to give me some training for the first mission. 😉

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Not sure if this is an issue with PWCG or the game in general, but I flew a mission tonight where one of my squad mates could not see planes that I (as the host) could see. I ended up tailing one of the planes closely, and he flew in front of me impacting the plane he couldn't see.

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1 hour ago, Utopioneer said:

Not sure if this is an issue with PWCG or the game in general, but I flew a mission tonight where one of my squad mates could not see planes that I (as the host) could see. I ended up tailing one of the planes closely, and he flew in front of me impacting the plane he couldn't see.

This very much sounds like the Invisible plane bug... (nothing to do with PWCG, but with IL-2 in general)

 

 

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Posted (edited)

@PatrickAWlson Here's my first observations:

 

  • Holy shit! He's done it! Woot woot! Hell yes! This is awesome!!

 

Okay okay, some quality of life changes would be nice:

image.thumb.png.8b18d20bac61a2ccc53c78841d9b561e.png

This screen needs a "back" button... I only wanted to see the map of the current mission

 

 

image.png.2f21bb538ed465cf050439b75439763d.png

 

An edit pilot button would be cool!

_________________________________________________________________________________________________________________________________________________

 

image.thumb.png.7f35fa67744bf4bb1cbb1290d0f7de45.png

The waypoints are drawing in the campaign, but not in game... I checked in the editor and it seems you don't have icons for both sides. Can this be fixed? Just giving us icons is pretty much necessary, or players won't know where to go - since the campaign generator app only shows a single side's waypoints.

 

For QoL improvements to the icons... For each set of icons, you could give each unit a different shade of 'red' (for Russians) or 'blue' (for Germans) for each unit type.

As an example - here's a monochromatic palette set you could use for each set of icons... 

image.png.c2b8a263f6e8d33f66be1c12cabb5d7d.png

 

I recommend using various shades of blue because all of the German team will see all of the German icons. However, the unit should know which shade of blue is theirs, and then follow that line. The same goes true for the Russian side; they'll know what shade of red is theirs and follow that.

 

image.thumb.png.ef27dc522aa5779c8b398b96d67f81e0.png

 

See in this image above? I have selected the first shade of blue for those icons, and only the German team can see the icons those icons (and conversely, the German team wouldn't be able to see the "Russian Yak Squadron" icons). The only problem I see is letting players know what shade of blue (or red) they're supposed to be. It's also kind of hard to tell some colors apart, especially if there's a lot of squadrons in the mission.

 

Alternatively, you could just get rid of all the waypoint style icons and only give objective icons... 

 

image.png.2c4f2fd5b6f8a10a1863ef7c7cb94928.png

The downside to this is that players would make a bee line for the objectives and not fly a patrol/cap/etc. It would very much, in my opinion, break the immersion you're trying to create.

 

 

 

_______________________________________________________________________________________

 

Can you please group all the static objects (cities, towns, bridges, etc) that are not used as objectives into a single group? This will make it so much easier to add new entities to the mission without having to see that large mess of objects...

 

image.png.9e480a7302f285ca210da5a7a221c0a7.png

 

There's so many! ^^^

_______________________________________________________________________________________

 

image.png.ae35c37aa9308ba5986e65de26a62360.png

 

Is this still be considered? If I have 3 flights of fighters for the Axis side that are all players (say 4 players per flight) and I want a fourth flight to fly out, do I change the value to 4? or is the value "3 AI FLIGHTS" and the "3 player flights" aren't counted (giving 6 flights total)? What about if it's a ground mission (where it's set to only one fighter flight per side)? Do the other two Axis flights get to fly or are they grounded?

 

_______________________________________________________________________________________

 

Is there a way to select load outs of the opposing team's flight in the campaign generator app? I assume not yet, but you want to do that in the future. Conversely, is there a way to see the opposing team's victories and how they're influencing the campaign? My player's would love to see their persistent stats on both sides. (Again I assume not yet, but soon!)

