PatrickAWlson 1874 Posted August 19, 2018 (edited) Get it at the PWCG site Support for multiple players and coop mode. How to create a coop campaign: - On the campaign creation screen choose coop campaign at the top/center - Complete campaign creation process Adding another human pilot - In the campaign, choose "Add Pilot" - Enter the rank and name of the new pilot - Select the AI pilot to be replaced. New visuals: There is a small icon on the right of the pilot name, giving pilot status. I don't have a mission button - All of your human pilots are dead or wounded. - You can create a new AI pilot - You can go on leave to heal your human pilots (info is on the leave page). This is a very early beta. I need feedback. This version also does not contain bug fixes. While the beta is in progress I am going to work on the bug reports. Beta 2: Fixed: missing LuaScripts\WorldObjects\Ships\torpedoboat38.txt Fixed: Planes sometimes do not take off (Murleen). Fixed: Too many out of mission AAA losses. Fixed: Player not being made commander after promotion to major. Fixed: Duplicate entries in squadron log Beta 3: Fixed: campaign save is enabled (accidentally left it disabled in V2) Edited August 28, 2018 by PatrickAWlson 3 3 5 Share this post Link to post Share on other sites
dburne 1246 Posted August 19, 2018 Awesome stuff Pat thank you! Question - are current 4.2.1 campaigns compatible? Share this post Link to post Share on other sites
1./JG42Nephris 182 Posted August 19, 2018 (edited) Thx a lot for your enduring support in PWCG. The Coop addition is a great feature, I/we will test is asap. 👍 Can you imagine to implement a sort of xml or html or csv export with all player data... in a later release? The reason behind is, to parse the exports and present it on a website ,l ike stats. I guess we cant make use of the (in)official stats parser, as coop uses different logs ? Edited August 19, 2018 by 1./JG42Nephris 1 Share this post Link to post Share on other sites
PatrickAWlson 1874 Posted August 19, 2018 8 minutes ago, dburne said: Question - are current 4.2.1 campaigns compatible? Should be. I have tested with my older campaigns and everything was OK. Just remember that this is a beta, so expect issues. If you are willing to test with your 4.2.1 campaigns it would be appreciated. 3 minutes ago, 1./JG42Nephris said: Can you imagine to implement a sort of xml or html or csv export with all player data... in a later release? The reason behind is, to parse the exports and present it on a website ,l ike stats. I guess we cant make use of the (in)official stats parser, as coop uses different logs ? It's already JSON. Note to single players: The add pilot button works differently. It does not appear unless your pilot is killed in a dead is dead campaign. At this point you can use the add pilot button to create a new player that picks up where the old one left off. This is also important: advancing time works when you are wounded differently. In the past if your player was wounded PWCG would automatically advance time. That is no longer the case. Your pilot will be noted as wounded on the chalkboard page. You will not be able to fly a mission until he is healed. To heal your pilot go to the leave page and take leave until your pilot is healed. The leave page will tell you how many days you have to take. For coop players: the leave page works the same way - any injured human pilot shows up with the days required to heal. In coop, as long as one human can fly a mission the mission button will be there. Injured players cannot participate. 1 Share this post Link to post Share on other sites
dburne 1246 Posted August 19, 2018 2 hours ago, PatrickAWlson said: Should be. I have tested with my older campaigns and everything was OK. Just remember that this is a beta, so expect issues. If you are willing to test with your 4.2.1 campaigns it would be appreciated. Will do. I have some things going on this week so will not have as much time during the week as I normally have, but will try and get some time in with it over the next several days. Share this post Link to post Share on other sites
TheSNAFU 78 Posted August 20, 2018 Pat, does this version include a fix for lack of enemy in the missions being generated? In any case the coop features add even more to this great program. Share this post Link to post Share on other sites
PatrickAWlson 1874 Posted August 20, 2018 (edited) 6 minutes ago, TheSNAFU said: Pat, does this version include a fix for lack of enemy in the missions being generated? In any case the coop features add even more to this great program. It does. The focus was coop and I have not yet gotten to about a half dozen bugs reported in the bugs section, but it does have the new logic for AI flight routing. Would very much like feedback on that too. If your system can handle it try setting air activity to at least medium. Edited August 20, 2018 by PatrickAWlson Share this post Link to post Share on other sites
[CPT]CptJackSparrow 189 Posted August 20, 2018 Oh my. Will test this during the week. Hoping one day it morphs into something akin to DCG from old il2. Share this post Link to post Share on other sites
