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Cooperative Campaigns with PWCG


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FrozenLiquidity
Posted
Hello Pat and others,
 
First off, I want to thank you for the work you’ve put into this tool, it truly is a marvelous way to play and enjoy the game, even with the implementation of career mode.  So thanks for all the effort and work you’ve put in to this.
 
That said, I’m mainly interested in using this tool to provide a cooperative dynamic campaign for a group of players.  In previous testing, I’ve had some mixed results with this.  Often times I’ll get an error when trying to file claims in the AAR, tracking pilot progress, etc.  It seems that while the option for coop is there, many haven’t explored it and I want to get a feel for how things might be working behind the scenes and collaborate with others that are interested in using it in this manner.
 
I've been testing this a bit more recently and am hoping that you and others in the community can provide some insight on the best way to utilize this tool to run a persistent cooperative campaign with a group of players.  I've run into several problems and other issues that would I like to try and address before moving forward with this, so hopefully you or other members of the community that have used your program can help me out here to understand this tool better and get a grasp on how best to use it for a multiplayer cooperative campaign setting.
 
  1. Accurately tracking the results of a mission is important, but in recent testing I've noticed that the reported mission results are inaccurate.  For instance, neither death or injury seem to be reported for squadron pilots who have fatal crashes.  Even turning the max player injury to 4 (death) and setting the "death due to AI stupidity" setting to 100, these instances persist, and after action reports indicate that no one was injured.  Can you shed some light on to how these settings work and why they may not be reporting appropriately?  If the primary campaign pilot dies, or is otherwise seriously injured for a long time, what happens with the rest of the campaign during this time?
  2. Sometimes, when trying to file an AAR after a mission, the program will throw an error and no results will be recorded.  I know that when I fly a mission with the logging on, it generates a series of log files for that mission that contain the mission events in a rather non intelligible format.  I hypothesized that this was occurring due to the same mission being run more than once, resulting in a conflicting set of log files, but I haven't been able to reproduce this on the most recent build.  Unfortunately, sometimes players will drop, crash or have other mishaps that may require us to restart these missions. Can anyone explain what the tool looks for in these logs and why it may error out when parsing them?
  3. Along with the above, I notice that there's a setting for the campaign to use log files for AAR, which is enabled.  What other methods for AARs are available?  What happens when this is set to 0?
  4. Is it possible to edit the squadron files, mission files, or provide some other way to mix and match aircraft in a squadron?  Say we have a few people who would like to fly attackers, and a few to fly cover, but the squadrons typically only use a specific category of aircraft.  What would be the best way to generate a mission in which players can choose between a Yak and an IL-2, or other various combinations?
  5. I have been able to successfully edit player names in the json file to accurately match the individuals who will be flying them.  Sometimes I’ll get errors after editing these, even after ensuring correcting formatting errors.  I thought this might be due to a previously generated mission prior to changing names, but when I go back and test further I am unable to reproduce it.  If I encounter it again I'll try to get more details.  Can you think of any instances in which changing the names (or other values) in this json file would generate errors?
  6. I’ve noticed a few discussions about the amount of AI aircraft and squadmates that are included on a mission, with people reporting the sweet spot of about 4 aircraft +/-2 and recommending high air activity only on powerful computers.  I imagine replacing members of your flight with human pilots would substantially decrease the CPU overhead, would this allow for a larger flight of human pilots as well for a high level of air activity? (all these pilots are going to need something to do, after all!)
  7. How are medals, ranks and promotions generated for non-player characters (or cooperative pilots)?  As pilots other than the primary player advance in terms of missions flown and targets destroyed, does their progress advance in the same way that the players’ would?
  8. When creating a cooperative mission, the mission description file does not get baked in to the mission.  When the mission is selected, the host that generates it is able to see the briefing, but other players that join cannot.  Is it possible to correct this, or is this a function of how IL-2 distributes mission files to other clients?
  9. Do you have any plans to expand or grow the functionality of this tool with cooperative gameplay in mind?