 

_______________________________________________________________________________________

 

image.thumb.png.3ed4dbad4d34e96d8b1d47a51ba7f689.png

I click the checkbox

image.png.63531731b1623ba77390b58e8f20c915.png

I click accept skin assignments

 

image.thumb.png.24a2364bb9fd5422f3e022f50dc22d85.png

I go back to skin management to confirm my changes, and they don't remain :(

 

I'm having issues with the skin management system. I downloaded all your skins, added them to the correct folders on the server, and when I select "squadron" > "accept skin assignment" the pilots do not retain the checked checkbox.

 

_______________________________________________________________________________________

 

Can I please select where the logs are stored? I'd like to have all my logs in a 'logs' folder (and better yet, a logs/campaignName/ folder).

 

 

 

_______________________________________________________________________________________

 

Sorry if all this sounds like complaining! I really love the app, and I am using it as it is right now. Your time is valuable and I appreciate everything you're doing for the community! Thanks again for this awesome campaign generator. 

 

 

EDIT: I'm using v6.0.1 (I just downloaded it tonight) if that matters

 

 

 

I found another issue... I'm using Dserver, not peer to peer... so when I select a mission without the host's persona, the app crashes:

 

image.thumb.png.d1d07d713132f97721c5316d4adf1f08.png

 

I get this null pointer error in the error log:

 


PWCG Error
Mon Jul 15 22:26:10 EDT 2019
java.lang.NullPointerException
	at pwcg.gui.rofmap.brief.BriefingDescriptionPanelSet.<init>(BriefingDescriptionPanelSet.java:53)
	at pwcg.gui.rofmap.brief.CoopPilotChooser.showBriefingMap(CoopPilotChooser.java:206)
	at pwcg.gui.rofmap.brief.CoopPilotChooser.actionPerformed(CoopPilotChooser.java:187)
	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 by [TWB]Sketch
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Posted (edited)

@PatrickAWlson

 

Very much enjoying 6.0.1 !

Flying the Spit in Kuban Campaign Cold Start.

Really loving cold start, only way I want to do it now - and so glad it is incorporated into PWCG 6. It really increases the level of immersion for me.

 

Having an issue however, I have flown 12 missions so far and in 3 of them we get hammered on the runway by 109's.

I believe mainly due to the 4th guy's slow taxiing to the runway. This last mission I was 3rd in line, and the three of us got to the runway in good time.

However the 4th was lagging way behind and really taking time to get up there. Before he made it a 109 showed up and straffed us on the runway. The leader will not take 

off when enemy AI sets up to do this, only will take off after all planes are set on runway properly to take off.

 

I am pretty sure, if the last plane in these missions had taxied at same speed the first three did, it would not have been as much an issue as we would

probably have been airborne before the 109's showed up.

 

Edit: I have attached the mission file if it helps.

 

 

Dburne 1943-04-15.zip

Edited by dburne

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25 minutes ago, dburne said:

@PatrickAWlson

 

Very much enjoying 6.0.1 !

Flying the Spit in Kuban Campaign Cold Start.

Really loving cold start, only way I want to do it now - and so glad it is incorporated into PWCG 6. It really increases the level of immersion for me.

 

Having an issue however, I have flown 12 missions so far and in 3 of them we get hammered on the runway by 109's.

I believe mainly due to the 4th guy's slow taxiing to the runway. This last mission I was 3rd in line, and the three of us got to the runway in good time.

However the 4th was lagging way behind and really taking time to get up there. Before he made it a 109 showed up and straffed us on the runway. The leader will not take 

off when enemy AI sets up to do this, only will take off after all planes are set on runway properly to take off.

 

I am pretty sure, if the last plane in these missions had taxied at same speed the first three did, it would not have been as much an issue as we would

probably have been airborne before the 109's showed up.

 

Edit: I have attached the mission file if it helps.

 

 

Dburne 1943-04-15.zip 566.81 kB · 0 downloads

 

Is the issue that #4 takes a long time to get to the runway, or that they take a long time to get into position for takeoff once they reach the runway? I've seen some of the second behaviour, and have an idea for a fix, but not the first case.

