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Posted (edited)

1st mission, RV’d with JU88 to escort. Just seem to be going around and around in circles at the RV?

9 minutes ago, 334th_WelshWarrior said:

1st mission, RV’d with JU88 to escort. Just seem to be going around and around in circles at the RV?

When we took off, soon after me and the number 2 got into a fight with an Il-6, then rejoined the mission. Somewhere in between It appears my flight leader landed for whatever reason. Would my FL landing affect the triggering of the bombers to advance from RV? 

Edited by 334th_WelshWarrior
Posted
2 hours ago, 334th_WelshWarrior said:

1st mission, RV’d with JU88 to escort. Just seem to be going around and around in circles at the RV?

When we took off, soon after me and the number 2 got into a fight with an Il-6, then rejoined the mission. Somewhere in between It appears my flight leader landed for whatever reason. Would my FL landing affect the triggering of the bombers to advance from RV? 
 

Just had a scramble mission, was fantastic except the pe2’s didn’t have any AI gunners that fired? 

Posted
3 minutes ago, 334th_WelshWarrior said:

Just had a scramble mission, was fantastic except the pe2’s didn’t have any AI gunners that fired? 

 

The gods of your ancestors are smiling upon you my friend. 

Posted (edited)
26 minutes ago, Ace_Pilto said:

 

The gods of your ancestors are smiling upon you my friend. 

I shot  down 5, would never happen if they fired back. Just increased the difficulty to see what that does. 

Edited by 334th_WelshWarrior
Posted
1 hour ago, 334th_WelshWarrior said:

Would my FL landing affect the triggering of the bombers to advance from RV? 

Yep. Only your flightleader can trigger the bombers, unfortunately.

Posted (edited)

Hey Pat,

 

Ran a mission last night with A-20's to attack shipping, but there were no targets in the area, we performed a search pattern, but came up blank. Opened up the mission in the editor after the flight and took a look, and there do not appear to be any enemy ships created at all.

 

We hit every waypoint along the route according to the flight plan and the marker skipped all the way along to our landing point as we hit each one as it should, so it should not have been a triggering issue.

 

The only shipping I could find in the entire mission were 2 sets of allied drifters that were trapped in the lakes on the Northern tip of the Caucuses side.

 

Drifters.thumb.JPG.a69a1cb81581ccf90bf84efe3cca3d0e.JPG

 

Please find the msnbin file linked below which was generated in 11.1.0

 

A20 1942-06-02.zip

Edited by Highwayman
I.JG3_CDRSEABEE
Posted
1 hour ago, Highwayman said:

Hey Pat,

 

Ran a mission last night with A-20's to attack shipping, but there were no targets in the area, we performed a search pattern, but came up blank. Opened up the mission in the editor after the flight and took a look, and there do not appear to be any enemy ships created at all.

 

We hit every waypoint along the route according to the flight plan and the marker skipped all the way along to our landing point as we hit each one as it should, so it should not have been a triggering issue.

 

The only shipping I could find in the entire mission were 2 sets of allied drifters that were trapped in the lakes on the Northern tip of the Caucuses side.

 

Drifters.thumb.JPG.a69a1cb81581ccf90bf84efe3cca3d0e.JPG

 

Please find the msnbin file linked below which was generated in 11.1.0

 

A20 1942-06-02.zip 267.12 kB · 0 downloads

Sounds like your intel section needs to be fired!

Posted (edited)

Further to the bombing campaign problem we encountered with the ships, we've now flown 3 missions 2 to transport facilities, 1 to attack rail facilities.

 

On all 3 missions the targets indicated by the target point were bridges (even the rail facilities mission, which was a road bridge), and on all 3 occasions the bridges have been out already :(

 

This snip was taken from the Mission Editor after we flew the mission.

bridges.png.e0b800788c851003b6c3f7b500261a74.png

 

I've attached one of the missions for reference if you need it to troubleshoot.

a20 1942-06-12.zip

Edited by Highwayman
PatrickAWlson
Posted

Making some progress on some of the reported issues.

 

There is a single error that simultaneously makes flights disappear and prevents flights from spawning.  Only two tests with the fix so far but they are positive.