 

If there is some advanced documentation about some of these functions for PWCG that I've missed, then I'd be happy to read it.  Otherwise, I hope you or other members of the community that have experience with this tool might be able to shed some light on the issues I've encountered in order to bring a persistent and dynamic cooperative campaign to life.  Thanks much for any help you can provide!
SCG_Space_Ghost
Posted

Great post - I've been curious about a few of these things myself.

 

I've previously hosted a ROF campaign for a buddy and I to fly without any significant issues - I'm curious to see if there are any significant functional differences between that and hosting one for IL-2.

FrozenLiquidity
Posted

Would love to get more information on this if anyone has any answers.  I think there's a decent amount of people who would really enjoy seeing something like this happen and have the information of how to set it up themselves available for them somewhere!

 

Additionally, does anyone else run cooperative campaigns with their squadrons?  If so, how are you doing it?

PatrickAWlson
Posted

Most of what you are seeing comes down to the fact that PWCG is not built with cooperative campaigns in mind.  Sure, you can change a PWCG mission into a coop mission, but all of the tracking and handling of pilots assumes one player, not many.

 

If we are talking software changes, I would like this discussion to be about what people would like to see in a coop campaign - i.e. requirements development.  Talking about what people already do would also be helpful.

 

No promises on implementation.  It would probably take me until the end of this year to get anything good working.

 

 

FrozenLiquidity
Posted

Hey Pat, thanks for the reply.

 

If you'd like to steer the conversation in that direction I'd be happy to contribute with my experiences of what does work, what doesn't work, and what we'd like to see.  I would hope other community members would chime in as well to help steer the direction of any sort of development in that area.  My current experience with the tool indicates that while it may not have been built with cooperative campaigns in mind, that it certainly is capable of producing a good experience for a group of players.

 

I'll see if I can break down my above list into a list of feature requests and bug fixes, or in whichever format you think will help you determine if/how you'd want to implement any of it into the development of your tool.  I've run a few test missions in campaigns and I can try to do something a bit more full-scale with the squadron and just take our chances with it while we record our experiences and provide feedback.

 

Let me know what else would be helpful to you.  I know you already put a lot of time in to this tool and that you can't promise anything (especially if I am the only one asking!) but with the interest that I've seen from the players I fly with and the introduction of a cooperative mode, it seems like too good of an opportunity to miss.

 

I'll see if I can put something together with the squad to get a bit more experience with it and break down my above list and future observations into a more appropriate format.

 

Are there any others willing to chime in that would like to be able to use this tool in this manner?  Has anyone else had any experience with doing so already?

PatrickAWlson
Posted

Here's what I was thinking.  

 

The campaign name would no longer be tied to the player.

PWCG would allow the designation of multiple human pilots.

Each human pilot would be assigned to a squadron.

A human pilot may be added at any time, not just on campaign creation.

There can be human pilots on each side.

When a mission is generated PWCG would ask which human pilots will participate.

PWCG will generate a flight for each selected human participant.

 

Leave will be possible.  A pilot on leave will be unable to fly for a period of time.

Transfers will be possible.  A transferred pilot will be unable to fly for a period of time.

A wounded human pilot will be unable to fly for the duration of his recovery.

 

Q: What do I do if my pilot is wounded but I want to fly?

A: Create another pilot and fly ... or wait.

 

Q: If I play dead is dead, what happens if I die?

A: Create a new pilot.

 

 

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FrozenLiquidity
Posted
Quote

Each human pilot would be assigned to a squadron.

 

Presumably, whomever is using the tool can assign them to a specific squadron?  

 

Quote

PWCG will generate a flight for each selected human participant.

 

As in, if a pilot from Squadron X and Y are selected as participants, flights will be generated in the mission for both Squadrons X and Y?

(Basically, PWCG will generate a flight for each *squadron* with a human participant in it - just to make sure I understand your idea)

Would there be any way to ensure that the flights for Squadron X and Y have complimentary missions?

