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PatrickAWlson

PWCG 7.1.0 Released - Fixes and Improvements - lots of them

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4 minutes ago, Omin said:

Can we use the new map?

 

Not yet.  Working on it but it takes time.  Probably a week or two.

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Dear Patrick,

Thanks for your great work.

Downloaded and installed 6.2. The tempest , p51 and p38 do not show up in planes owned. The p51 label appears but not a picture of the aircraft and it cannot be selected.

Again thanks, any help appreciated.

Never mind Pat. 

It's all there just the planes pic's are absent.

Thanks, 

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@PatrickAWlson 

 

I know the time and work that represent to create and keep update such program, so thank you so much for your work so helpful.
...anyway, I have maybe more a wish than a question, is it possible to add historical french pilots and squadrons ?

 

French pilots were in all the WWII aerial theaters (Battle of France, Battle of Britain, Russia, North Africa, Middle East, Asia and from Normandy to Berlin) 
but they are so often forget in our favorite simulation from Il-2 1946.

 

The first example I think that use the Il-2 maps for the Groupe de Chasse III "Normandie" wich used U2VS and Yak1 from Moscow to Berlin between november 1942 to may 1945 

 

other examples could be use for the map Bodenplatte between 1944 to 1945 are

GC 1/7 "Navarre" (P39/P47)
GC 1/5 "Champagne" (P39/P47)
GC 1/9 "Limousin" (P39)
GC 2/5 "Lafayette" (P40/P47)
GC 2/6 "Travail" (P39)
GC 2/9 "Auvergne" (P39)
GC 3/3 "Arddennes" (P40/P39/P47)
GC 3/6 "Roussillon" (P39/P47)
GC 2/7 "Nice" (Spitfire MkV/MkIX)
GC 1/3 "Corse" (Spitfire MkV/MkIX)
GC 1/7 "Provence" (Spitfire MkV/MkIX)
GC 1/2 "Cigognes" (Spitfire MkV/MkIX)
GC 4/2 "Ile de France" (Spitfire MkV/MkIX)
GC 3/2 "Alsace" (Spitfire MkV/MkIX)
GC 2/2 "Berry" (Spitfire MkV/MkIX)
GB 2 "Lorraine" (A20)
GR 2/33 (P51 and P38)

Groupe de Chasse (usually abbreviated as GC) is the french language term for "fighter group"
Groupe de Bombardement (usually abbreviated as GB) is the french language term for "bomber group"
Groupe de Reconnaissance (usually abbreviated as GR) is the french language term for "recon group"

...as I wrote, it's more an idea or a wish...

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Hi Patrick,

I have question: where can i adjust airplanes signed to squadron? In most squadrons are all aviable aircraft types in certain time period e.g. 11th figter air regiment 01/10/1942 has LaGG3 and La 5 or 273rd IAP has all aviable YAKs 1, 1B and 7B. This looks unrealistic for me. I know there were some combined squadrons in WW2 but not all 🙂 or at least it was limited transition period. Mostly units were send to rear for conversion to new type of aircraft. 

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1 hour ago, Columbar said:

Hi Patrick,

I have question: where can i adjust airplanes signed to squadron? In most squadrons are all aviable aircraft types in certain time period e.g. 11th figter air regiment 01/10/1942 has LaGG3 and La 5 or 273rd IAP has all aviable YAKs 1, 1B and 7B. This looks unrealistic for me. I know there were some combined squadrons in WW2 but not all 🙂 or at least it was limited transition period. Mostly units were send to rear for conversion to new type of aircraft. 

Squadron definition files are stored in here:

PWCGCampaign\BoSData\Input\Squadron

 

To use the 11th Fighter Regiment as an example, the section that defines what planes they fly is as follows:

