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PatrickAWlson

PWCG 6.3.0 Released - BP is on the Rhine Map!

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Thanks so much for making this tool PatrickAWlson! :salute: 
I recall using your previous version in RoF years ago, just downloaded the BoX version and started my first campaign.

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after flying 2 missions with my 190 campaign and not seeing any enemy, i thought maybe i had a glitch going.  jumped into my spit campaign, and after a bit hit CTL F2 because no enemy. nope no enemy spawned.  I thought hmm.  Oh well I just enjoy the flight with my AI lead. flew for a bit relaxing...

 

 

suddenly we go head to head with four 109s! almost had a heart attack.  shot em all down.  was a good day - ai wing survived 

 

NOT the typical storyline...haha

Edited by katdog5

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after flying 2 missions with my 190 campaign and not seeing any enemy, i thought maybe i had a glitch going.  jumped into my spit campaign, and after a bit hit CTL F2 because no enemy. nope no enemy spawned.  I thought hmm.  Oh well I just enjoy the flight with my AI lead. flew for a bit relaxing...

 

 

suddenly we go head to head with four 109s! almost had a heart attack.  shot em all down.  was a good day - ai wing survived 

 

NOT the typical storyline...haha

Would you be able to send me your settings?

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Would you be able to send me your settings?

 

sure

 

Starshyi Lt Katdog

02/05/1943

Assigned to 57th guards IAP

Stationed at

Holmskaya

Flying the spitfire MkVB

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sure

 

Starshyi Lt Katdog

02/05/1943

Assigned to 57th guards IAP

Stationed at

Holmskaya

Flying the spitfire MkVB

Thanks, but I meant your configuration settings :)

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Just read in another thread that there is a check box for AI can decide return to base (when damaged) . It's set up by mission maker

 

Currently reported that damaged friendly Ai continue on until they crash instead of returning to base. FYI.

Thanks, but I meant your configuration settings :)

Oh I think I'm just using the standard default config as far as I recall

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PWCG 3.1

Features:

Allow players to select payload for their flight from Pilot Selection Screen

- Use Synchronize Payloads to synchronize the flight's payloads on the leader.

Added more items to BoS airfields.

- Developed empty space finder algorithm to place more stuff


 

Bugs:


Fixed squadron skin configuration

- Added back squadron skins that had been removed in 3.0

Changed initial victories, odds of loss for Luftwaffe and VVS

 

The major new feature is the ability to define the payload for your flight.  Click on the payload and a drop down will appear allowing different payloads to be selected.  If you want to set a new payload for the whole flight, select the payload for the lead plane and then press Synchronize Payloads on the left side menu.  You can select different payloads for each plane if you wish.

 

  • Upvote 5

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:good: 

 

Thanks so much for your continued improvements on this great software!

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Once again, awesome. I’ve never even looked at the stock campaign in BOS Series, this is all I need for my single player fix

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Sounds great, thanks Patrick. Now I am able to let my whole squadron fly with wingguns in my 190. But I won't change the bombloads in the groundattack missions. I think it makes it quite interesting, to fly with a given bombload.

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Sounds great, thanks Patrick. Now I am able to let my whole squadron fly with wingguns in my 190. But I won't change the bombloads in the groundattack missions. I think it makes it quite interesting, to fly with a given bombload.

 

I would not suggest that.  PWCG does not do any analysis as to what kind of payload is best for the given target the way that real mission planners did.  IMHO feel free to be the mission planner and set the payload  accordingly.  PWCG intentionally does not specify the target that will be there when you arrive, but you can sort of guess based on the mission profile - again, just like real mission planners would. Given the lack of specifics, IMHO it's not cheating to change the payload.

 

Adding that kind of "what is the best payload for the target" analysis is something that I want to do, but it might not happen for some time.  

 

I also changed the AI flights to possibly carry gun pods, so you should see a bit more variety.  Again, if I ever get around to true analysis there will be much more variety in AI payloads as well as a best guess for yours.

