Jump to content
PatrickAWlson

PWCG 7.1.0 Released - Fixes and Improvements - lots of them

Recommended Posts

@PatrickAWlson I’ve set the fighter AI to +2, but looking in the mission editor shows that PWCG is still setting them on “low”. Am I doing something wrong?

Edited by [Pb]Cybermat47

Share this post


Link to post
Share on other sites

@PatrickAWlson I’ve tested the AI settings on +4 now, and I’m still getting all the fighters set on low difficulty. Either there’s something wrong with the input, or I’m seriously misunderstanding how the advanced configuration is meant to work.

 

The most recent version of PWCG for RoF doesn’t seem to have this issue.  

Edited by [Pb]Cybermat47

Share this post


Link to post
Share on other sites
On ‎9‎/‎5‎/‎2019 at 1:18 PM, [Pb]Cybermat47 said:

@PatrickAWlson I’ve tested the AI settings on +4 now, and I’m still getting all the fighters set on low difficulty. Either there’s something wrong with the input, or I’m seriously misunderstanding how the advanced configuration is meant to work.

 

The most recent version of PWCG for RoF doesn’t seem to have this issue.  

 

Pretty sure you are seeing a known "feature" which has been present for a long while. Can't really remember for sure and someone will no doubt fill in the details but I think it is something to do with how the game works with PWCG rather than a bug on Patrick's side. I believe he knows about it and hopes to workaround it sometime when he has a solution.

Share this post


Link to post
Share on other sites
7 minutes ago, No457_Stonehouse said:

 

Pretty sure you are seeing a known "feature" which has been present for a long while. Can't really remember for sure and someone will no doubt fill in the details but I think it is something to do with how the game works with PWCG rather than a bug on Patrick's side. I believe he knows about it and hopes to workaround it sometime when he has a solution.

 

I have a fix in place for the AI adjustments.  I am doing testing on another fix to prevent friendly victories from being assigned.  I will release both on Wed or Thu depending on test results.

Share this post


Link to post
Share on other sites

Things went a bit better than anticipated.  

PWCG 6.1.4

Fixed AI adjustment

Fixed friendly planes assigned as victories.
Edited by PatrickAWlson
  • Thanks 2
  • Upvote 4

Share this post


Link to post
Share on other sites
8 hours ago, PatrickAWlson said:

Things went a bit better than anticipated.  

PWCG 6.1.4

Fixed AI adjustment

Fixed friendly planes assigned as victories.

 

:good:

 

Thank you so much!!

Share this post


Link to post
Share on other sites

Seems to be having a hiccup in the pictorial representation of the flight plan for a ground attack mission against a troop concentration. Generated but haven't flown this mission, as you can see the target final approach to target final egress seems to go via the landing approach if you believe the map. Probably doesn't in the mission. I was expecting to see a line joining target final approach to target final egress. If anything was in between I thought I would get perhaps an attack waypoint at the target location. 

 

P47D fighter coop campaign if that makes any difference. I did move the movable waypoints to make it easier to see.

 

Capture.thumb.JPG.b79fadcd41ea65880695db293916d104.JPG

 

FYI the in game briefing map

 

Capture.thumb.JPG.64b4b89e5623f8bf22c4e63a93ffc0a1.JPG

Edited by No457_Stonehouse
syntax

Share this post


Link to post
Share on other sites
Hi !
I started using this generator and noticed that after generating the mission and going to the game in the mission description is empty, the mission content is not transferred to check-in, is there any possibility for the content of the check-in to appear in the game?
The second issue concerns the number of missions generated at once without having to go through the previous one because I do not always have time to play the generated mission but I can generate several missions in a few minutes and then play them, but I see that in PWCG the mission that I did not play is overwritten by the next one, results from the fact that I have to play a mission first to be able to generate the next one which forces me to leave the game for this time
 

Share this post


Link to post
Share on other sites
3 hours ago, 8ELT_Grzesiek said:

The second issue concerns the number of missions generated at once without having to go through the previous one because I do not always have time to play the generated mission but I can generate several missions in a few minutes and then play them, but I see that in PWCG the mission that I did not play is overwritten by the next one, results from the fact that I have to play a mission first to be able to generate the next one which forces me to leave the game for this time
 

Umm, it is designed to be this way - it is not a static mission/campaign generator - it is meant to be dynamic. What happened the mission before influences the next. It is that way by design - so no, you cannot just simply have it generate a bunch of missions ahead of time.