runsilent 0 Posted August 20, 2018 Thanks Pat for the crazy fast turn around and dedication to your program. Will certainly get a lot of coop use here! Cheers! Share this post Link to post Share on other sites
PatrickAWlson 1874 Posted August 20, 2018 7 hours ago, [CPT]CptJackSparrow said: Oh my. Will test this during the week. Hoping one day it morphs into something akin to DCG from old il2. So the obvious thing is that PWCG needs a remote API so players other than the host can look at things. Let's say that was in place. Talk to me a bit about DCG. What did that have that you would want from PWCG? Share this post Link to post Share on other sites
[CPT]CptJackSparrow 189 Posted August 20, 2018 When I get home I'll do that mister Pat. My statement wasn't a stab at your work, just a longing for what we had for coop back IL2 of yesteryear. Share this post Link to post Share on other sites
PatrickAWlson 1874 Posted August 20, 2018 4 hours ago, [CPT]CptJackSparrow said: When I get home I'll do that mister Pat. My statement wasn't a stab at your work, just a longing for what we had for coop back IL2 of yesteryear. I didn't take it that way at all. I am just soliciting feedback as to what a really good coop experience would look like. Share this post Link to post Share on other sites
[CPT]CptJackSparrow 189 Posted August 21, 2018 Ok, got it installed. Excellent job Pat! Some thoughts...If the leader is AI, I had a flight of 8 109s not want to take off. That's really the only issue we had. We put three humans in it and it ran great. One thing that would be very nice, (if doable) is to pipe the entire mission debrief to a html file so we can post that for the guys not hosting the mission. A nice simple readable format that could be posted on Discords/forums etc. The API sounds quite interesting, is that even doable from your end? Share this post Link to post Share on other sites
PatrickAWlson 1874 Posted August 21, 2018 17 minutes ago, [CPT]CptJackSparrow said: Ok, got it installed. Excellent job Pat! Some thoughts...If the leader is AI, I had a flight of 8 109s not want to take off. That's really the only issue we had. We put three humans in it and it ran great. One thing that would be very nice, (if doable) is to pipe the entire mission debrief to a html file so we can post that for the guys not hosting the mission. A nice simple readable format that could be posted on Discords/forums etc. The API sounds quite interesting, is that even doable from your end? The combat report is stored as JSON on your campaign folder ... I can look into HTML. The API is definitely doable. That kind of code is what I do for a living, so I have no doubts. It's just a matter of time. What I have to do is wrap PWCG up as a server and create client web pages for outside users. PWCG will serve up campaign data to your browser in much the same way as it does to the current Java Swing client. Right now you have the player, who is at the moment effectively shut out of the UI. What I have to do is write a server that serves out PWCG data and web pages that will display it. The host runs the server. Here's what I had in mind for the initial cut: Think dungeons and dragons. Somebody has to be the Dungeon Master - I'm going to call that person the host. Except in PWCG the host gets to be a player too. The host has the full PWCG install on his computer. PWCG is not only his portal into the campaign but it also serves as an admin console. The host creates missions, decides who is in. etc. The host pulls the PWCG server and starts it. Now people can connect to it. Adding a player: the player gets a connection to the hosts server - this will be by invite. The player registers. He provides his email as a username, a password, and the name of his persona. The host confirms the registration - the host is always in control. PWCG creates a human player. Now when the player logs on PWCG associates him with his personas. When a player gets a read only view of the campaign. They can look at the campaign in much the same way that the player does (maps might will excluded in the initial release) but they cannot do things that alter the course of the campaign. The host organizes a mission and decides who will be in it (same as today). I will see what I can do about displaying the briefing in real time along with the hosts actions. I think I can do something reasonable with a polling mechanism. When a mission is complete the player logs on and submits his claims. PWCG will keep track of who has submitted claims. The host will decide when to submit all of the claims and complete the mission cycle ... presumably after all of the players have submitted a claim. Here again I will try to display the results of the debrief in real time as the host clicks buttons. As long as the host has the server up the player can always log on and look at his campaign. 2 Share this post Link to post Share on other sites