 

I have recreated the issue with no ground units at the target.  Still working on a solution.

 

I recreated and discovered the cause of sometimes not taking off.  Apparently the planes have to be forward of a certain spot.  With small flights (usually 2 person) the planes were not forward enough.  Using the ME I moved the planes forward on the runway and they took off.  Have to write code to do that automatically for small flights.  This may or may not happen on any given runway.  If you do see it happening add a couple of planes to your flight, which will cause the lead plane to be more forward.

 

Got some more work to do but making progress.  We'll see what the weekend brings.

  • Like 2
  • Thanks 2
  • Upvote 2
Posted

Thanks Pat, you’re a rock star.

 

Something else we’ve noticed when doing the bombing missions is that despite flying over and dropping bombs on the indicated targets, the waypoint indicator doesn’t always skip to the Target Egress waypoint.

PatrickAWlson
Posted
6 hours ago, Highwayman said:

Thanks Pat, you’re a rock star.

 

Something else we’ve noticed when doing the bombing missions is that despite flying over and dropping bombs on the indicated targets, the waypoint indicator doesn’t always skip to the Target Egress waypoint.

 

It will after a time.  It is not controlled by your drop.  The time over target is too long, but unfortunately if I shorten it the AI might not have enough time to make up its mind and drop.  

 

There is a mechanism that can cause a trigger on bombs released, but I admit that I do not know how to ensure that all planes have dropped, so I do not use it.

  • Like 1
Posted
5 hours ago, PatrickAWlson said:

 

It will after a time.  It is not controlled by your drop.  The time over target is too long, but unfortunately if I shorten it the AI might not have enough time to make up its mind and drop.  

 

There is a mechanism that can cause a trigger on bombs released, but I admit that I do not know how to ensure that all planes have dropped, so I do not use it.

 

Thanks, in that case I'll make sure to extend the distance for the Target Egress point as we've always flown through it and are well on the way to our main Egress point before the marker moves from the target to the target egress point. Not that it should make much difference to how the remainder of the mission plays out, but the last thing we want to be doing is circling in big fat bombers over the target area waiting for the marker to catch up :)

 

Posted

Whilst I'm at asking for things, could I ask that the Turbulence setting in the generator support decimal places? The Mission generator supports them and we like a little bit of turbulence, but a couple of our members with weaker dispositions get a little motion sickness with it even as low as 1.0 :(

 

[808_BOB]_RlCK
Posted

Patt, is there a way to fix this issue?
image.png.19fe9472b4367d57962ad5a962171a8b.png

Whenever you update PWCG, I have to delete entire campaigns. It is not possible to generate missions because the software doesn't recognise the "Cooperative users" anymore. Even when everything should technically work...
image.png.af4df65cf6b6e7f08ecdbaddb5b1e254.png

image.thumb.png.fb5fbef50299ba37135af440c841c066.png

Coop Mission button is greyed out. Cannot generate a mission. Is there a workaround or do I have to delete the campaign and start anew?

Posted (edited)

Hello @PatrickAWlson, I've just started using the PWCG and what a game changer! However, I just installed the 11.2 and I played 3 games and 2 of them has no enemies (including one of them being scramble) and the last 1 only spawned a couple flights with 1 (bf-109) disappeared after spawn. I am playing VVS.

PWCG no enemy.zip PWCG scramble no enemies.zip

Edited by vincentmoy
PatrickAWlson
Posted
6 hours ago, [808_BOB]Dafak-man said:

Patt, is there a way to fix this issue?
image.png.19fe9472b4367d57962ad5a962171a8b.png

Whenever you update PWCG, I have to delete entire campaigns. It is not possible to generate missions because the software doesn't recognise the "Cooperative users" anymore. Even when everything should technically work...
image.png.af4df65cf6b6e7f08ecdbaddb5b1e254.png

image.thumb.png.fb5fbef50299ba37135af440c841c066.png

Coop Mission button is greyed out. Cannot generate a mission. Is there a workaround or do I have to delete the campaign and start anew?

 

Use "Report Error" to create a zip file.  Post the zip with the message.