Share this post


Link to post
Share on other sites

Indeed, my first question was ill-considered, I think I considered it in terms of a scripting campaign and this is about dynamic campaigns, thanks to Redwo 1f that you realized that

Share this post


Link to post
Share on other sites
2 hours ago, Deacon352nd said:

Can PWCG be used for multiplayer?  This would allow a group to use this for their sessions. 

 

PWCG has three modes of operation:

1. Single Player

2. Cooperative Coop

3. Competitive Coop

 

Single Player: This is obvious. 

Cooperative Coop: Allows a campaign to be run with your friends all flying for the same squadron.  Uses the games coop multiplayer capability. 

Competitive Coop: Allows players to be on any side, any squadron.  Also uses the games coop multiplayer capability. 

 

PWCG multiplayer is always coop.  It is a controlled environment where the host determines who can join.  The idea is to have an experience that combines single player immersion with flying with other people.  

 

The third mode is what drove PWCG 6.x.  You can host a campaign with a group of flyers and fight against each other.  Great for squad wars or just a group of people who want to compete.  In any given mission you may or may not encounter another human pilot.  

Edited by PatrickAWlson

Share this post


Link to post
Share on other sites

I think I understand what you are saying.  My next question would be if we use the mode of Cooperative Coop, is dead, dead?  My group is composed of players with varying degrees of expertise at flying and fighting.  If someone is dead, either by being shot down or crashing,  and then can't rejoin the session, that puts a damper on our session.  We don't want to leave anyone behind and have them waiting until the rest of us finish our session before starting another.

Suggestions?

Share this post


Link to post
Share on other sites
53 minutes ago, Deacon352nd said:

I think I understand what you are saying.  My next question would be if we use the mode of Cooperative Coop, is dead, dead?  My group is composed of players with varying degrees of expertise at flying and fighting.  If someone is dead, either by being shot down or crashing,  and then can't rejoin the session, that puts a damper on our session.  We don't want to leave anyone behind and have them waiting until the rest of us finish our session before starting another.

Suggestions?

 

All modes of PWCG have the concept of multiple personas for a pilot.  PWCG also offers a "maximum player impact" setting.  Default is seriously wounded.  So you have two options:

 

1. In cooperative coop let the player with a injured/dead persona create another persona.  He can use that persona going forward or until the first persona is healed.

2. Set maximum injury to not injured.  Then the pilot can fly again the next mission.

 

I think that option 2 is closest to what you want.  Option 1 works better with competitive coop where a dead/wounded pilot can be replaced with a new persona in any squadron.

Share this post


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

Hi Patrick,

 

I am having some issues with mission generation. Getting an error when I click 'mission'. This is PWCG 6.1.5. Log attached. It is a P47 campaign flying  out of Gilze-Rijen.

PWCGErrorLog.txt 4.22 kB · 0 downloads

 

Can you zip up your campaign directory and post it?  That would help tremendously in figuring out this problem.

 

Something about either not having enough pilots for planes or vice versa.  Probably not enough planes due to equipment losses.  Of course PWCG should handle that better which is why I want the campaign folder zipped.

 

Edit: looking further this is failing when trying to create an AI flight and not yours.  Now I suspect a data issue.  If you can't zip the campaign can you tell me which squadron and what date?

Edited by PatrickAWlson

Share this post


Link to post
Share on other sites

Hey Patrick,

 

In frustration I deleted the campaign I'm afraid. Shouldn't be to hard to reproduce as I started two campaings and both got the same problem after 1 or 2 missions. So I will start a new one and mail you that one when it fails. 

 

For now I can only tell you that both where a P47 campaign starting at the standard start date of 01-08-1944. the 362 squadron based at Gilze. The second was 352 squadron at Grimbergen. The first gave the error but I could work around it by closing PWCG and restarting. The second failed and no matter of work around worked. I tried leave and transfer to another squadron but no cigar. 

 

Oh I remember a detail that may be of use. The last mission was a Scramble mission but I encountered no enemy aircraft. I have spectator on and always use F2 to look at the planes in action. 