  "country": "RUSSIA",
  "squadronId": 10111011,
  "name": "11th Fighter Air Regiment",
  "fileName": "11th Fighter Air Regiment.json",
  "skill": 35,
  "planeAssignments": [
    {
      "archType": "lagg",
      "squadronIntroduction": "19410801",
      "squadronWithdrawal": "19430301"
    },
    {
      "archType": "yak",
      "squadronIntroduction": "19430302",
      "squadronWithdrawal": "19450601"
    }
  ],
  "conversionPeriods": [
    {
      "conversionStartDate": "19430301",
      "conversionCompleteDate": "19430314"
    }
  ],    "country": "RUSSIA",
  "squadronId": 10111011,
  "name": "11th Fighter Air Regiment",
  "fileName": "11th Fighter Air Regiment.json",
  "skill": 35,
  "planeAssignments": [
    {
      "archType": "lagg",
      "squadronIntroduction": "19410801",
      "squadronWithdrawal": "19430301"
    },
    {
      "archType": "yak",
      "squadronIntroduction": "19430302",
      "squadronWithdrawal": "19450601"
    }
  ],
  "conversionPeriods": [
    {
      "conversionStartDate": "19430301",
      "conversionCompleteDate": "19430314"
    }
  ],  

 

The squadron file defines what archetype they flew for each time period, with any overlap dates that might apply. To define start and end dates of individual plane models, you must edit the aircraft files here:

PWCGCampaign\BoSData\Input\Aircraft

 

These files define the introduction, end of production, and withdrawal dates for each aircraft model. Modifying these values will change these dates for all squadrons that used them, as I understand it.

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Posted (edited)
1 hour ago, Columbar said:

Hi Patrick,

I have question: where can i adjust airplanes signed to squadron? In most squadrons are all aviable aircraft types in certain time period e.g. 11th figter air regiment 01/10/1942 has LaGG3 and La 5 or 273rd IAP has all aviable YAKs 1, 1B and 7B. This looks unrealistic for me. I know there were some combined squadrons in WW2 but not all 🙂 or at least it was limited transition period. Mostly units were send to rear for conversion to new type of aircraft. 

 

Short answer is that you can't.  That was a sacrifice made when equipment management was introduced.  PWCG used to model the strict type.  With all of the fuzziness around equipment replacement PWCG moved from strict type to arch-type - i.e. yak vs yak1.  A squadron designated to use Yaks is not going to get Laggs, but it might have different flavors of Yaks as new variants become available.

 

In that scenario the Laggs should be replaced by Yaks in March of 1943. 

Edited by PatrickAWlson
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5 hours ago, QB.Piranha said:

Is the CO-OP function working yet?

 

Three different definitions of "working" :) 

Working in the game: there was a bug in the game that broke coop.  It was reported fixed.  So I believe coop missions will run.

Working in PWCG: You can create and run cooperative and competitive coops, so yes, it is working in PWCG.

Working online (i.e. other players can view the campaign) Not done yet.

 

 

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Hello everybody,

I play with that outstanding PWCG tool as single player, thank you again Pat. Questions regarding coop mission : what is the difference between cooperative coop and competitive coop ? Further more are there AI planes to fight in a cooperative mission or do all planes have to be occupied by human players on line? Thanks for answers. 

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2 hours ago, Azdack said:

Hello everybody,

I play with that outstanding PWCG tool as single player, thank you again Pat. Questions regarding coop mission : what is the difference between cooperative coop and competitive coop ? Further more are there AI planes to fight in a cooperative mission or do all planes have to be occupied by human players on line? Thanks for answers. 

 

First the most important similarity: cooperative and competitive coop are campaign modes.  Campaign mode is selected when you create a campaign,.  Both modes are both run as coop missions in the game.  They are PWCG distinctions and not game distinctions.

 

In cooperative coop mode everybody is on the same side flying fore the same squadron.  Missions and campaign rules are more like SP than multiplayer.

 

In competitive coop mode players can be any squadron any side.  A flight is created for every squadron containing a human pilot.  If you want to fly against human competition in a campaign then this is what you would use.  Flight types are somewhat more limited due to the need to get everybody together.

 

AI flights are used in both modes.  Human flights take precedence and AI flights fill in the rest.

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Quick question please for anyone able to answer. Can someone give me an idea of how the Fighter Mission Types under advance campaign config break down into actual missions? I know some are self explanatory like escort or CAP will result in an air to air mission but how do the others line up? Patrol seems to be similar to CAP except for altitude and will be an A2A mission as does intercept. Are Offensive mission types always A2G missions? Balloon missions are non WW2 so would always be 0%.