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Posted (edited)
56 minutes ago, Murleen said:

 

Is the issue that #4 takes a long time to get to the runway, or that they take a long time to get into position for takeoff once they reach the runway? I've seen some of the second behaviour, and have an idea for a fix, but not the first case.

 

No, the first three ( I was third in line) got to the runway in good order and fairly quick.

The 4th was much slower and way behind ( I observed while sitting on runway in external view). He was not even close to runway when I got set.

He was still trying to get up to his parking spot for takeoff when we were straffed. 

 

 

I will also mention I seem to be getting more no enemy AI aircraft missions than in later versions of PWCG 5.

Just came off a Patrol mission , and I checked carefully using the large map with icons on - never saw a peep of enemy AI aircraft.

 

Not sure if this is related, but I notice there does not seem to be as many potential enemy AI aircraft in the missions. Reason I notice this is I go in the Mission file

prior to flying it and edit the enemy AI skill level of the 109's and 190's due to so many being assigned as Ace level.

Out of 13 missions now I have had probably 3 maybe 4 with no enemy AI aircraft.

 

Edited by dburne

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29 minutes ago, dburne said:

He was still trying to get up to his parking spot for takeoff when we were straffed

I noticed, when I am not the last in the flight, the aircraft behind me will not start to taxi in time, when I don't hit the spot in front of the parking position, at which the taxing starts. When you taxi to the right, the AI will always turn left first, to start taxing at the same spot, the leader starts, so you, too, have to turn left to hit this spot. When you are the last in line, it doesn't matter. 

On the other side, I also noticed, when I was the last in line, if I did not hit the spot, where the AI turn to their starting position on the runway, then there won't come the permission to start. so it is all about triggering the next action of AI.

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5 minutes ago, Yogiflight said:

I noticed, when I am not the last in the flight, the aircraft behind me will not start to taxi in time, when I don't hit the spot in front of the parking position, at which the taxing starts. When you taxi to the right, the AI will always turn left first, to start taxing at the same spot, the leader starts, so you, too, have to turn left to hit this spot. When you are the last in line, it doesn't matter. 

On the other side, I also noticed, when I was the last in line, if I did not hit the spot, where the AI turn to their starting position on the runway, then there won't come the permission to start. so it is all about triggering the next action of AI.

 

Yes, if the player misses one of the invisible taxi points, I think the next plane in line won't start taxiing until you hit the next point. As you say, when you are going right, currently the taxi path is set up with the first point on your left. I'd like to improve this, but I haven't figured out the generic way to do it so far.

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15 minutes ago, Murleen said:

 

Yes, if the player misses one of the invisible taxi points, I think the next plane in line won't start taxiing until you hit the next point. As you say, when you are going right, currently the taxi path is set up with the first point on your left. I'd like to improve this, but I haven't figured out the generic way to do it so far.

 

Murleen,

I believe it is a case of that last plane taxiing much slower. 

Now to clarify, this is happening when we are taxiing to the far end of the runway. The planes taxi much faster, with the exception of the last one.

When we are taxiing to the near end of the runway, this is not happening as we all taxi at the same slower speed.

I am confident I am hitting the proper points.

If you can load up the mission file I attached and see if you can observe this?

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Posted (edited)
4 minutes ago, dburne said:

 

Murleen,

I believe it is a case of that last plane taxiing much slower. 

Now to clarify, this is happening when we are taxiing to the far end of the runway. The planes taxi much faster, with the exception of the last one.

When we are taxiing to the near end of the runway, this is not happening as we all taxi at the same slower speed.

I am confident I am hitting the proper points.

If you can load up the mission file I attached and see if you can observe this?

 

Are you the #3 in the formation? If you have a mission where there are more than one plane behind you in the formation, do they all taxi slowly, or just the last one?

 

I'll take a look when I get a chance, but I'm away from my gaming computer at the moment.

 

Also, if you run the mission with you on autopilot, do you still see the #4 plane taxiing slowly?