Edited by [Pb]RedeyeStorm
additional information

Share this post


Link to post
Share on other sites

Hello Patrick,

 

I am now in my seventh missions in a P47 campaign and, off course, no issues now with mission generation. Unfortunatly it is a bit boring because of the six missions flown I had only one where we had a fight. I had three intercept missions where there was nothing to intercept. Just my flight of P47's and one friendly flight of Spits. 

 

I had one ground attack mission, an airfield attack. Noticed a couple of issues. One was with the escorts who all collided and only the flight lead survived. Also noticed this in the two aborted campaigns. Second problem at enemy airfield there were only three mg positions and no other AAA or other targets for that matter. Those MG's didn't engage at all even with me flying low over the airbase. Third problem was that my wingmen only attacked those MG positions and nothing else. Fourth I dropped my bombs on static planes on the airfield but nothing was recorded. Fith problem the static planes could not be destroyed by strafing. 

 

I wil continue with this campaign to see if I get the mission generation error again.

Edited by [Pb]RedeyeStorm
corrections

Share this post


Link to post
Share on other sites

@[Pb]RedeyeStorm  I'm reworking mission pathing right now.  The aim is to reduce instances of encountering enemies on takeoff and increase instances of encountering enemies on patrol.  This is an ongoing process because there is no right and wrong answer.  It's more about feel.  It's also challenging because people have different opinions as to what the right feel is, making it pretty much impossible to make everybody completely happy.  Anyhow look for something this weekend.

 

Collisions on spawn: there should be adequate space between spawned aircraft but I can look into that.

 

AAA: unfortunately I am very limited in the amount of AI objects that I can put in a mission.  I am already getting many complaints about the load time as well as some complaints about in mission performance.  Why they didn't engage may be down to the AI.  If I told the mission that you are on one side and the AAA is on the other they should have engaged.  I know it is not a systemic issue: i.e. AAA in PWCG definitely engages.  I can look into the AAA at airfields to see if anything is off.  All AAA is generated using the same code so AAA at an airfield should not be different than AAA at the front.

 

The MGs are probably the only thing the AI thinks to attack, although I do put some trucks around if the mission specifically asks you to attack an airfield.  I will have to look into giving static objects a side.  Not sure if I do or not.  Also not sure if it will make any difference.  I suspect that the only thing logged by the game as destroyed are AI entities (planes and vehicles) and not static objects.  Not sure about that.  I have never seen a static object logged as destroyed but maybe assigning them to a side will help.

 

Share this post


Link to post
Share on other sites

Hi Patrick,

 

For me I can only say that no encounter missions make those where you do run into enemies more exciting. I await your changes.

 

As far as the AAA is concerned it is noticable because there are only mg-AAA on the airfield while the randomly placed AAA are larger calibre and do fire. 

 

The standard career airfield attack mission always have a lot of parked planes and lots of AAA. Those planes when destoyed get reported as 'parked'. I can't tel whether they are static or not.

Share this post


Link to post
Share on other sites

Hello! Why in this game at the start of a new career, in your staffel, the major has 64 missions and 8 victories, the major 43 missions and 3 victories, 2 more people 1-5 victories and the remaining disabled 12-26 flights and 0 victories. I missed a wound for 30 days, during which time the staffel shot down as many as 4 aircraft on all ... longing and sadness

Share this post


Link to post
Share on other sites
4 hours ago, inbeat777 said:

Hello! Why in this game at the start of a new career, in your staffel, the major has 64 missions and 8 victories, the major 43 missions and 3 victories, 2 more people 1-5 victories and the remaining disabled 12-26 flights and 0 victories. I missed a wound for 30 days, during which time the staffel shot down as many as 4 aircraft on all ... longing and sadness

 

Not sure that I understand but I'll try.  At the start of any career it is possible that more experienced pilots would have run up a score (the war has already been going for two years).  The rest would have some flight time under their belts.  You are the new guy.

 

PWCG models things happening outside of missions.  When you are away life goes on. Victories are scored and sometimes pilots die, not just in your squadron but every squadron and every pilot in PWCG. 

 

It doesn't really take that long to advance.  I started as a Leutnant and before I am out of Moscow I have almost 60 victories and I command the squadron.    