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Of course, when the payload makes absolutely no sense, I will change it. But apart from that, as long as I am just a wingman, I do what a wingman would do, take, what I am told to.

I gave it a try and found three little issues.

- in the 109 G4, I couldn't select 'Remove Headrest'

- in the 109 G4, when I selected the gunpods for the flightleader and clicked on 'Synchronize Payload', only two flightmembers were     synchronized, the remaining, including my aircraft, had to be synchronized manually by me.

- and just because I am a smart aleck (Google Translator, so I hope it is correct), the MG/FFs in the 190 are wingguns, not gunpods :)

 It was just a short testing of the function, I will do some flying with this new tool, later.

Edited by Yogiflight

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There is a deficiency right now in that mods cannot be selected along with payloads.  Example: you can't select the head rest and still have a payload.  I have to redesign the interface and a fair amount of code to do that.  I probably should not have included those mods (armor, windscreens, etc.) in this release.

 

Partial synchronization should only occur if the leader is flying a different plane than other members of the flight.  The sync will happen for any flight member flying the same plane.  Can you check to make sure that everybody was in a G4?

 

I can fix the text on the 190 guns.

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Partial synchronization should only occur if the leader is flying a different plane than other members of the flight. The sync will happen for any flight member flying the same plane. Can you check to make sure that everybody was in a G4?

Sorry, this was definitely my fault. I selected the only squadron, that has both versions, to eventually fly them both in the campaign. And it are indeed those flightmembers, who are flying the other version, who are not synchronized automatically.

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Sorry, this was definitely my fault. I selected the only squadron, that has both versions, to eventually fly them both in the campaign. And it are indeed those flightmembers, who are flying the other version, who are not synchronized automatically.

NP & thanks.  I appreciate feedback.  Without it PWCG doesn't begin to approach what it could be.

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One thing, that seems to be still missing, is AA defense of the player's home airfield on the Kuban map. At least in my FW190 campaign, starting from Myshako, there is none.

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So I was hung over after our work christmas party, and decided to continue the rise of flight campaign I did a few missions in real time and found myself longing for the career in VR. So I downloaded Pat's PWCG and thought that I would give it a whirl. 

I picked fighter for the soviet side, I think its october 1941, the squadron I picked assigned me to a yak which I was quite happy with. I thought this was going to be a nice relaxing experience to enjoy my hangover recovery. Was I wrong ! lol

First sortie was going to be a patrol. My flight of four took off, and I was number 4 in the flight. We had just taken off, I'm enjoying the view, as we climb around the airfield then the other aircraft in my flight break hard left, i'm looking around for what they have have seen, keeping my formation, looking first left, then right, then my six. I turn my head to face the front and to my horror I am just in time to see six enemy fighters BF109 F2's diving down on my flight from a high 12 position. They were already on us and took my engine out on the first pass. I had to ditch.

I've flown a few missions, performance is good so far. This is way better than I thought it was going to be, and well worth the hassle of alt tabbing to generate missions, and then mission debrief.

 

Thanks Pat for this great campaign generator. I wish I had tried it ages ago, this will keep me entertained until the official career and possibly beyond. 

Oh BTW anyone know how to clear down previous missions ? they seem to be stacking up in my mission selection in game.

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PWCG should delete missions after AAR.  It keeps the last 1 or two (per career) but deletes others.  If it's not doing that I will look into it.

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When you are about to start a mission, there are the last three missions of this career, plus the mission you are going to fly. After the mission debrief, the oldest of them is deleted, so there stay three missions.

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thanks guys. Do I have to download squadron skins from somewhere ? on skin management in PWCG there is radio button set to none, with no obvious way to deselect it

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thanks guys. Do I have to download squadron skins from somewhere ? on skin management in PWCG there is radio button set to none, with no obvious way to deselect it

That just means that there are no other skins available.  it is a radio button, so if there were more skins and you selected one then None would be deselected.