 Capture.JPG.d4bcfe8fe9f24f7a8d82479a19662881.JPG

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First mission type is chosen and then flight profile if there is more than one.  Mission type is decided at the squadron level.  This allows some squadrons to fly more of one mission type than another.

Example: You are a member of a fighter squadron that flies 80% fighter and 20% ground attack

First selection is fighter or ground attack

If fighter then the precise type of fighter mission is selected.

If ground attack there is only one ground attack flight profile.

 

All of these are air to air missions.

Offensive patrols are primarily A2A missions behind enemy lines, which is why you carry an A2A payload.  They traverse points of interest - airfields, transport locations, or parallel to the front lines.  I put things on the ground (often, not guaranteed - trains, trucks, etc.) to give the player options and liven up the missions.

Intercept is a "pattern" mission where you will fly a pattern and look for incoming planes, usually bombers. The pattern is either legs, a circle, or a cross pattern.  Low alt CAP is a low altitude intercept, mostly over the front.

Patrol is a patrol over or near front lines.  Low alt patrol is a low altitude equivalent.

Escort is self explanatory.

Balloon missions are ignored for WWII.

 

Ground attack missions:

Always the same profile: low altitude ingress, low alt attack, low alt egress.

Fighters doing air to ground will always be ground attack missions. 

Cannon armed Stukas will always fly ground attack.

IL2s and other dedicated ground attack planes will always fly ground attack.

Some level bombers will also do ground attacks (PE2)

 

Bombing:

High to low altitude ingress.  Level bombing run.  Egress at the same altitude.

Level bombers will always fly a level bombing mission.  

 

Dive Bombing

Fixed altitude ingress.  Dive bomb.  relatively high altitude egress.

Stukas always dive bomb.

Ju88s and PE2s might dive bomb

 

I differentiate between the profile and the target.  The profile is how the plane will fly a mission.  The target is what it will attack.  Most A2A missions do not have a specific target (intercept is kind of an exception in the sense that there will be a bomber flight out there somewhere).  All ground attack missions do.

 

Target types include:

Trains

Ground units

Trucks

ships

barges

bridges

airfields

there might be more

 

PWCG also places "ambient" targets around the mission.  You might be on a fighter sweep but there still could be and usually will be trains, trucks, or a fight going on below.

Edited by PatrickAWlson
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Thanks for the explanation @PatrickAWlson.

 

2 questions about the Stuka:

 

Does the Stuka strictly dive bombing only? IRL low level attacs were part of the mission profile for the stuka crews. (is the 4000m ingress alt. hard coded in game?)

 

Regarding the Cannon armed Stukas. Which Squadrons in PWCG use them, and what is the starting date?

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Thanks Patrick, so where do I control the % chance of a ground attack mission? or is it internally 80/20 for fighters?

In particular for the campaign I am running the main human pilot squadron is a Tempest squadron and typically they tended more to air to air missions on the whole. So I would like to cut back on the ground attack missions. If they did do ground attack it was more targets of opportunity or airfield shoot ups than a briefed concentration of troops (that was the Typhoon's job) Additionally the ones I have been getting have Spit9s as escort whereas in real life it would have been the other way around is there any way to avoid such a situation?

 

Thanks again!

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Hi guys, this is a pretty much a newbie question but how do i update to a newer version? Do i have to delete old files or just paste and overwrite it with new files?

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@Semor76 All dive bombing attacks are hard coded to the same altitude.  Has to be that way otherwise the AI won't dive bomb.  However, there is nothing stopping me from adding an attack profile to Stuka squadrons.  That is simple config.Not sure what the Ai will do with it but I expect it will low level bomb just like any other plane.

 

@No457_Stonehouse The config is in the squadron json files.    

 

You can edit the odds in the squadron json files.  Disclaimer - this is unsupported and the edits will be overwritten by every new PWCG install.  Failure to edit properly will break PWCG.  At its simplest you can change the numbers which should be a relatively safe edit.  If you start cutting and pasting JSON - go for it but you're on your own :) .  Recommend zipping up the whole directory and saving it before making any edits.  