 

Quote

Leave will be possible.  A pilot on leave will be unable to fly for a period of time.

Transfers will be possible.  A transferred pilot will be unable to fly for a period of time.

A wounded human pilot will be unable to fly for the duration of his recovery.

 

I'm trying to be mindful of availability for the players that want to be involved in these.  I think these limitations make sense for a single-player campaign, but if we as a squadron run 1 mission a week (let's say that's 1 mission a day in the CG), and someone goes on leave, gets wounded, files for transfer, etc., that means they basically locked themselves out of playing for an entire month of real life, or longer.  Given that people are going to want to participate and that we're all beholden to real-life availability and restrictions, it seems like these artificial campaign restrictions may be best off as optional components.

 

Possible solution that you've suggested would be to allow players to create new pilots, potentially allowing them to have one in each squadron or unit so they can bounce between them depending on what they'd like to fly, or where they're needed.

 

Thanks for outlining your ideas on this Pat, I am going to try to put something together with PWCG as is and give it a go with the squadron and see how it works out on a larger scale and what feedback people have.

 

Overall, if my understanding of your ideas in my quotes is correct, then you've got a pretty good outline for a framework that would be suitable for a cooperative dynamic experience.

PatrickAWlson
Posted

There would be no limit to the number of personas in the campaign.  If one persona was busy due to wounds or leave  then the person could play the a different one.  Transfers and leaves are one week - I don't even see leaves being used.  

 

If everybody was in the same squadron they would all be in  the same mission.  If they were not in the same squadron then they would be flying in the same basic area.

 

 

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  • 2 weeks later...
RedeyeStorm
Posted

What we usually do is a couple pilots flying fighters and others the groundattacker/bomber. This means that the pilots would be divided over two squadrons. It would be great if the fighters could be assigned as cover for the attackers/bombers.

Posted

I haven't looked at PWCG in a while, but if it is useful for Coop then I am going to have to get back into it.  I have been making simple missions for my friends for a while, we fly once a week.  It would be great to have PWCG generate random missions for us (mostly so I don't know what is going to happen).  I will have to try this again.

 

thanks Pat.

FrozenLiquidity
Posted

Hello Pat and others,

 

I've run about 8 larger scale (4-10 player) cooperative missions and wanted to provide feedback on the experiences thus far. 

 

First of all, the reception has been superb.  Today we had 8-10 people playing a cooperative campaign for more than 4 hours, and a number of them stuck around afterwards to help me test out some other settings and parameters in several additional missions.  That kind of turnout is fantastic in our crowd, I've had a number of people thank me for running the missions and organizing it all for them - and I wanted to pass that thanks along to you because none of it would have been possible without your tool.  It hasn't been without it's problems, and there's a substantial amount of downtime between missions as I clean and post results, and get new missions sorted away and posted, but everyone has had a positive reaction to the experience, even in the sortie in which we didn't encounter a single enemy aircraft - and people have been eager for more!

 

As to the things that could be improved, I took some notes during our sessions and made some points around them.  Hopefully you can take a look at these and keep them in mind as you continue to improve your tool.  I'll try to separate feature requests from bug reports.

 

Bugs:

 

Most of the bugs we've encountered have had to do with editing the Campaign Personnel json file (easily fixable, but also easily avoidable) to change the names of pilots, and sort out errors in the mission log parsing.

 