[TWB]Sketch 442 Posted August 21, 2018 (edited) Played some of the campaign tonight with four other players. On medium plane density, we kept getting server overload messages. It could be because there were 16 Pe-2s attacking our airfield. Which by the way, was so damn awesome! The ease of setting up the coop missions, adding players, and what not, was (and is) great. I love that we're doing something persistent, and I can't wait to add my journal entries for each mission where everyone can see them (via web server or whatever). I did run into a bug... I set only human pilots in the campaign generator as the planes to fly in the mission (when doing the pilot selection screen), but when I loaded the mission the Ai planes that were escorting us were also pilot-able. Not game breaking, but worth noting. I think if you uncheck cooperative start on the plane entity, it'll remove them as a playable plane. Also, both of our ground target missions didn't have an "attack here!" icon so we searched nearby (aprx 10k grid around the egress waypoint) and could not find the ground targets we were suppose to attack. Edit: Looking over the mission, the vehicles were not placed on the ground, but instead placed at 0 on the y axis. I believe this is why the vehicles never appeared in the mission. Here is a vehicle entity unedited. Same vehicle, now set "to ground". Here's the mission file: ObjectsNotOnGround.zip Suggestion: add wind, cloud layer, turbulence, mission type, etc, etc to mission briefing. I love it Pat! Thank you so much. Edited August 21, 2018 by [TWB]Sketch 1 Share this post Link to post Share on other sites
[CPT]CptJackSparrow 189 Posted August 21, 2018 Pat that is exactly what I had fantasized about! The only thing you need to add in for the what if scenario above is the ability to make claims on damaged aircraft also. 2 kills, 1 damaged etc. Is team versus team possible? Players opposing each other with separate (hidden waypoints, briefings etc)? Share this post Link to post Share on other sites
SCG_Riksen 805 Posted August 21, 2018 This is awesome Pat. Thank for your hard work. Let me knkw when you get some time to discuss the images as well Share this post Link to post Share on other sites
307_Tomcat 533 Posted August 21, 2018 Great finally coop career, btw years back I was doing it manually for Rise of Flight PWCG. Share this post Link to post Share on other sites
jeanba 55 Posted August 21, 2018 Quote Note to single players: The add pilot button works differently. It does not appear unless your pilot is killed in a dead is dead campaign. At this point you can use the add pilot button to create a new player that picks up where the old one left off. That's great ! Share this post Link to post Share on other sites
PatrickAWlson 1874 Posted August 21, 2018 Thanks for the feedback. I will look into placement of ground objects. That is obviously not supposed to happen. Per not being able to fly in your escorts - the limitation right now is that you can only fly with your squadron. This is by design at the moment due to limitations within PWCG. Moving forward I plan to eliminate that limitation but it requires some core work on PWCG. Per team vs team - same limitation prevents that at the moment, with the same idea that this will eventually become possible. 1 Share this post Link to post Share on other sites
307_Tomcat 533 Posted August 22, 2018 (edited) Was trying to generate first mission with two human players (replaced plane for one), can't pass Accept Mission. Log: Spoiler PWCG Error Wed Aug 22 21:25:41 CEST 2018 java.lang.ArrayIndexOutOfBoundsException: -1 at java.util.ArrayList.elementData(Unknown Source) at java.util.ArrayList.get(Unknown Source) at pwcg.mission.flight.Flight.createLandingAssociation(Flight.java:275) at pwcg.mission.flight.Flight.createTargetAssociationsForFlight(Flight.java:229) at pwcg.mission.flight.FlightFinalizer.createWaypointTargetAssociations(FlightFinalizer.java:323) at pwcg.mission.flight.FlightFinalizer.finalizeFlight(FlightFinalizer.java:38) at pwcg.mission.flight.Flight.finalizeFlight(Flight.java:339) at pwcg.mission.MissionFlightFinalizer.finalizeMissionFlights(MissionFlightFinalizer.java:32) at pwcg.mission.MissionFlightBuilder.finalizeMissionFlights(MissionFlightBuilder.java:41) at pwcg.mission.Mission.finalizeMission(Mission.java:143) at pwcg.mission.briefing.BriefingMissionHandler.finalizeMission(BriefingMissionHandler.java:90) at pwcg.gui.rofmap.brief.BriefingPilotPanelSet.acceptMission(BriefingPilotPanelSet.java:568) at pwcg.gui.rofmap.brief.BriefingPilotPanelSet.actionPerformed(BriefingPilotPanelSet.java:361) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$500(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) vvs201808222108616.zip Edited August 22, 2018 by 307_Tomcat Share this post Link to post Share on other sites