PatrickAWlson
Posted
6 hours ago, vincentmoy said:

Hello @PatrickAWlson, I've just started using the PWCG and what a game changer! However, I just installed the 11.2 and I played 3 games and 2 of them has no enemies (including one of them being scramble) and the last 1 only spawned a couple flights with 1 (bf-109) disappeared after spawn. I am playing VVS.

PWCG no enemy.zip 492.54 kB · 1 download PWCG scramble no enemies.zip 1.04 MB · 0 downloads

 

Thanks for posting.  Very helpful when I get zips.

Posted

Flown a bit on the new build. Planes aren't disappearing anymore, so that's a fix! However, I'm still getting the issue where enemy flights are spawning and then just circling - the most recent mission was a ground attack mission, and the Fw-190s were just circling in enemy territory along the egress waypoint. Error report attached.

USAAF202010132010608.zip

Posted (edited)

Problems generating Co-op-mission-files with 11.2

Until 11.1.1 the generation of co-op-campaign-files went smooth. With 11.2 for me it became impossible to produce a working msnbin-file-set. While using the very same campaign-files with 11.1.1 the procedure still is doing fine. Looking at the changes in 11.2 (file locations) I dare to say this might have something to do with my problems.

 

Testing 11.2 I first generated a solo campaign mission - np at all. Produced a test-mission for a co-op-campaign - smooth progress, dserver coming up, no trouble. Strange thing was the error "#10016 : Unable To Save File To Disk" presented in the game-client. After some googling it became obvious the file "*.list" in the set of mission files was empty, zero bytes. It was ok with 11.1.1 - here we are.

Checking the PWCGErrorLog.txt for the 11.1.1:

----

"\..\bin\resaver\MissionResaver.exe"  -t   -d "\..\data"  -f "\..\data\Multiplayer\Cooperative\Test.mission"

Succeeded creating binary mission file for: "\..\bin\resaver\MissionResaver.exe"  -t   -d "\..\data"  -f "\..\data\Multiplayer\Cooperative\Test.mission"
----

 

Not quite the same for the 11.2:

----

"\..\bin\resaver\MissionResaver.exe"  -t   -d "\..\bin"  -f "\..\data\Multiplayer\Cooperative\Test.mission"

Succeeded creating binary mission file for: "\..\bin\resaver\MissionResaver.exe"  -t   -d "\..\bin"  -f "\..\data\Multiplayer\Cooperative\Test.mission"

----

 

Here's the difference

-d "\..\bin" for 11.2 and a

-d "\..\data" for 11.1.1

 

Looking at the description of "MissionResaver.exe" the path -d "\..\bin" is not correct.Maybe you know a good reason to do so - else error?

 

Running a co-op-generation-test one can see two files (*.eng and *.mission) been generated in \..\data\multiplayer\cooperative. With an unchecked option "Build binary mission files" that pair will remain at that place. I've been *very* patient and used just the fat mission-file with the dserver and startet an 11.2-co-op-mission: success, dserver coming up, game-client connected, mission running. So the generator itself is doing fine, it's the re-saver-routine.

The MissionResaver.exe grabs those two files and builds the the final mission file set. In a command-line:

 

>"\..\bin\resaver\MissionResaver.exe"  -t   -d "\..\data"  -f "\..\data\Multiplayer\Cooperative\Test.mission"

 

Via elevated command-promt I started the MissionResaver.exe with the parameters given above to build the final msnbin-set. Sadly the same result again - the file test.list remains empty. Some reports in the forum pointed to a very old problem. Is it still important from where the MissionResaver.exe is called? After some try and error I found the place to call it. I had to set the cursor with the command-prompt first "> cd ssd:\where-IL2GB-is\bin\resaver" !

 

So my way now is: do not use the PWCG-build-in msnbin-generator-option. Just produce the first two mission-files (*.eng and *.mission) in the the cooperative-folder. Open a "dos-box" and move the cursor to the resaver-directory. Start the msnbin-generation with:

ssd:\where-IL2GB-is\bin\resaver> "\..\bin\resaver\MissionResaver.exe"  -t   -d "\..\data"  -f "\..\data\Multiplayer\Cooperative\Test.mission"

Check if the file *.list contains the path-data and I'm ready for running the dserver.