  1. Mission log parsing.  I don't know what is going on with this but we've seen some very strange things.  Kills that other pilots achieve will sometimes get awarded to me (the person running the campaign).  Players can slam their aircraft in the ground and aren't recorded as KIA.  In one case, a tank kill was attributed to a fighter pilot that hadn't even touched the thing.  I am not sure what causes this, but the result is an inaccurate campaign log, and having to go back in to the personnel file to fix kills and otherwise correct errors.  I haven't noticed any patterns to this yet aside from the kills being awarded to the campaign host, rather than someone else.  Not sure if this is a problem with the log file, or the parser.  The actual score screen in the game shows the correct values for everything during the mission.
  2. Bugs editing the Campaign Personnel json file.  Due to the above, as well as to provide the necessary amount of customization for the campaign, I have to go in and edit this file manually sometimes.  Most of the bugs are mistakes and fixable if you have an idea of what you've done wrong.  Having a more friendly way to edit this to change player names and other statistics would be very handy towards keeping things on track.
  3. Scramble missions.  For whatever reason these missions will show the opposing sides' aircraft as selectable craft.  This basically tips the hand of the mission and shows us exactly what we're facing - which takes some of the fun out of it.  Additionally, we've seen that with Scramble missions AI tend to slam into the ground after diving on low-flying pilots.  Not much you can do about it, but one may want to start the attacking craft a bit lower so they don't build too much speed in a dive.
  4. Flight path markers.  I am sure someone has remarked about this before, but the flight path markers are a bit offset on the map, generally by a few kilometers.  Nothing we can't work around, though it does add to some confusion when determining which airfield we are taking off from, and which one we should be landing, as well as turnpoints along the way.  I have started editing these a bit in the mission, but I don't know the behavior of the mission generator and if flights are spawned via triggers or other functions that may be attached to some of these.

There may be a few minor ones we've come across, but I'm not able to recollect any more at this time.

 

Features: 

 

I'll list some features, or change requests that would make this tool much more friendly for the cooperative environment.

 

  1. See bug #2.  Something built in to PWCG to help make sure these properties can be cleanly edited would be helpful if they aren't something that can be corrected otherwise.
  2. By far, the most frequent question I get is "Can we fly different types of aircraft?".  Introducing any method to add in different aircraft types for players when creating the mission would be fantastic.  By all means, put it under a "cheater" mode or something that simply provides a bit more flexibility to the missions one can generate.  By all means, restrict missions with attackers/bombers added to it to the appropriate mission types, or have said mode unlock mission types.  We can simply change the likelihood of generating specific types ourselves.  Adding something like this a much wider range of options, especially for larger groups.
  3. Pilot order.  When a list of pilots has been selected, we may want to have them take off in a certain order or pair up wingmen and flights before we get into the air.  This seems to be generated simply by the pilots' order/placement on the roster.  Simply being able to adjust this order before mission generation should allow players to create their own take-off order and allow groups to be sorted out ahead of time, rather than in the middle of take-off operations.
  4. Pilot selection.  Currently, pilots are selected after a mission is proposed, and one can go in and add/remove pilots at this point.  While this mostly works, if a pilot joins the fun after we've generated the mission but before we've started, they're pretty much SOL unless we want to scrub the mission and have it generate a new one.  Would there be a way to separate out the mission generation into two independent steps?  One for generating a mission briefing and flight plan and a second for adjusting participating pilots?  That way if we want to keep the same mission, but add or remove a pilot we don't have to scrub the whole thing to do so.  Once these two steps have been completed, accepting the mission would still generate it as usual. (if this is unclear, let me know and I will try to provide a better explanation)
  5. Allow for us to save some presets for campaign options and jump between them.  Group sizes and composition (and if different aircraft are provided) will vary from time to time.  Each time this occurs, we need to go back in and change the advanced campaign configuration to provide the appropriate parameters for PWCG to generate a balanced mission.  I'd suggest allowing us to save some presets, that we can then load in really quickly at will.  I suppose this could also be done independently of the tool with a little bit of scripting.
  6. Allow us to adjust the size of the squadron to fit our playercount.  Again, pretty simple.  We don't plan on flying with AI in any of these so it seems silly to have them in there.  Removing them simply generates new pilots.  
  7. There are definitely some people who would like to see these missions be available in a VS setting too.  While that's outside the scope of what *I'd* like to do with your tool, it does seem like it would be possible and provide some greater utility.  Provided that in a strictly cooperative environment opposing flights of aircraft can be hidden in the role selection screen, then this would work fine.  Otherwise, while having these selections would be needed for VS, it would provide an indication about what you'll be facing in a cooperative environment.