Edited by Murleen

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Posted (edited)
6 minutes ago, Murleen said:

 

Are you the #3 in the formation? If you have a mission where there are more than one plane behind you in the formation, do they all taxi slowly, or just the last one?

 

I'll take a look when I get a chance, but I'm away from my gaming computer at the moment.

 

Also, if you run the mission with you on autopilot, do you still see the #4 plane taxiing slowly?

 

Yes I am #3.

No, if I am second #3 taxi's behind me and keeps up with me, just #4 lags behind. And I believe just when we are taxi'ing to far end of runway. When going to near end we all taxi slower and everyone seems to keep up.

I will load it back up and check it on autopilot here in a bit.

Edited by dburne

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2 hours ago, Murleen said:

 

Also, if you run the mission with you on autopilot, do you still see the #4 plane taxiing slowly?

 

I can't seem to get the AI-Autopilot to taxi the aircraft.

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4 hours ago, Yogiflight said:

I noticed, when I am not the last in the flight, the aircraft behind me will not start to taxi in time, when I don't hit the spot in front of the parking position, at which the taxing starts. When you taxi to the right, the AI will always turn left first, to start taxing at the same spot, the leader starts, so you, too, have to turn left to hit this spot. When you are the last in line, it doesn't matter. 

On the other side, I also noticed, when I was the last in line, if I did not hit the spot, where the AI turn to their starting position on the runway, then there won't come the permission to start. so it is all about triggering the next action of AI.

 

Ok I think this was it, thanks Yogi!

 

I just flew the same mission again, this time making sure I did the above along with trying to stay in the tracks of the two in front of me.

The last plane taxi'd appropriately this time and we were able to successfully fly the mission.

 

I will be sure to follow the above closely from now on.

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28 minutes ago, dburne said:

 

Ok I think this was it, thanks Yogi!

 

I just flew the same mission again, this time making sure I did the above along with trying to stay in the tracks of the two in front of me.

The last plane taxi'd appropriately this time and we were able to successfully fly the mission.

 

I will be sure to follow the above closely from now on.

Important are the turns. When you lose the track of the AI on the straights, then it is no issue, but the turns seem to trigger the following. What is a bit annoying, is the AI breaking to a stand at the turns to turn at the point, instead of turning while taxing. I crashed once with the 262 into the AI in front of me, because I was not able to break in time🙄

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12 minutes ago, Yogiflight said:

Important are the turns. When you lose the track of the AI on the straights, then it is no issue, but the turns seem to trigger the following. What is a bit annoying, is the AI breaking to a stand at the turns to turn at the point, instead of turning while taxing. I crashed once with the 262 into the AI in front of me, because I was not able to break in time🙄

 

Yeah I have noticed that also. 

I just did a mission in which I was the flight leader, and had two AI- wingmen.

By the time I got taxi'd to the runway and in position, they were no where to be found. I checked exterior view and did not see them anywhere - strange.

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7 minutes ago, dburne said:

 

Yeah I have noticed that also. 

I just did a mission in which I was the flight leader, and had two AI- wingmen.

By the time I got taxi'd to the runway and in position, they were no where to be found. I checked exterior view and did not see them anywhere - strange.

That is the issue of the open grass airfields, where you don't know, where the taxi waypoints are. On the airfields with taxiways you don't have this issue, as long as the waypoints are set to the taxiway. Unfortunately the order to follow you doesn't work on the ground, this would solve this issue.

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1 hour ago, Yogiflight said:

That is the issue of the open grass airfields, where you don't know, where the taxi waypoints are. On the airfields with taxiways you don't have this issue, as long as the waypoints are set to the taxiway. Unfortunately the order to follow you doesn't work on the ground, this would solve this issue.

 

Ah ok that explains it as I am currently on grass airfields.

While there I will make sure I am not the flight lead then, thanks.

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Flew one mission tonight in v6, two human players shot down one plane each. On the claims screen, no plane types were listed in the dropdown for "Victory Report". I tried submitting with nothing there, but received the following error log. 