 

Sorry for the large desert of letters, but maybe someone else stumbles into the same kind of problems and might get some hints where to search for a solution. I'm sure PW now will know what to do and fix it - if this is not a wtf-problem just my PC.

Edited by Retnek
typo
Posted

i had the same problem, loading it into the mission editor and resaving it fixes the .list file, that was my way around it for now, good to know its not only me tho

  • Thanks 1
Posted (edited)

Had four singleplayer missions in two different campaigns today and everything went well so far I can say.

I one mission in a 109 fighter Schwarm we even had three encounters during our patrol: first saving bombers from a bunch of Ratas, some Migs later and at the end we met a flight of Pe-2. That was a quite busy sortie; the last weeks before were very quiet on the Moscow front. :)

And thanks for caring about the airstart/rendezvous thing so quickly.

Edited by vonGraf
Posted

Just tested the latest version and enemy aircraft were back during a patrol mission. I then tested a me 262 interceptor mission, which was marked as strategic intercept, but as soon as my flight leader reached the first intercept waypoint, he dove from 6000m+ to strafe the first ground unit we met (some random infantry) and then kept making strafing passes at it (after a while I just aborted the mission).

Posted

hi Pat,

I´ve just generated mission. Time for generating mission was only few second and than in game mission is not able to load. Resp. it starts to load and after while it returns to the game basic single mission screen.

VVS202010142210340.zip

Posted (edited)
9 hours ago, PatrickAWlson said:

@Retnek @[808_BOB]Dafak-man Going to look into coop errors next.  I will put out a fix ASAP.  

Just a further detail: looks like the after-action-report of the co-op-campaign isn't happy with the new path to the log-files, too. The txt-files are written at the place given in the startup.cfg, that's ok. But the report has to be produced by copying the files into the \..\data - directory. np, just inconvenient.
We had two long missions tonight, nearly perfect. Sky full of planes during the first fighter-sweep. Much less air-activity during the next attack-mission, but the escort stayed with us. Lot's of ground targets. Mostly placed somewhat "realistic", bridges nicely protected by some AAA. Water detection still seems to be difficult. But waaay better than a few month before - great progress, thx!

Edited by Retnek
PatrickAWlson
Posted
On 10/13/2020 at 3:46 AM, [808_BOB]Dafak-man said:

Patt, is there a way to fix this issue?
image.png.19fe9472b4367d57962ad5a962171a8b.png

Whenever you update PWCG, I have to delete entire campaigns. It is not possible to generate missions because the software doesn't recognise the "Cooperative users" anymore. Even when everything should technically work...
 

Coop Mission button is greyed out. Cannot generate a mission. Is there a workaround or do I have to delete the campaign and start anew?

 

I think that when you update you are deleting the Coop/User folder.  I looked at your links and the Bodenplatte campaign is fine.  But as I looked through your 21 users only the Bodenplatte campaign had pilots associated with a user.  

Posted

Hey Pat, same issues with Co-op mission generation here too, which I know you're working on, but we're also getting issues where missions to attack Road and Transport facilities give us railway stations, railway bridges and trains, and missions to attack Railways give us road bridges and vehicles.

 

Capture.JPG.12b70c7734c4e223b603c088058d2059.JPG

 

p39-40 1942-07-15.zip

Posted

Oh, seeing the post above. I never had any mission description in-game when using PWCG (singleplayer only).

Leads to minor difficulties for me to remember what to do when playing the generated missions only some days later and you have three campaigns simultaneously. But not a real problem.

Posted
2 hours ago, vonGraf said:

Oh, seeing the post above. I never had any mission description in-game when using PWCG (singleplayer only).

Leads to minor difficulties for me to remember what to do when playing the generated missions only some days later and you have three campaigns simultaneously. But not a real problem.

It only works, if your game is set to English language.

  • Like 1
[808_BOB]_RlCK
Posted
8 hours ago, PatrickAWlson said:

 

I think that when you update you are deleting the Coop/User folder.  I looked at your links and the Bodenplatte campaign is fine.  But as I looked through your 21 users only the Bodenplatte campaign had pilots associated with a user.  