Ok, I think that's it for now.  It seems like you've been thinking about the best/easiest way to implement the changes you've mentioned previously in this thread, so some of my points above may already be covered by things you're looking at.  While I'd like to be able to provide suggestions, you're going to know best how to integrate or achieve some of these goals, and which ones may be unattainable.  In any event, I hope this information provides some valuable feedback for you.  If this benefits you, then I'd be happy to provide more as we continue to use your tool.

 

Finally, I want to thank you again and invite others to give this a try.  Most of what I've done so far can be accomplished without investing too much time and just getting to know the tool a bit.  I would encourage others to try it as it provides a great way to provide dynamic group missions in which *no one* has any insight as to what will end up happening.  It provides as much of a unique experience for the person creating it, as it does for the one flying it.

 

~FrozenLiquidity 

PatrickAWlson
Posted

Great write up.  Appreciate the feedback.

 

Bugs

1. This is by design and works well for single player.  Will have to change for coop.

2. Will be solved by automated creation of personas.

3. Will have to get into things deeper before I can comment on this.

4. Unfortunate fact of life.  The conversion to/from PWCG maps (in pixels) to the game in coordinates is not perfect.

 

Improvements:

1. Planned.

2. Planned.

3. Lower priority.  

4. Planned.

5. Possible

6. Probably not, but there will be 10-12 slots per squadron.  

7. Don't know what a VS setting is.

 

 

FTC_Riksen
Posted

I think VS he means PvP (player versus player) but I'm not sure either lol

FrozenLiquidity
Posted

Yes, sorry.  By VS, I mean versus, ie PvP (player versus player).

 

Thanks for your feedback Pat.  For the most part, it looks like you are well on top of things and have a lot of ideas in the works for this.  Very exciting!

 

In the meantime, I'll be continuing to run a cooperative campaign for the group and keep you appraised of any additional bugs or issues we run in to.

 

Thanks Pat!

 

 

PatrickAWlson
Posted

That is planned also.  The idea would be to create as many personas as you want.  The game will start with AI and then allow you to add personas.  A persona will replace an AI pilot.  When you create a mission you decide which personas to include.  All of those personas will be given a mission in the same area.  Personas in the same squadron will be assigned to a flight.  Personas in different squadrons will get a different flight.  

 

PWCG will not do anything special to mash your flights together other than making the mission area the same for flights with personas.  You may or may not encounter other players.  Choosing a flight target area will be challenging as one flight might have to fly 20km and another 200km.  Going to have to figure that out.

 

This is a couple of major versions away.  PWCG 4.0 adds logistics and I am only 60% done with pilot logistics.  I want to finish that and put out an alpha for feedback.  Then do equipment logistics.  for a final version of 4.0.  Then try to deal with some existing issues.  Then move on to 5.0.

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  • 2 weeks later...
FrozenLiquidity
Posted

Something else that came to mind when adjusting campaign settings for our campaign.  These are settings I have to change pretty regularly based on the amount of participants that show up to these events.  Having presets to go between would make this a much easier process, but also simply having a setting that would enable autoscaling of some sort, and a ratio of friendlies to enemies or that sort of thing and a variance factor to give it a bit of randomization. Off the top of my head it seems like this would be a good way to randomize things to some degree without tipping off the user/player to exactly what to expect.  (Ie, flight size minimum of 3, max additional of 2, etc.)

 

Folks are still quite enjoying the variance and randomized content of the missions we've been playing, and it seems like people are clamoring for more, so I wanted to pass that along too.

 

Thanks!

PatrickAWlson
Posted

I'm not ready to absorb the information yet, but when I am ready to start 5.0 I want your input as to what you have to change in a mission file to create a coop mission.  Is is just setting some of the planes from AI to "Player" or is there more?

