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Posted
11 hours ago, PatrickAWlson said:

 

I would like a bit more information on HS129 and Stuka 37mm units.  I am not at all familiar with their mission profiles.  Did they just stay home if there were no tanks?  Did they remove the heavy guns and load up with bombs and attack whatever they could find?  Were they used in other interdiction modes like road and rail traffic?

 

If anybody has good info on how these specialized tank buster units operated I would appreciate it.

Might be worth a thread to see if anyone can provide info. At least in the vanilla career, the AT HS-129 unit only flys AT units, though didn't the Ju-87 G unit in the Kerch area get used a lot for maratime interdiction? Seem to recall a lot of that (allegedly) Rudel guncam footage being of shooting up coastal boats. 

Posted

Question - Is there anything in PWCG that would impact our own wingmen behavior?  I have had a few missions lately where my wingmen don't seem to want to attack enemy a/c, despite being given that command.  (This was occurring before update today also). 

 

Error report attached if so...in this mission wingmen would not attack unescorted He-111s.  Thank you.

Aces over Kuban202011052111299.zip

PatrickAWlson
Posted
9 hours ago, Varibraun said:

Question - Is there anything in PWCG that would impact our own wingmen behavior?  I have had a few missions lately where my wingmen don't seem to want to attack enemy a/c, despite being given that command.  (This was occurring before update today also). 

 

Error report attached if so...in this mission wingmen would not attack unescorted He-111s.  Thank you.

Aces over Kuban202011052111299.zip 1.17 MB · 0 downloads

 

Attacking or not attacking is an AI decision.  PWCG's only input to aggressiveness is the waypoint priority.  For fighters, only ground attack and escort duties have medium priority, which will cause fighters to attack when threatened.  All fighter missions are low priority, which allows the AI to attack at will.

 

 

Posted
3 minutes ago, PatrickAWlson said:

For fighters, only ground attack and escort duties have medium priority, which will cause fighters to attack when threatened. 

 

Okay, thank you Pat for answering.  I did sort of seem like this is what was happening on the fighter missions where I think there may have been a problem, i.e. they were content to stay above and just watch me as the flight leader doing the combat unless/until they were engaged by an enemy.  Do you know if our commands to them override the waypoint priority?

 

Anyway, I am having a blast in PWCG since getting back into a working headset.  Thank you again for doing all you do! :salute:

PatrickAWlson
Posted
44 minutes ago, Varibraun said:

 

Okay, thank you Pat for answering.  I did sort of seem like this is what was happening on the fighter missions where I think there may have been a problem, i.e. they were content to stay above and just watch me as the flight leader doing the combat unless/until they were engaged by an enemy.  Do you know if our commands to them override the waypoint priority?

 

Anyway, I am having a blast in PWCG since getting back into a working headset.  Thank you again for doing all you do! :salute:

 

Setting the waypoint priority to low is effectively overriding it.  It tells the AI not to worry about the WP, just go kill things.  

  • Thanks 1
Posted (edited)

I've learnt to give my fighter group the 'follow me' order quite at the beginning when I want them to stay at my side and don't fly away and attack anyone by themselves. The 'back to mission' order disables this behaviour and they're free to attack again. (Don't know exactly how the orders are called in English; I have the game in German.)

Was helpful to know in certain sorties.

Edited by vonGraf
  • Like 1
  • Upvote 1
Posted (edited)

Hello Pat, I have the issue that I can't generate the next mission in a campaign.

When clicking 'Accept Mission' I get an error message and PWCG is hanging. Restarting and scrubbing three times didn't help.

The mission in the other campaign was generated without problem.

 

PWCGErrorLog.zipFallobst.zip

 

Edit: Same in 11.5

 

Edit: Same in 11.6.

 

So I had to load the campaign in an earlier (working) state/date that I still had. Trying to avoid certain actions now which maybe led to the error.(transfer back to my old 110 squad)

Edited by vonGraf
Posted
9 hours ago, Varibraun said:

 

Okay, thank you Pat for answering.  I did sort of seem like this is what was happening on the fighter missions where I think there may have been a problem, i.e. they were content to stay above and just watch me as the flight leader doing the combat unless/until they were engaged by an enemy.  Do you know if our commands to them override the waypoint priority?

 

Anyway, I am having a blast in PWCG since getting back into a working headset.  Thank you again for doing all you do! :salute:

 

I saw the same thing happen twice recently, where I was surviving on my own holding 4 ea while hoping to see my wingmen finally come down and help, and yet they remained stuck higher up not doing anything, so there might be bugs in the AI I reckon (and not in PCWG).