Share this post


Link to post
Share on other sites

I understand that I am a rookie, but the Hauptman from my staffel also looks like a rookie with 50 missions and only 3 wins. And the whole staffel in only 30+ days shot down ONLY 4 planes without me, while I was wounded. That is, the simulation of the results before I hit the staffel and when I was injured is worthless. Very few downed aircraft. In 1943, when playing for the Russians, I get to the staffel where everyone has 0 victories, or when playing for the Germans in 1942 in Stalingrad, at the start of the game, I get to staffel where the most successful pilots have 7-8 victories.

Share this post


Link to post
Share on other sites

Worthless is pretty harsh... 

 

in my campaign with jg52 at Stalingrad in September 42 my commander has 53 missions and 31 victories. The # 2 has 22 victories in 47 missions. The newest of us have 0-3 and the rest of the squadron has 5-9. Seems pretty reasonable to me. 

Share this post


Link to post
Share on other sites

PWCG 6.2.0

Significant improvements to flight pathing.  

- Added range as a an element to aircraft.

- Creates mission box based on range with a maximum.  This moves activity to more places on the front without sending the player off too far.

- Creates minimum distance from base to mission box, to reduce instances of planes being on top of you at the start of the mission.

 - Changed AI flight ingress to mission to create better chances of contact in all scenarios.

 - Ai Squadrons participation in a mission is contingent on having the range to get there.  Should give a feel for who is stationed where.

New Advanced configs:

 

Added concept of special missions.  These are missions where the mission box will not be in the usual place.

- Anti shipping: anti shipping missions will cause the mission box to be created over a sea lane (Kuban only).

- Scramble: scramble missions will cause the mission box to be created near the player's airfield.

- Anti shipping missions will not be generated if you are not in range of a sea lane

- Added new advanced configs

- scrambleOddsAllied: odds of creating an allied scramble mission

- scrambleOddsAxis: odds of creating an axis scramble mission

- antiShipOddsAllied odds of creating an allied anti shipping mission

- antiShipOddsAxis odds of creating an axis anti shipping mission

Added P-51

Added P-38

Added Tempest

  • Like 3
  • Thanks 4

Share this post


Link to post
Share on other sites

Thanks a bunch for this Patrick. And, thanks for attending to the late war AAR situvation

 

Unrelated, I voted necessary, ~ a month ago.

Share this post


Link to post
Share on other sites
Posted (edited)

Thank you!

 

Question for you Patrick or anyone else who may know - if I want to simulate a busy set of months in the campaign, say the summer months, can I set the min number of days between missions to 0 with say a max additional of 1 without breaking things? Just don't want to muck up the campaign in progress.

 

Also a request for a version of PWCG down the track if it is not already there - it would be nice to be able to set the average skill of the AAA gunners particularly thinking of late war Axis gunners who were very good at their job usually.

Edited by No457_Stonehouse

Share this post


Link to post
Share on other sites

@No457_Stonehouse

Right now there are a lot of dependencies in PWCG that limit things to one mission per day.  Changing that is unlikely in the near term.

Custom AAA settings are a possibility.

 

Share this post


Link to post
Share on other sites
Posted (edited)

Thanks for a new version.

Put it over older one, deleted older campaigns, so first mission on a first campaign: game CTD after a while (3 to 4 min) trying to load it. CPU around 40% during the load process. Memory at 36%. No disk or GPU activity.

Attached.

Missions.zip

EDIT: tried several other missions, all CTD after a while, although they load on editor after a looong time.

EDIT2: only way to load them is to load on editor, and then compile (after something like 15 minutes). What I'm doing wrong?

Edited by jokerBR

Share this post


Link to post
Share on other sites

PWCG 6.2.0 AI wont taxi to runway.

Share this post


Link to post
Share on other sites
2 hours ago, Juliu5 said:

PWCG 6.2.0 AI wont taxi to runway.

This maybe a current bug for the game and not Pat's mission generator.

On 10/3/2019 at 11:27 PM, PatrickAWlson said:

PWCG 6.2.0

Significant improvements to flight pathing.  

- Added range as a an element to aircraft.

- Creates mission box based on range with a maximum.  This moves activity to more places on the front without sending the player off too far.

- Creates minimum distance from base to mission box, to reduce instances of planes being on top of you at the start of the mission.