 

I am going to do 5.0 in increments.  The first release will allow for a coop campaign with all human pilots in the same squadron.  That will introduce the concept of more than one human in a PWCG campaign.  That part I do not expect to be too difficult.  After that I will work on many humans in many squadrons ... which is going to be an absolute bear.

  • Like 1
Posted

As a regular host of squad coops, I'd just like to say this is looking really exciting!  

 

:salute:Pat.

  • 1 month later...
Black-Hussar
Posted
On ‎6‎/‎20‎/‎2018 at 1:16 PM, DD_Arthur said:

As a regular host of squad coops, I'd just like to say this is looking really exciting!  

 

:salute:Pat.

 

I can only agree with that! Looking forward to all upcoming releases.

 

:salute:

PatrickAWlson
Posted

Work is in progress.  The initial release will have some limitations.  

 

For coop campaigns:

Declare a campaign to be coop at campaign creation.

Add many human players to a squadron for coop campaigns.

Fly coop missions generated by PWCG.  Goal is to make missions such that no further edits are necessary.

Each human participant will make combat report declarations for coop missions - if this design is not good then let's talk it through. 

 

Limitations:

Players must be in the same squadron.

Transfers, leave, and lone wolf missions will be disabled for coop campaigns

 

For single players:

If you play dead is dead, you will now be able to create a new pilot if your existing pilot dies.  The new pilot will pick up where the previous left off. 

 

Limitations:

You will not be able to have two concurrent pilots.

 

Hoping to have this out in the September/October time frame.  Depends on how smoothly things go.  

 

  • Upvote 3
Posted

Man am I stoked for this! Questions:

  • Are you going to sort of "clean up" your missions for better server performance? (As an example, enabling and disabling units until players enter and exit a checkzone) Doing that sort of clean up is a ton of tedious work. With that said, are you creating these missions yourself? If so, would you want group/mission files from the community to help you out?
  • A lot of coop missions that I feel people enjoy the most are mixed flights of attackers and their escorts. When you say a single squad, does that also mean a single plane type?

I do not think each player should do the report declarations. Some of the pilots I have flown with just want to see their score over the course of the campaign. Think of it like a bowling or pool league. The league official, and in your case the "campaign creator", would compile the logs, then post it somewhere for the pilots to see it. Probably not as realistic as it was during the time, but think of the "campaign creator" explaining to the each pilot how to get their declarations, and then send it to the creator to compile it. And then the pilots have to send that file to the creator... I can just see the difficulty with that already. 

 

 

PatrickAWlson
Posted

Mission cleanup for performance is done and has already been released.  Feedback has been positive so I believe it has had the desired effect.

 

Single squad means only plane types associated with that squadron and only one mission.   Flight A escorting Flight B will not happen in the first release.  PWCG is locked into the concept of a single player flight.  Just like single vs multiple players, that lock can be broken, but it will not be a trivial thing.

 

There is special logic around the players victory credits.  Claiming is part of that.  With the new campaign structure I have no way of knowing which pilot is the campaign creator.  I could designate the initial name as the creator, but what happens if that persona is killed?  Also, the special logic would apply to one player but not the others.  It would lead to odd results.  I understand the difficulty - the campaign creator is going to have to get the claims from other participants and register them.  Hopefully this will not prove to be too difficult.  Presumably the mission participants will be speaking to each other/

 

The alternative is to completely bypass the claims process and assign claims based only on the logs.  If I do this there will be complaints.  The logs frequently do not tell who shot down a plane, so many victories would go unawarded.   That is probably the only other viable option for the first release.

 

After the initial release features can be revisited.  However, I was planning on a break after this one, so it might be awhile.  Hopefully this release will provide some coop fun.  It won't be perfect but it should be a step in the right direction.  At a minimum it automates what people are doing manually today.

Posted

This is absolutely amazing for small coop groups or pairs.  Any idea when the coop version will be released?  Cheers and much appreciated making the Il2 DCG experience way better than vanilla!

Posted
2 hours ago, runsilent said:

Any idea when the coop version will be released? 