So basically, backup the Coop/Users folder before updating, right? Up until now what I've been doing is just overwritting the files with the same name. I'll keep this in mind. Thank you for your answer Patt. It all came down to user error I guess.

Posted
4 hours ago, Yogiflight said:

It only works, if your game is set to English language.

 

Good to know, thank you!

PatrickAWlson
Posted
3 hours ago, [808_BOB]Dafak-man said:

So basically, backup the Coop/Users folder before updating, right? Up until now what I've been doing is just overwritting the files with the same name. I'll keep this in mind. Thank you for your answer Patt. It all came down to user error I guess.

 

And I take some responsibility there.  I want to do something where all user data is in one directory, this way people understand not to delete that directory.  Right now there are actually 3 that you have to know not to delete, which is bad.

 

I am working on something that will allow you to repair the records.   I am adding the ability to assign a persona in a campaign to a human user after the fact.  That will allow you to see the unassigned personas and reassign them to a user.  It can further be used to change a persona from one user to another if that is ever wanted (would be pretty rare).

[808_BOB]_RlCK
Posted
24 minutes ago, PatrickAWlson said:

 

And I take some responsibility there.  I want to do something where all user data is in one directory, this way people understand not to delete that directory.  Right now there are actually 3 that you have to know not to delete, which is bad.

 

I am working on something that will allow you to repair the records.   I am adding the ability to assign a persona in a campaign to a human user after the fact.  That will allow you to see the unassigned personas and reassign them to a user.  It can further be used to change a persona from one user to another if that is ever wanted (would be pretty rare).


That would come in handy. Thank you for your work, Patt.

Posted

Pat, I flew a strategic intercept mission today and saw a large group of aircraft - when I approached them, they vanished - clearly despawned. After that (it was early in the mission), I did not encounter any other aircraft anymore. This is with the latest version, so the problem might still exist (but it's not all missions - I flew 3 patrol missions so far and all had a normal amount of spawning and no visible despawn).

I can attach the mission files if that helps - let me know

PatrickAWlson
Posted
On 10/16/2020 at 8:34 AM, ptisinge said:

Pat, I flew a strategic intercept mission today and saw a large group of aircraft - when I approached them, they vanished - clearly despawned.  ...

I can attach the mission files if that helps - let me know

 

I would appreciate it - thanks.

On 10/15/2020 at 4:22 AM, [808_BOB]Dafak-man said:

So basically, backup the Coop/Users folder before updating, right? Up until now what I've been doing is just overwritting the files with the same name. I'll keep this in mind. Thank you for your answer Patt. It all came down to user error I guess.

 

I rearranged all of the user folders in the next version of PWCG.  All user generated data including campaigns, coop records, and configs is under the User directory.  In the future everybody will have to remember only that directory.

On 10/14/2020 at 4:14 PM, Columbar said:

hi Pat,

I´ve just generated mission. Time for generating mission was only few second and than in game mission is not able to load. Resp. it starts to load and after while it returns to the game basic single mission screen.

VVS202010142210340.zip 1.79 MB · 0 downloads

 

The problem is a skin name with an apostrophe in it.  Fixed it.  

 

You can do a manual fix by opening BoSData/Input/Skins/Configured/bf109g2.json and looking for bf109g2_9_jg52_y10_grislawski.dds.  Remove the apostrophe in front of the skin name.

  • Thanks 1
Posted

Hi Pat,

 

Sorry for the delay, here is the 11.2.0 mission in which I saw aircraft despawn in the distance early in my mission (I'm guessing this was a group of B25 as they feature in the mission file, with escort maybe?) and never saw any other aircraft afterwards. Note that ground units were present all along and did not despawn.

PWCGme262despawn.zip

Posted

Hi Pat, I've encountered a couple bugs in my VVS Kuban campaign you may want to investigate.  I'm running version 11.3.0.

 

On the Kuban map one of the gunships in the lake at grid 0818.3 explodes when it is first rendered.  The ship then flies up into the sky and gets stuck in the sky at 3000m.  It's happened in multiple missions.  First time I flew over it I thought it was a Zeppelin.  The attached Tacview file shows the explosion and the hovering boat.