 

@Amir 

1. Zip up PWCGCampaign\Campaigns

2. If you are doing coop, zip up PWCGCampaign\Coop

3. Delete PWCGCampaign

4. Install PWCG

5. restore your campaigns and coop

 

You can quite often just unzip and overwrite, especially small fixes (small fix is a change in the third version number).  That can lead to issues if a file that is meant to be deleted is still there and gets picked up - something that is pretty rare but possible.  There is no harm is just trying an overwrite and then doing a full reinstall if things go flaky.  As long as you have the campaigns and coop saved you're good

 

@Semor76 I have to backtrack a bit in what I said to Stonehouse ... Looked at the code and any Stuka ground attacks will use cannons, so at the moment no low alt bombing is possible.  I also do not have any Stuka squadrons configured to do ground attack - not sure why I didn't do that.  So getting Stukas to work in a ground attack mode is going to take a little work,

Edited by PatrickAWlson
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@PatrickAWlson

 

Okay..then I would officially request this feature for the Stuka 😁

 

Is there already an Stuka squad in PWCG what uses the cannons for ground attacks?

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3 hours ago, 161snails said:

Honestly Pat, PWCG is why i play this sim 👍

It’s the only way I play the game. Aside from the career and mission enjoyment it is the unparalleled flexibility of PWCG that makes it for me. The decisions available in deciding who fly’s and what plane they fly and what mission types we fly. Using the historical skins for my squadron. And so many more choices.

 

Just the best!

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Thanks again Patrick!

 

Just a suggestion (and correction) while I remember it - one of the main Tempest units around that period of time was 486 SQD RNZAF. Along with 3 and 56 SQD RAF they were 122 Tempest Wing 2TAF. The first 122 wing base for Tempests on the continent was 28/9/1944 at Grimbergen just north of Brussels. From there I believe 122 Wing moved to Vokel in Holland around October 1 1944 where I think they remained until early (?) April 1945 when they moved to Rheine-Hopsten in Germany and then as the war was ending to Fassberg in May with VE day being the 8th of May. I don't believe 122 Wing was based at Evere while flying Tempests where you place 56 squadron.

 

486 might be a good squadron to include in the final Bodenplatte line up for PWCG anyway. I don't really understand why the devs didn't include it as one of the official squadrons as it had a lot of well known pilots belong to it. It was one of the few squadrons that were air borne on Jan 1 1945 when Bodenplatte actually took place and was called back off their briefed mission to act as air defence shooting down 2 FW190s over Eindhoven. It was extremely busy for a time after that until the Allied aircraft destroyed by Bodenplatte were replaced as it was one of the few squadrons with it's aircraft intact.

 

PS I think that Evere was 132 Wing from about 6/9/44 flying Spits until they too moved up further as the front moved.

Edited by No457_Stonehouse

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PWCG 6.3.0

Bodenplatte is on the Rhine map!
Cities are in place
Made map from Google earth pics
- Will replace with game map when I get it
Front lines move
Added B25 for 139 Squadron
Added Jv44 as an independent squadron in Feb 1945

 

Right now parked takeoff does not work as taxiways have not yet been done.  Use runway takeoff on the Rhine map.  

Edited by PatrickAWlson
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5 minutes ago, PatrickAWlson said:

PWCG 6.3.0
Added Jv44 as an independent squadron in Feb 2004

 

I´m sure that is a typo "2004". Great work to have it on the Rhineland map now. Many Thanks!

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Quick bug noticed.  Started a BP Career (Yay!), in 66 Squadron flying Spits...but everyone is speaking Russian!   😄

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36 minutes ago, [Pb]Cybermat47 said:

Will 6.3 be compatible with 6.1.5 Stalingrad careers?

 

Definitely not if you are in August 1944 as 6.3 starts in September.  I did not test but there is a good chance that anything from September on will be OK.  If you are in August you can try taking leave until September.

 

Reason is that the squadron data and the squadron personnel are only loosely linked.  The people and equipment all represented in dynamic data files.  All of the squadron info is in a static data file that will be replaced.  If all goes well your unit will simply warp to the new airfield.  Just can't be 100% sure but you can certainly try it.