[TWB]Sketch 442 Posted August 25, 2018 (edited) Ran the campaign tonight on a dserver with great internet and was able to run the missions with medium density on both ground and air targets with no issues. Although the Ai is dumb as bricks.... When four of the 12 He111's crash into each other because they're stupid, does that count against their squadron in the campaign? I hope not. Anyway, I'm really happy with how the coop campaign is turning out, and I hope you keep improving it. Here's a little snippet of the discord channel as I was DMing tonight's flights. We flew a few more ground missions tonight and didn't run into the Y-axis at 0 bug that I reported before. I don't know if it's because we're flying Allied now or what the deal is. Suggestions from tonight's play: A feature I'd like to have with your health of injured pilots is how long (in days) they'll be out of flight. Right now two of our player controlled pilots are lightly injured and unplayable. So the players, basically, are 'out' until their characters heal (if they heal at all?). Luckily, they can fly as an Ai pilot on the same squad but it's not the same as flying your pilot. Another feature would be to allow the DM to delete the playable characters if they want too, because right now you only let us remove Ai. This way, if the player gets heavily wounded for say 30 days in the hospital, they can just start over if they wish. Or maybe the DM needs to clean up the roster because so many people are wanting to fly, but XYZ pilot hasn't been showing up to the weekly coop events, so the DM needs to remove him to add a new player that is showing up. Super minor but the p40 (which we're flying in Moscow right now) can't really climb to 25,000ft and when it's at that altitude, it can't keep climbing to fight Ju87s who somehow got to 35,000ft. So we had to let them go. After we played that mission, I lowered the altitude a bit. Maybe for Battle of Moscow or the early war - by default - the altitude is a little lower than say the mid war... and late war can be really crazy high. Food for thought. Edited August 25, 2018 by [TWB]Sketch Share this post Link to post Share on other sites
dakuth 0 Posted August 25, 2018 Hey Mate, I basically jumped back in to BoS because I found your generator ... like, 2 weeks before you dropped the coop component. Which is exactly what I thought "looks good! I wonder if it can do coop campaigns?" So i've been flying a bit with my mate the last week. He bailed well over enemy territory and ended up "seriously wounded." The maximum wounding level, instead of being MIA I assume. The next mission I generated had him in the lead plane, and I was not in a plane. This isn't that uncommon, sometimes it doesn't put all players in a plane, so I just swap them around no big deal. But I was curious what would happen if he tried to fly even with a 74-day injury... and well he could, and it was no problems for him. In fact, we BOTH got injured on that flight - me for 32 days, and him for 34. So his 74-day injury was overwritten with a 34-day one, and we just took a month's leave from there. Once both were injured, we lost the Mission button, so I guess that was all working correctly. It was just when he was injured / MIA by himself, it seemed I could create a mission and put him in it no problems. Share this post Link to post Share on other sites
[TWB]Sketch 442 Posted August 25, 2018 34 minutes ago, dakuth said: Hey Mate, I basically jumped back in to BoS because I found your generator ... like, 2 weeks before you dropped the coop component. Which is exactly what I thought "looks good! I wonder if it can do coop campaigns?" So i've been flying a bit with my mate the last week. He bailed well over enemy territory and ended up "seriously wounded." The maximum wounding level, instead of being MIA I assume. The next mission I generated had him in the lead plane, and I was not in a plane. This isn't that uncommon, sometimes it doesn't put all players in a plane, so I just swap them around no big deal. But I was curious what would happen if he tried to fly even with a 74-day injury... and well he could, and it was no problems for him. In fact, we BOTH got injured on that flight - me for 32 days, and him for 34. So his 74-day injury was overwritten with a 34-day one, and we just took a month's leave from there. Once both were injured, we lost the Mission button, so I guess that was all working correctly. It was just when he was injured / MIA by himself, it seemed I could create a mission and put him in it no problems. Thanks for this! I found the "wounded for X days" inside the 'leave' button. Which to me; meant leave the squadron, not 'take a vacation for a awhile'. Words are hard. 😄 I still wish the "wounded for X days" was displayed on the wounded pilot. Share this post Link to post Share on other sites
216th_Cat 468 Posted August 25, 2018 On 8/21/2018 at 12:52 PM, PatrickAWlson said: Thanks for the feedback. I will look into placement of ground objects. That is obviously not supposed to happen. Hi Pat. I didn't host so no logfile from me, but the mission we generated and ran had two AAA sited in a river and one in a large wood. We didn't have a target icon either and spent a lot of time searching amid the flak bursts. Really appreciate the co-op mode though - thanks . Share this post Link to post Share on other sites