 - Changed AI flight ingress to mission to create better chances of contact in all scenarios.

 - Ai Squadrons participation in a mission is contingent on having the range to get there.  Should give a feel for who is stationed where.

New Advanced configs:

 

Added concept of special missions.  These are missions where the mission box will not be in the usual place.

- Anti shipping: anti shipping missions will cause the mission box to be created over a sea lane (Kuban only).

- Scramble: scramble missions will cause the mission box to be created near the player's airfield.

- Anti shipping missions will not be generated if you are not in range of a sea lane

- Added new advanced configs

- scrambleOddsAllied: odds of creating an allied scramble mission

- scrambleOddsAxis: odds of creating an axis scramble mission

- antiShipOddsAllied odds of creating an allied anti shipping mission

- antiShipOddsAxis odds of creating an axis anti shipping mission

Added P-51

Added P-38

Added Tempest

Thanks for all of the hard work, Pat!

  • Upvote 1

Share this post


Link to post
Share on other sites
Posted (edited)

@Juliu5 Could be the game and could be PWCG.  I did check the logic for starting parked and it does appear to work as before.  

 

Given recent releases I am going to have to ask for a bit of patience.  With both BoBP and FC dropping at the same time I am going to have to defer anything other than absolutely game breaking issues.  Appreciate the patience and thanks for the continued support.

 

P.S. that doesn't mean I don't want to hear about issues - just want people to understand that any delayed response is not indifference.

Edited by PatrickAWlson
  • Thanks 1

Share this post


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

@Juliu5 Could be the game and could be PWCG.  I did check the logic for starting parked and it does appear to work as before.  

 

Given recent releases I am going to have to ask for a bit of patience.  With both BoBP and FC dropping at the same time I am going to have to defer anything other than absolutely game breaking issues.  Appreciate the patience and thanks for the continued support.

 

P.S. that doesn't mean I don't want to hear about issues - just want people to understand that any delayed response is not indifference.

 

OK... you have 48 hours.

 

After that... the authorities will place you in the nearest work camp indefinitely. 😁

Share this post


Link to post
Share on other sites
6 minutes ago, Thad said:

 

OK... you have 48 hours.

 

After that... the authorities will place you in the nearest work camp indefinitely. 😁

Sounds very relaxing.  I eagerly await Monday.

  • Haha 1

Share this post


Link to post
Share on other sites

Thanks for the update. But there´s still floating black smoke objects all over the Kuban map.

2019_10_5__22_42_48.jpg

2019_10_5__22_12_23.jpg

Share this post


Link to post
Share on other sites

@Semor76 Thanks for the report.  Haven't gotten to that one yet.

On 9/18/2019 at 1:30 AM, No457_Stonehouse said:

Seems to be having a hiccup in the pictorial representation of the flight plan for a ground attack mission against a troop concentration. Generated but haven't flown this mission, as you can see the target final approach to target final egress seems to go via the landing approach if you believe the map. Probably doesn't in the mission. I was expecting to see a line joining target final approach to target final egress. If anything was in between I thought I would get perhaps an attack waypoint at the target location. 

 

P47D fighter coop campaign if that makes any difference. I did move the movable waypoints to make it easier to see.

 

Capture.thumb.JPG.b79fadcd41ea65880695db293916d104.JPG

 

FYI the in game briefing map

 

Capture.thumb.JPG.64b4b89e5623f8bf22c4e63a93ffc0a1.JPG

 

FYI: that was fixed in 6.2.  

Share this post


Link to post
Share on other sites
Posted (edited)
On 10/5/2019 at 5:22 PM, Juliu5 said:

PWCG 6.2.0 AI wont taxi to runway.

 

It seems to be bug in the recent update. Only german planes do not start taxi. A have same problem in PWCG missions and in scripted campaign Allmost.

 

Thank you Patrick for your great work :)

 

EDIT: In russian fighter campaign taxi is O.K. , but airplanes do not start, even if the recived perission.

Missions.zip

Edited by Columbar

Share this post


Link to post
Share on other sites
I don't know what's going on but after generating the P-51 mission, I only saw ... darkness (it's a saying from a Polish comedy), the computer crashed and the game stopped responding. The second thing is the lack of a new Bodenplatte map.
Thanks for this generator, best regards.
 

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...