51 minutes ago, Napping-Man said:

Quick bug noticed.  Started a BP Career (Yay!), in 66 Squadron flying Spits...but everyone is speaking Russian!   😄

 

Good catch.  I'll fix that one shortly.

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I'm trying to upgrade to 6.3.0 from the previous version and bring a Tempest campaign forward to the new version as part of the process. I'm getting an error trying to access the existing campaign:

Capture.JPG.5a518f865b424dcfcbb286cdd421f2a6.JPG

 

Error log attached. Perhaps it isn't handling the change in maps?

Is there an edit I can try or is a restart required?

 

Thanks

PWCGErrorLog.7zip

Edited by No457_Stonehouse

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It seems start parked option is broken. It gives me the same error message. When i choose start runway , it will let me access to mission briefing

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Yeah Patrick said that for now you needed to start on the runway. I'm finding I cannot access an existing campaign. A new one seems fine however.

 

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Oh, yes indeed, need to read new version specs more carefully next time. Cannot wait to start P-47 campaign with new map. Thanks Pat

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12 hours ago, No457_Stonehouse said:

Thanks again Patrick!

 

Just a suggestion (and correction) while I remember it - one of the main Tempest units around that period of time was 486 SQD RNZAF. Along with 3 and 56 SQD RAF they were 122 Tempest Wing 2TAF. The first 122 wing base for Tempests on the continent was 28/9/1944 at Grimbergen just north of Brussels. From there I believe 122 Wing moved to Vokel in Holland around October 1 1944 where I think they remained until early (?) April 1945 when they moved to Rheine-Hopsten in Germany and then as the war was ending to Fassberg in May with VE day being the 8th of May. I don't believe 122 Wing was based at Evere while flying Tempests where you place 56 squadron.

 

486 might be a good squadron to include in the final Bodenplatte line up for PWCG anyway. I don't really understand why the devs didn't include it as one of the official squadrons as it had a lot of well known pilots belong to it. It was one of the few squadrons that were air borne on Jan 1 1945 when Bodenplatte actually took place and was called back off their briefed mission to act as air defence shooting down 2 FW190s over Eindhoven. It was extremely busy for a time after that until the Allied aircraft destroyed by Bodenplatte were replaced as it was one of the few squadrons with it's aircraft intact.

 

PS I think that Evere was 132 Wing from about 6/9/44 flying Spits until they too moved up further as the front moved.

Yes, I was hoping that a 486 NZ squadron skin would be part of the official skins released for the Tempest. I hope one or more may turn up in due course. According to Wikipedia, 486 arrived in Europe after helping defend against the V1 attacks late September as part of 122 Tempest Wing, formerly 150 Wing. I have started my PWCG career in 56 Squadron on 1.9.44, but am hoping I will be able to transfer into 486 at the end of the month!?!  

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22 hours ago, Semor76 said:

@PatrickAWlson

 

Is there already an Stuka squad in PWCG what uses the cannons for ground attacks?

 

22 hours ago, Semor76 said:

@PatrickAWlson

 

Is there already an Stuka squad in PWCG what uses the cannons for ground attacks?

Would be cool if I can get an answer. 😉

 

Cheers

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Hey Patrick,

 

I started a new Thunderbolt campaign with 6.3.0. After flying my second mission I am no longer able to generate a mission. In number two mission I got shot down and severly injured for 75 days. I requested Leave but 75 days of leave gave an error. Had to first take leave for 30 days and then 45 days. Subquently PWCG refused to generate a mission. Error log and campaign appended.

PWCGErrorLog.txt Thunderbolt.rar

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Hey pat, i appreciate the update with new map and aircraft, job well done. Do you plan on fixing the russian radio chatter?

 

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3 hours ago, -332FG-Hank_DG said:

Hey pat, i appreciate the update with new map and aircraft, job well done. Do you plan on fixing the russian radio chatter?

 

I also have russian markings for Boston (A20).

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26 minutes ago, Kapteeni said:

I also have russian markings for Boston (A20).


Have you downloaded the PWCG skin pack? Link in OP.

Edited by [Pb]Cybermat47

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2 hours ago, [Pb]Cybermat47 said:


Have you downloaded the PWCG skin pack? Link in OP.

OOPS. My bad. Haven't done that.

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