PatrickAWlson 1874 Posted August 25, 2018 Units in the river are an unfortunate fact of life at the moment. PWCG cannot tell the difference between land and water, and sometimes units just end up there. Units in thick woods are IMHO natural. Sometimes you will be limited to a semi blind drop based on where the tracers are coming from. Lack of a target is not intended. It can happen if each waypoint is not hit on the way to the target, as every waypoint generates the follow on, finally ending at the target. That is something that I can probably do something about by creating two independent WP sequences. The first gets you to the target. Make the target trigger independently of any WP. Then upon deactivation disable all incoming WPs and enable the outbound path. That would allow you to miss incoming WPs. still trigger the target, and then have the outbound path enabled. So ... I can do that but it is a fundamental change in many mission types ... so probably not soon. Share this post Link to post Share on other sites
[TWB]Sketch 442 Posted August 25, 2018 Just increased the ai flights to: Everything seems to work okay, except we're getting our butts handed to us with so many planes in the air. 😄 Share this post Link to post Share on other sites
PatrickAWlson 1874 Posted August 28, 2018 Beta 2 is up: Fixed: missing LuaScripts\WorldObjects\Ships\torpedoboat38.txt Fixed: Planes sometimes do not take off (Murleen). Fixed: Too many out of mission AAA losses. Fixed: Player not being made commander after promotion to major. Fixed: Duplicate entries in squadron log I did some work around the other issues reported, but I cannot claim fixes. To date I have yet to reproduce most of the issues, but I will keep at it. 2 Share this post Link to post Share on other sites
PatrickAWlson 1874 Posted August 28, 2018 Beta 3 is up (new record for turnaround) Fixed: campaign save is enabled (accidentally left it disabled in V2) 2 1 Share this post Link to post Share on other sites
[TWB]Sketch 442 Posted August 28, 2018 We'll be trying out this new version on Wednesday. Share this post Link to post Share on other sites
TheSNAFU 78 Posted August 28, 2018 You are a machine Pat! Thank you!! Share this post Link to post Share on other sites
dburne 1246 Posted August 28, 2018 (edited) Edit: Moved to Bug Report thread. Edited August 28, 2018 by dburne Share this post Link to post Share on other sites
JonRedcorn 407 Posted August 28, 2018 Is there a way to change the speed for the climb waypoints? The flight lead is blowing me out of the water even at full throttle during the climb waypoints and I can't seem to find a way to edit them. Thanks! Share this post Link to post Share on other sites
[Pb]Comet 1 Posted August 29, 2018 any idea what this error means? PWCG Error Tue Aug 28 19:03:39 CDT 2018 java.lang.ArrayIndexOutOfBoundsException: -1 at java.util.ArrayList.elementData(Unknown Source) at java.util.ArrayList.get(Unknown Source) at pwcg.mission.flight.Flight.createLandingAssociation(Flight.java:275) at pwcg.mission.flight.Flight.createTargetAssociationsForFlight(Flight.java:229) at pwcg.mission.flight.FlightFinalizer.createWaypointTargetAssociations(FlightFinalizer.java:323) at pwcg.mission.flight.FlightFinalizer.finalizeFlight(FlightFinalizer.java:38) at pwcg.mission.flight.Flight.finalizeFlight(Flight.java:339) at pwcg.mission.MissionFlightFinalizer.finalizeMissionFlights(MissionFlightFinalizer.java:32) at pwcg.mission.MissionFlightBuilder.finalizeMissionFlights(MissionFlightBuilder.java:41) at pwcg.mission.Mission.finalizeMission(Mission.java:143) at pwcg.mission.briefing.BriefingMissionHandler.finalizeMission(BriefingMissionHandler.java:90) at pwcg.gui.rofmap.brief.BriefingPilotPanelSet.acceptMission(BriefingPilotPanelSet.java:568) at pwcg.gui.rofmap.brief.BriefingPilotPanelSet.actionPerformed(BriefingPilotPanelSet.java:361) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$500(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Share this post Link to post Share on other sites
C6_Zorkaiev 5 Posted September 4, 2018 First, thank you for this wonderful job. I belong to a French squad who only flies online. We have a training server open to all (Cheksix-fr C6 Serveur Training)and we create our own missions for inter-squad campaigns. For now, we do not have a tool to create dynamic campaigns. So we do everything with the mission editor. The new ccoperative version of your mission generator should allow us to run "historical" campaigns. The work you have already done is impressive. The possibility of managing both sides (Russian and German) simultaneously should allow us to carry out inter-squad missions. A web interface would also be very appreciated. We noticed some bug (a fire / smoke at the wrong altitude, on the Kuban map, June 1942), way points to the wrong position. Share this post Link to post Share on other sites
TheSNAFU 78 Posted September 9, 2018 My mates are crashing with ugly regularity and its seriously depleting my squadrons available a/c. I thought i'd reduce the odds of pilots killed when stupid or whatever that was but it seems to have been removed from the preferences. Can I reduce the pilots crashing somehow, adjust the AI levels maybe? Share this post Link to post Share on other sites