PWCGErrorLog.txt

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Hello! Sorry for bad english. In version 6.0.1 I didn’t shoot at the enemy once, but I saw a fight between my bots and LAGG-3. For the test at the briefing, I declared 2 victories and they counted me. Is this a bug or normal?

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44 minutes ago, inbeat777 said:

Hello! Sorry for bad english. In version 6.0.1 I didn’t shoot at the enemy once, but I saw a fight between my bots and LAGG-3. For the test at the briefing, I declared 2 victories and they counted me. Is this a bug or normal?

It's pretty normal as far as I know... The logs aren't perfect, so Pat has the player confirm that they killed X amount of planes in the mission. Then, the app compares what the player said they did to what the logs read. In your case, the logs probably read that there were two planes shot down by a LaGG3 but not specifically which one of the LaGG3's made the kill. You then told the app, "I was the LaGG that made two kills!" So the app, gave the two kills to you because they were done by a LaGG3, which you were flying, and because you said you made the kills.

 

I'm pretty certain, the campaign generator is fairly forgiving when crediting kills. Because of this, most of us that fly the campaign won't count a kill unless a second player sees and confirms the kill.

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Posted (edited)

What Sketch said but even a bit worse than that.  The logs have a specific record for a vehicle being destroyed.  That record has an identifier for the victim which is always populated and a record for the victor, which, for airplane, is frequently not populated.  Ground objects that are destroyed always have the victor populated so PWCG trusts the logs for ground kills.  

 

Airplanes are a different story.  First, the logs frequently do not match up with the after mission display, so the display might tell you that you shot down 2 planes but the logs may not record you as the victor for any.  That is true not just for the player but also for AI bots as well.  I would like to say that this only happens when a damaged airplane limps off and crashes later.  While this will almost always result in the "no victor" log I also have lots of reports from people who saw the plane crash and still no victor was recorded.

 

So along comes PWCG and I can't trust the logs.  So I developed the claims system, which very much leans towards the player.  Claims will be denied if every airplane that crashed has a clear victor and that victor is not you.  However, if there are planes that went down without a victor, and PWCG cannot match your claims to a specific event, then PWCG will give you credit for one of the enemy unknowns.


A bit more ... Even if the logs became perfect tomorrow I would keep the claims system.  The result would be that over claims would be denied because PWCG would know that you did not shoot them down.  Under claims, which IMHO is the most immersive aspect of this system, would still work.  This way if you saw a plane limp away and chose not to claim it you would not receive credit for it, which is a good thing. 

 

For claiming, claim like you would in real life.  If you saw it crash, claim it.  If you didn't see it crash, don't claim it.  If you do this the results will be very realistic.

 

If you want to help please help me lobby for a change.  I posted this under bugs ...

 

 

Edited by PatrickAWlson

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Posted (edited)

Just flown a mission cold start with two other Il16 as Ai in single player mission. One of them could take off but kept his landing gear down and plane tail and wing lights on and the second one couldn't take off.

As leader, how to know the waypoints to follow on the ground to know where to take off exactly. Thanks for answers.

Edited by Azdack

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Patrick, thanks for the quick response and of course for the generator, I wish you strength and inspiration to improve this wonderful project.

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Seems I was just unlucky. I got enemy fighters generated now under 6.01.

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23 hours ago, Azdack said:

Just flown a mission cold start with two other Il16 as Ai in single player mission. One of them could take off but kept his landing gear down and plane tail and wing lights on and the second one couldn't take off.

As leader, how to know the waypoints to follow on the ground to know where to take off exactly. Thanks for answers.

 

Cold start or runway start?

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Posted (edited)
On 7/16/2019 at 7:35 PM, Utopioneer said:

Flew one mission tonight in v6, two human players shot down one plane each. On the claims screen, no plane types were listed in the dropdown for "Victory Report". I tried submitting with nothing there, but received the following error log. 