  • Like 1
Posted
14 hours ago, ptisinge said:

I saw the same thing happen twice recently, where I was surviving on my own holding 4 ea while hoping to see my wingmen finally come down and help, and yet they remained stuck higher up not doing anything, so there might be bugs in the AI I reckon (and not in PCWG).

 

I think we need to keep an eye on this behavior, which may have started in the update prior to this one (I was away for a few weeks, but don't remember it happening back in August).  As @vonGraf mentions, it could be related to commands.  It finally became obvious to me in the mission I mentioned above because the bombers were unescorted (so no threat to the AI) and I just couldn't get them to attack.  However, I am 90% certain it has been happening in some of my fighter engagements too as reported by @ptisinge.

 

Anyway, I am going to create a separate thread in PWCG on this to keep from cluttering up Pat's crucial bug tracking thread here.  I do want to keep it in PWCG for now because I think we are probably the closest observers of SP AI behavior.  I also think Pat and @SYN_Vander are the most credible ambassadors back to the Devs for SP random mission generation issues too if this turns out to be an issue.  They were the ones who were able to get the FC a/c from turning back to base (both with a workaround and eventual fix).

 

Posted

Patrick, I've already noticed several times that a message appears in the game that the pilot (i.e. I) is injured, but the RWCG does not notice this.
I'm posting a error report from the last mission. In it, I collided with an enemy aircraft in the air, at the time of the collision the game wrote that I was wounded, when landing, the picture was like a fog (a sign of injury), but PWCG marked me as healthy.
What are the conditions for injury at the PWCG?

Kur1202011082211673.zip

Posted

I can't play PWCG anymore. As soon as I encounter enemy aircrafts the game's speed goes down to about half of regular speed. This is since one of the last updates. I tried the 110 E2 in Moscow and Kuban and the FW 190 A3 in Kuban (the effect with the 190 is not quite as hard as with the 110, though).

 

Bf 110 Kampagne202011082111130.zip

No idea, if the error log helps, but just in case.

Posted
6 часов назад, Yogiflight сказал:

Я больше не могу играть в PWCG. Как только я сталкиваюсь с вражескими самолетами, скорость игры снижается примерно до половины от обычной.

In the campaign settings in SIMPLE CONFIG, set everything to minimum. Now in your missions there are too many air and ground objects, the processor does not have time to process. This slowdown is called "jelly time".

PatrickAWlson
Posted (edited)
8 hours ago, Yogiflight said:

I can't play PWCG anymore. As soon as I encounter enemy aircrafts the game's speed goes down to about half of regular speed. This is since one of the last updates. I tried the 110 E2 in Moscow and Kuban and the FW 190 A3 in Kuban (the effect with the 190 is not quite as hard as with the 110, though).

 

Bf 110 Kampagne202011082111130.zip 3.15 MB · 0 downloads

No idea, if the error log helps, but just in case.

 

last update of PWCG or the game?  Any CPU hit would have come about early in version 11.  Since then it has been mostly working through issues and odd little features.  

 

Anyhow, I do have a couple of ideas to reduce CPU.  We'll see how it goes.

 

I added a CPU allowance config tonight.  Needs some more testing.  it limits the use of high CPU mission elements, primarily bomber strikes and escorts for AI flights.  High CPU = no limits.  Med = 1 bomber flight per side, 1 escort for enemy.  Low = 1 bomber flight per enemy side, no escorts for AI flights.  it works in conjunction with the other simple configs to either keep CPU usage down or tell PWCG don't worry about it.

Edited by PatrickAWlson
  • Like 1
Posted
4 hours ago, PatrickAWlson said:

last update of PWCG or the game?  Any CPU hit would have come about early in version 11.  Since then it has been mostly working through issues and odd little features.  

Yes, I think it was with the release of the PWCG 11 version. I did some testing, the reason why I only posted it now. In the game's career mode I don't have any issues, but something in the latest PWCG versions makes my machine get old.

Interesting thing is even with air density to medium when flying the 190 the issue is less than when flying the 110 with low air density and less aircrafts per flight.

 

PatrickAWlson
Posted
5 hours ago, Yogiflight said:

Yes, I think it was with the release of the PWCG 11 version. I did some testing, the reason why I only posted it now. In the game's career mode I don't have any issues, but something in the latest PWCG versions makes my machine get old.

Interesting thing is even with air density to medium when flying the 190 the issue is less than when flying the 110 with low air density and less aircrafts per flight.

 

 

I'm trying to wrap my head around this and I can only come up with one thing.  Ground campaign limits fighter activity, which in turn can put more bombers in the air.  As of version 11.2 or so some (usually just one on each side) those bomber flights have escorts.  If I am right then setting CPU Allowance to low (next release) will help.