 

The campaign mission generator keeps assigning my pilot to flights with the Yak-9T which I do not own.  I own the Yak-9.  There are Yak-9s in the squadron inventory.  When I generate a mission I have to assign the Yak-9 to myself manually.

 

I can confirm the "No contacts on patrols" bug.  I've started multiple Kuban campaigns where I go 4+ missions without any action.  Campaign air density is set to Medium.  There are friendly and enemy contacts in the first 1-2 campaign missions, but no contacts afterwards.  I first noticed the problem after upgrading from v10.3 to v11.1.  In my v10.3 Spitfire Bodenplatte campaign it felt like there were other flights in the air during every mission.  In my v11.3 Kuban campaign I never see other planes.

 

I can confirm the disappearing flights bug.  I was chasing an enemy bomber flight at long distance while at high altitude, checked six, and looked forward to find the whole bomber flight gone along with their contrails. I only glanced away for a second.  It happened so fast that I thought the removal of the enemy flight was a game engine glitch.

 

I've attached an Error Report zip with the Kuban campaign and a Tacview file showing the flying ship.  Hopefully they help you diagnose things.

Kuban 2202010210110125.zip Tacview Kuban flying ship.zip

  • Upvote 2
[808_BOB]_RlCK
Posted (edited)

I can also confirm multiple issues in 3 different missions flown tonight. 

 

First of all, the virtual escorts is bugged and I honestly wish the old system would be back. If you leave the virtual escorts value to the default "2" you'll find yourself in a scenario with 15+ enemy planes and barely no planes on your side. This is extremely frustrating because performance goes to heck whenever this happens due to overload.

If you set the value to "1" it barely has any effect and you will still see a lot of planes.

"0" is an interesting value since it makes planes disappear. I literally took off in my Bodenplatte cooperative campagin, put the autopilot on, and looked with Ctrl + 2 at a flight of Me 262. I kept looking at them from the outside until I reached the first patrol point. They just vanished! While I was looking at them.

 

For now I'm putting PWCG in the bottom drawer since there are a lot of issues that ruin the experience a bit. I'll post one of the mission files tomorrow and I'll experiment a bit more when I get the chance.

Edited by [808_BOB]Dafak-man
PatrickAWlson
Posted
On 10/22/2020 at 12:49 AM, Garafrax said:

Hi Pat, I've encountered a couple bugs in my VVS Kuban campaign you may want to investigate.  I'm running version 11.3.0.

 

On the Kuban map one of the gunships in the lake at grid 0818.3 explodes when it is first rendered.  The ship then flies up into the sky and gets stuck in the sky at 3000m.  It's happened in multiple missions.  First time I flew over it I thought it was a Zeppelin.  The attached Tacview file shows the explosion and the hovering boat.

 

The campaign mission generator keeps assigning my pilot to flights with the Yak-9T which I do not own.  I own the Yak-9.  There are Yak-9s in the squadron inventory.  When I generate a mission I have to assign the Yak-9 to myself manually.

 

I can confirm the "No contacts on patrols" bug.  I've started multiple Kuban campaigns where I go 4+ missions without any action.  Campaign air density is set to Medium.  There are friendly and enemy contacts in the first 1-2 campaign missions, but no contacts afterwards.  I first noticed the problem after upgrading from v10.3 to v11.1.  In my v10.3 Spitfire Bodenplatte campaign it felt like there were other flights in the air during every mission.  In my v11.3 Kuban campaign I never see other planes.

 

I can confirm the disappearing flights bug.  I was chasing an enemy bomber flight at long distance while at high altitude, checked six, and looked forward to find the whole bomber flight gone along with their contrails. I only glanced away for a second.  It happened so fast that I thought the removal of the enemy flight was a game engine glitch.

 

I've attached an Error Report zip with the Kuban campaign and a Tacview file showing the flying ship.  Hopefully they help you diagnose things.

Kuban 2202010210110125.zip 2.26 MB · 0 downloads Tacview Kuban flying ship.zip 500.99 kB · 1 download

 

The flying ships is a thing that I have seen but have no answer for.  I thought that there might be a mistake where the ships spawn at altitude, but that is not the case - altitude is zero.  I'll take this mission and pare it down to the ships and post it in the ME section to see if I can get some help.

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