PWCGErrorLog.txt 2.59 kB · 2 downloads

 

Unfortunately this issue keeps happening, I'm unable to make claims. Has anybody had this happen?

 

@PatrickAWlson I've even tried a brand new installation of v6 with a freshly created campaign and get this.

Edited by Utopioneer

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Posted (edited)

@PatrickAWlson

It was cold start. Yesterday, flown as single player cold start too, a winter mission in an Il16 with an AI wingman. By taxiing I began rolling from left side followed by the Ai wingman and suddenly he desappeared from my sight..As he had his wing lights on I took off to try to see him anywhere on the field but couldn't find him whereas sometimes I flow in circles above airfield waiting for AI wingmen to take off after a long way taxiing to the opposite side we were parked to start engines in cold starts. Two more questions :

-How to know where to head by taxiing? Left side, right side, straight forward to be sure to have the AI following in order to be together to take off?

-As single player what is the difference between PWCG Alpha 2 and PWG 6.01?

Thanks for your answers and for your huge PWCG work.

I've readen the posts above about taxiing. I'll try to reach the spot just in front of the plane's nose to see if the AI starts moving behind me to the left or to the right. Then I'll head to take off place and hope that AI planes will follow. 

Well I've readen the post above regarding taxiing. I'll try to reach the spot in front of the plane's nose to see if AI behind me start moving and then I'll head in the way they are rolling.

Edited by Azdack

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8 hours ago, Azdack said:

As single player what is the difference between PWCG Alpha 2 and PWG 6.01?

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

Edited Monday at 04:39 AM by PatrickAWlson

Mainly this, plus like it was before 6 Alpha rarely enemy activity near your airfield, when you are taxing or starting.

 

8 hours ago, Azdack said:

How to know where to head by taxiing? Left side, right side, straight forward to be sure to have the AI following in order to be together to take off?

@Murleen, as far as I know, mission creators can select in what distance the player has to pass waypoints during his flight, to trigger the next action. Maybe this is possible for taxing, too. So it is enough to pass a waypoint in, lets say fifty meters distance, or so, to make the AI follow to the startpoint and takeoff.

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@Yogiflight

Hi thanks for your explanations. It works. Flown two missions as single player leader  in cold start with Il16. Actually the point is to start engine. Then to push the plane a little forward, not very far an to Watch what the second plane do. I mean on which side he is about to rolll. Both missions were to the left side. Then to follow the way to the place to take off. Botth AI followed and took place behind me ready to take off. A further question regarding skins. Both AI wingmen had very nice skins. I have downloaded skins file from PWCG and put them into the game graphics/skins. Then I went into PWCG in the Campaign I'm running/skins and I selected squadron. Is this te right way to proceed? Thanks.

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3 hours ago, Yogiflight said:

@Murleen, as far as I know, mission creators can select in what distance the player has to pass waypoints during his flight, to trigger the next action. Maybe this is possible for taxing, too. So it is enough to pass a waypoint in, lets say fifty meters distance, or so, to make the AI follow to the startpoint and takeoff.

 

Unfortunately, for taxi paths all you can define is the locations. If you do miss the taxi path altogether, the AI will taxi once you reach the runway. Make a note of the route they took for next time :)

 

You can spot the takeoff location from the position of the radio mast and the windsock - you want to have them both on your left, with the radio beacon in front of you and the windsock behind you. On paved airfields the taxi paths are usually pretty obvious, for grass airfields I've tended to run them around the perimeter, often just inside the perimeter roads where present. I'm open to putting something in the generated missions to guide the player, if there's anything reasonably historically accurate we can do.

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2 hours ago, Murleen said:

On paved airfields the taxi paths are usually pretty obvious, for grass airfields I've tended to run them around the perimeter, often just inside the perimeter roads where present.

Yes, I noticed that. It definitely is what makes the most sense.

2 hours ago, Murleen said:

I'm open to putting something in the generated missions to guide the player, if there's anything reasonably historically accurate we can do.