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Patrick, I want to thank you for your PWCG, I love it I really do. I had used it before when it was v 2 and I enjoyed it then. Was there music functionality then too, I don't remember but this new version kicks the SP embedded in the sim right out of  the park? I experience a real sense of immersion flying along with my flight/squadron, currently 57.GIAP. Would have been perfect if I was able to assign all pilots an individual skin from my own online squad's listing but these are all 4K and when I tried this I found that there was considerable 'lag' though the fps remained high. I satisfy myself with just my own 4K and use generic squadron skins for the rest.

 

I would like to see the fighter assignment to be subdivided into low/medium and high altitude as certain aircraft types were ideally suited to different levels. My vision is to be able to run a  campaign for La-5F/N under 10,000 ft where it performs best, same for the P-39 when that is released. I know it is possible to allocate max altitudes in the config but I am thinking that this would simply result in being bounced constantly by high altitude enemy fighters. What do you think?

 

Overall, this is a great add-on to the lacklustre single player element of this sim. If the new Career Mode is as enthralling as your campaign generator then I will be a happy teddy.

 

Happy Crimbo!

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I notice in the Config there is an option to enable Co-operative Flight. Does that mean that if I have a server key, which I do, and put the PWCG into somewhere? then I can host a generated mission as a co-op? If it does, I would love a simple guide or a link to some more info on that. If I could fly with one or two humans and the rest AI in one of these missions then that would be a big step forward. Maybe we have  to wait for the Co-operative Mode inside the Kuban release next year.

Edited by 57.GIAP_MADOV

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Awesome work! Thank you for the update! This has been the main thing I've used in the past few months!

Keep up the great work!

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I would like to see the fighter assignment to be subdivided into low/medium and high altitude as certain aircraft types were ideally suited to different levels. My vision is to be able to run a  campaign for La-5F/N under 10,000 ft where it performs best, same for the P-39 when that is released. I know it is possible to allocate max altitudes in the config but I am thinking that this would simply result in being bounced constantly by high altitude enemy fighters. What do you think?

 

 

I think that's a great idea.  I could add altitude bands to the aircraft config files and generate  missions and then generate most missions in those bands.  Some missions (thinking intercept) would not be considered because you have to go where the target is.  

 

For patrols, if you are flying a low alt fighter you will get bounced.  Example: the 109s will be above you if you are flying a La at 4K meters.  However, that's how it really was, so tough noogies.

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Absolutely right, so that's why the Lavochkins are great escort fighters for the lower flying Sturmoviks/Pechkas. As higher cover Yaks are more useful. Having the 109s up high is fine if they do come down to the lower altitude bands because then I can fight them on my terms. I just wasn't wanting to do a fighter campaign with the La-5 if the patrol altitudes were 5/6 thousand metres.

 

Any idea about the Co-op option?

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Not at the moment, simply as there is no Coop option in the game so far. But IIRC, Patrick posted a few weeks ago somewhere, that he plans to implement it, when Coop is introduced in BOX.

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Coop implementation is for RoF.  As Yogi points out, there is no coop for BoS yet.  If/when co-op is implemented for BoS I have no idea if it will work the same as  RoF.

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Last note about altitudes: you can change the altitude of your flight during the briefing process.  Just change the value in the text box.

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Ah okay, thanks for that, I thought it was only in the config file but I shall look for the change in briefing now. Sounds good.

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Keep up with this mission generator. It is one of the few tools that makes me come back to Il2 while waiting for the revamped official SP campaign.

Many thanks.

Edited by molodoi

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PWCG 3.1.1



Features:

Added support for aircraft modifications along with payloads.  Modifications appear as check boxes in a new column on the briefing pilot selection chalkboard.

Added support for squadron override of aircraft roles.  This allows PWCG to offer dedicated ground support for some FW190 squarons as well as cannon armed Stuka in II./St.G.2.

Added support for initial selection of a payload to fit the mission.

Added support for AI flights to use a wider range of payloads.

 

Bugs:

Fixed plane selection issue.

 


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Thank you for your sterling efforts in this  matter. Your work adds great value to BoS as a sim platform and we love it :salute:

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