 

14 hours ago, PatrickAWlson said:

Hoping to have this out in the September/October time frame.  Depends on how smoothly things go.  

 

Posted

I mean it seems the coop tag functions in the current version?  Am I crazy but doesn't the coop function great with the exception that only the host has permanent stats and no risk of replacement from ace or transfer?

PatrickAWlson
Posted

There are still some manual edits required when a mission is generated.  Also quirky behavior because PWCG treats most of the human pilots like AI pilots.  PWCG might decide to randomly transfer or kill them, which is not desirable :)

 

This is another set of changes that sounds simple enough but is not.  PWCG is 100K lines of code that was built top to bottom on the premise that each campaign is a single human controlled persona.  Going 1 to n is simple in some cases, but in others it gets quite ugly.  It is also pervasive, so I am changing a lot of 

 

To really get to full coop I would have to rewrite PWCG as a web application.  This way every player could log on and use the UI.  That is not likely to happen in the near term.

Posted

I don’t mind screen sharing for other players to see the app.  What manual tweaks are required for a mission?   Just trying to work around it in the meantime

 

For us its not a big deal if other players are just supporting temporary positions that may change or disappear, while the host is persistent 

PatrickAWlson
Posted

Apparently all of the planes must have an AI level other than pilot and have a "coop" box checked.  PWCG does not do that right now.  It will in the next release.

Posted

I checked it in BOS editor and the friendly planes aren't set to pilot, but i don't see a coop box.  Doesn't seem to generate enemy planes but does seem to generate all friendly planes?  I know you're updating this soon, but if we're trying to use it to generate just interesting missions for use in coop what manual hacks do we need to do? 

PatrickAWlson
Posted

Seems that no edits are necessary at the moment.  I ran a test yesterday (first time ever running a coop mission) and everything ran fine.  I did not have to change the settings in any way.

 

Some changes coming to PWCG that will impact single players as well as coop players.  Instead of advancing time automatically to heal wounds this process will now be left to the player.  The player will choose whether to advance time or not.  Rules will look like this:

 

    - if all players are available - works same as today
        - enable mission button

        - enable leave button to allow player to advance time 
    - if all players are wounded 
        - disable mission button
        - enable leave button to allow player to advance time for players to heal.  

            - Options for leave will include player input or the date of each pilots return.  
    - if some players are wounded 
        - enable mission button

            - wounded players will not be included in the mission

        - enable leave button to allow player to advance time for players to heal.  

            - Options for leave will include player input or the date of each pilots return.  

    - if all players are dead 
        - disable mission button
        - disable leave button

  • Like 1
Posted (edited)

New changes sound awesome, or a great way to handle injuries.

 

I have to test it again but when i did a large density mission there were no enemy planes on the tacview recording at mission start (granted we didn't fly the sortie)  Did we just get unlucky twice on low density, and the planes didn't spawn on high density?

 

Or should enemy planes spawn at start and something is bugged in our campaign?

 

EDIT - Planes definitely spawned!  Man what a great set of missions it made, now having a diffierent issue where it's not allowing a combat report cause it can't find the LOG.  I set it up per the tutorial vid and this has worked yesterday and in solo play.  What would cause it to not see a log if I see they are being generated?   I am seeing tons of mission reports generated in the data folder.

 

Error generated a log attached.

COOPER201808111708970.zip

Edited by runsilent
  • 1 year later...
=WoVi=cercataa
Posted

Is the Coop abandoned finally ?

Posted
1 hour ago, =SFF=_cercataa said:

Is the Coop abandoned finally ?

 

Not sure what you mean.  Are you asking if PWCG coop mode has been abandoned?  The answer is no. 

  • Like 1
=WoVi=cercataa
Posted

Yes, I was asking that, good to know it's in the pipeline !!!!

Posted

Really looking forward to your up coming work Pat. I too use only your PWCG for running missions for my squadron. We have about 6 pilots on every mission and I have to say we are all excited to see what you come up with. Please keep up the great work!

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