Maybe those yellow signs with the black arrow on them, we also have as starting point for the tanks in QMB. But I don't think that any sign would be historically correct, as IRL it didn't matter if you were taxing 10m left or right.

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Posted (edited)

Flying the 110 in 10/1941 in SP. When I get a ground attack mission with 110s of our squadron as escort, the mission starts in the air and it turns out that I am not flying a ground attack mission, but I am, together with the aircrafts of my flight, the escort. As my mission starts at the same time as for the ground attackers in cold start, it means I am circling a quarter of an hour over the ingress waypoint, until the ground attackers approach. As much as I like flying escort for my squadmates, I don't like airstarts, because starting for me is an essential part of a flight. But if it could be managed, that we as the escort have cold start as well, it would IMHO be a good addition to the existing mission types.

EDIT: I just noticed in the same campaign, that the Squadron Log is empty.

Edited by Yogiflight

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Smoke bug on Kuban map:

Hi Patrick, there is some smoke bug on Kuban map in 1.6. 1942 on Slavyanskaya road bridge and Ivanovskaya road bridge. 

Here is the picture:

bug.jpg

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Just stopping by to say that I get a lot of use out of the COOP generator. Many fun hours.

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Posted (edited)

Ok so now I have 31 missions under my belt in 6.0.1.

Flying Spit Kuban Campaign - all Cold Start, all Single Player.

 

It is all working quite well for me. No real issues that I would consider bugs  with the actual cold start process from startup to takeoff. 

There is an issue occasionally, that is not a bug but just a result of doing cold start with that particular mission design. That is when a flight is taxiing to runway for take off, and 

enemy AI planes get to you before all are lined up and taking off. We are just sitting ducks at that point. Certainly if taking off from runway in that mission it would not

be a problem as we would be in the air before the enemy AI got over us. Cold Start though, and it is problematic for us as there is no scramble to get in the air fast.

Thankfully out of these 31 missions I have had to only deal with that maybe 3-4 times. 

Due to this I dare not try an actual Scramble Mission. If I did I would change to runway start.

 

I still see fair amount of ace assignments to the axis side of enemy fighter pilots in this campaign, maybe not as much as used to be but I still adjust some of them in the mission file prior to flying the assigned mission. It is mainly the 109's and 190's. Have not seen it much in the MC 202's, or the 110's.

 

Overall though it is working great and I am loving it!

As always thanks again Pat and Murleen for all the efforts you put into this for us!

Edited by dburne

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1 hour ago, dburne said:

There is an issue occasionally, that is not a bug but just a result of doing cold start with that particular mission design. That is when a flight is taxiing to runway for take off, and 

enemy AI planes get to you before all are lined up and taking off. We are just sitting ducks at that point. Certainly if taking off from runway in that mission it would not

be a problem as we would be in the air before the enemy AI got over us. Cold Start though, and it is problematic for us as there is no scramble to get in the air fast.

Thankfully out of these 31 missions I have had to only deal with that maybe 3-4 times. 

That these attacks happen is not an issue in my opinion, just what happens after it happened. If one of your AI squadmates gets hit and misses a waypoint during taxi or in the runway lineup, your squad simply doesn't start. Your mission won't run. If the leader gets damaged and can't start, the other AIs might start, but then will do just circling over the airfield. The AI logic simply misses a workaround for situations like these.

1 hour ago, dburne said:

still see fair amount of ace assignments to the axis side of enemy fighter pilots in this campaign, maybe not as much as used to be but I still adjust some of them in the mission file prior to flying the assigned mission. It is mainly the 109's and 190's. Have not seen it much in the MC 202's, or the 110's

Pretty clear, as it is much easier to get kills in a 109 a or 190 than in a MC 202 or a 110. After 15 missions in my 110 E2 career I have the most kills in my squadron with 3.

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PWCG 6.1.0

Three campaign modes.

- Single Player

- Cooperative Coop

- Competitive Coop

Smarter display of services and maps when creating a new campaign or pilot.

Fixed: Cooperative coop AAR broken

Fixed: Cannot find mission logs error

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