 

The biggest problem that I have is that I have very little way of knowing whether I am right or not.  here are the differences between PWCG 10 and 11:

1. In PWCG 11 there are many, many planes in an inactive state.  If this was the cause of performance problems it would be evident as soon as you start the mission, and not on spawn.

2. In PWCG 11, when a flight spawns, it uses formation and cover commands.  Intuitively this should help performance as it is not every AI plane flying a route on its own, but one never knows.  Still, your flight and and your escort always did this with no performance concerns.

3. Ground units have not changed at all from 10 to 11.  They still spawn the same way in the same numbers as always.

 

When I get a chance I will try your career to see if I can see anything.  My best guess is above (bombers and their escort).  If that is correct then 11.6.0 should help.

 

  • Like 1
Posted

If it helps at all - I had the "jelly" issue too when first going to version 11 (9900K @5.0 OC).  Like Kur12, I then turned everything down to Low (from Medium) in Simple Config which solved the problem and still has plenty of a/c & action for me.

[808_BOB]_RlCK
Posted

Patt, there is this issue I wanted to send but I ultimately forgot. When doing a Stalingrad cooperative campaign with mission start set to 2 (parked start) there's 2 squadrons that collide on the same airfield. One of the 109 F-2 / F-4 Squadron and the only 109 E-7 squadron. When choosing this start type and those 2 squadrons in the same flight, planes from both squadrons spawn in the same spots, so when you turn on the engine, they instantly get damaged and cannot continue.


I'll send you a mission file when I get home, but more or less that's what the issue seems to be.

Posted

I have to correct myself. I just tried a fresh instalation of PWCG and was starting a mission with the 110 on the Kuban map. The slowing down of the game already started, when we came near the frontline. So I am not sure if it really depends on aircrafts or ground troops.

 

Bf 110 Kampagne202011092111409.zip

[808_BOB]_RlCK
Posted
1 hour ago, Taxman said:

Can you fly them?

Nope, engine breaks as soon as you start it and then cannot be started again. Mission is completely unplayable.

 

Posted

Patrick, Hurricane has the wrong weapon layout assigned to the mission. You assign one weapon, but in fact you see something completely different in the game.
I tried several times with different options and each time the weapon was assigned incorrectly. For example, instead of Browning machine guns, a Hispano cannon was taken, nothing was taken instead of bombs, etc.
Version 11.6.0.

entropyembrace
Posted

I've been seeing flying boats two missions in a row now since my squadron was rebased close to water on the Stalingrad map. Second time I flew close to investigate and get screenshots. One boat was in the sky and one in the water was upside-down. Could be they're spawning on top of each other and the clipping causes physics engine glitch to launch them into the air?

 

Hopefully I included the right mission files. You should see the boats right after takeoff while climbing.

 

20201110000758_1.thumb.jpg.ce5a5c1dce44598f5b9fa4b1b6c360a1.jpg

20201110000810_1.jpg

20201110000844_1.jpg

Kerbieta 1942-10-12 flying boats.zip

PatrickAWlson
Posted
5 hours ago, entropyembrace said:

I've been seeing flying boats two missions in a row now since my squadron was rebased close to water on the Stalingrad map. Second time I flew close to investigate and get screenshots. One boat was in the sky and one in the water was upside-down. Could be they're spawning on top of each other and the clipping causes physics engine glitch to launch them into the air?

 

Hopefully I included the right mission files. You should see the boats right after takeoff while climbing.

 

20201110000758_1.thumb.jpg.ce5a5c1dce44598f5b9fa4b1b6c360a1.jpg

20201110000810_1.jpg

20201110000844_1.jpg

Kerbieta 1942-10-12 flying boats.zip 426.71 kB · 0 downloads

 

Thanks for posting.  Flying boats are a thing I have yet to figure out.  usually things like this are simple: the vehicle is accidentally set to an altitude other than zero.  In the case of the boats this is not true.  

PatrickAWlson
Posted

 

@entropyembrace  Winner!  I think ... I hope.  Collision on spawn does seem to be the cause.  PWCG spacing is adequate for WWI barges but not for a Georgia river boat.  

  • Like 2
Posted

I don't know if it has to do with PWCG or the last game update but I got a lot more crashes now. Just had in a mission a whole group of Pe-2 going down and a C-47 in an other.

Unfortunately I couldn't watch the circumstances and how they behaved before they crashed.

PatrickAWlson
Posted
37 minutes ago, vonGraf said:

I don't know if it has to do with PWCG or the last game update but I got a lot more crashes now. Just had in a mission a whole group of Pe-2 going down and a C-47 in an other.

Unfortunately I couldn't watch the circumstances and how they behaved before they crashed.

 

I am seeing a lot of lawn darts from fighters since the last update.  My fellow FW190s seem to be doing well, but LaGGs and Yaks seem to hit the ground pretty frequently.  Not sure if they are blacked out.  

Posted
13 minutes ago, PatrickAWlson said:

 

I am seeing a lot of lawn darts from fighters since the last update.  My fellow FW190s seem to be doing well, but LaGGs and Yaks seem to hit the ground pretty frequently.  Not sure if they are blacked out.  

 

From my flight of usually 6 x 109 F4 one or two crashing regularly now. I've reduced to 4 planes at the moment, don't know if it helps.

And I just remember a complete flight of 4 x Ju-88 went down too some days ago.

entropyembrace
Posted
On 11/10/2020 at 1:12 PM, PatrickAWlson said:

 

@entropyembrace  Winner!  I think ... I hope.  Collision on spawn does seem to be the cause.  PWCG spacing is adequate for WWI barges but not for a Georgia river boat.  

Glad I could help :)

Posted

Pat, 

 

I should have put my post here originally but I reported in the 11.6 thread that there seems to be an issue with AAR’s not picking up or crediting kills. I attached the report in my earlier post. 
 

Thanks, just wanted to be sure you are aware of it. 

Posted

Pat, we had some strange mix-up between two pilots named "Cat" and "Cathaior". Looks like an error of a logic just looking for the first three letters of the name. Success and defeat were distributed wrongly between those two. Hurricow202011112211640.zip

Posted

Hi, apologies if this issue has been raised before.  Just started a campaign on the Moscow map, any Mig-3 or Pe-2 cold and dark starts my AI Wingmen don't turn on their engines... their nav lights come on, but that's as far as they get.  I've transferred to different squadrons and its the same at every airfield.  Is this a known issue with these particular planes or is it a problem with the Moscow map itself?  I-16's start up fine.  These are the only planes I've tried so far as I'm pretty new to the sim.

Posted (edited)

Hi Pat, I tried three anti shipping missions with the 110 on the Kuban map, but in none of them there were any ships in the target area.

 

Bf 110 Kampagne202011151811543.zip

 

A second thing I noticed, as I was creating and scrubbing some missions until I got the anti shipping missions. However I increased 'Airfield Attacks' to 30, like the other target types, I did not get a single airfield attack mission.

Edited by Yogiflight
Posted

In the last 4 escort missions I unfortunately had the rendevouz point again far away from my 'in air' starting point. Like it was some versions ago but it became better after Pat had a look at it. Seems to be back.

 

Would the same happen at all if I perform the start from my airfield?

 

escort.thumb.JPG.7917bd8d54a3e60a7b30717311796121.JPG

 

Posted

I am getting the same historic ace being transferred into the squadron following each AAR again.  In this case it is Gunther Rall II/JG2.  I think it started with 11.6.1.

Aces over Kuban202011152111441.zip

Posted

Hi everyone.

 

I don't know why, but each time I want to play a campagn flying the Mig 3, I am the lonely pilot to start my engine. My wingmen don't.

I've tried several times on new carriers, after a transfer etc...  It was the same with the  last previous versions of PWCG.

I don't have any problem with other aircrafts.

 

I hope you can help me.

 

Thank you

Russie202011161611165.zip

PatrickAWlson
Posted

Getting a lot of cold start issues.  TBH I really do not know the rules around cold start.  I'm not entirely sure that anybody does.  If I can determine the rules such that 100% success can be guaranteed then I can write a series of tests to verify that our data conforms to those rules.  

 

I will post on the mission making board to see what people have to say.  Having said that, this may take awhile.

Posted

Thanks for the answer.

 

Take your time. I will fly another plane.

PatrickAWlson
Posted
5 hours ago, Belgicos said:

Hi everyone.

 

I don't know why, but each time I want to play a campagn flying the Mig 3, I am the lonely pilot to start my engine. My wingmen don't.

I've tried several times on new carriers, after a transfer etc...  It was the same with the  last previous versions of PWCG.

I don't have any problem with other aircrafts.

 

I hope you can help me.

 

Thank you

Russie202011161611165.zip 3.62 MB · 1 download

 

I tried running a mission from the campaign that you posted ... and everything worked perfectly.  However, I am confused.  When I opened your campaign I was in a very understaffed 126th fighter regiment with no players.  When I opened the last mission I it was for the 27th fighter regiment flying MiG 3s.  I take it that the campaign should put me into the 27th and no the 126th

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