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PatrickAWlson
Posted
1 hour ago, Splash said:

Hi Pat,

Been flying my German pilot campaign under pilot Heinz Beanz and have come up with a bug I think.

It started as I moved to an airfield closer to the front in a Battle of Moscow campaign. The Airfield in question is IVANSKOE

It starts with all planes in the flight usually x4 on the runway. (I sometimes use autopilot to start in case the Mrs wants something) Whilst using this method my plane in the lead position  turns off the runway and loops around to the back and tries to line up on the runway again, followed by plane 2 and plane 3.

The 4th plane revs up but stays on the runway and gets hit by my plane or another if I take control and swerve around it.

 

Enclosed last 2 missions for you to look at.

 

Regards

Splash

Heinz Beanz202201301301546.zip 616.52 kB · 0 downloads Heinz Beanz202202011802843.zip 916.04 kB · 0 downloads

 

I have had that issue.  I see it most often in snowy conditions.  PWCG can line up the planes, but after that it is up to the AI to fly.  I usually just refly the mission.  Quite often they make it the second time.

Posted

Don't know if it is just on my end but Chalkboard font size is no longer working ... Cannot get it to increase/decrease the size of the font after changing it.

jamiegrover1973
Posted

Hi Pat, 

 

This isn't really an issue of sorts but rather more of a request. I have been playing PWCG for FC and have noticed several missions where German single seater scouts have been sent over the British lines to attack British RFC/RAF aerodromes etc. Yes, they are often accompanying two seater bombers/artillery observation aircraft but historically the Germans adopted a defensive aerial policy and would often stay over their side of the lines and wait for the Entente. Obviously two seater recon and artillery observational aircraft were sent over but with an altitude advantage (in most cases). Is there any way that you can reprogram this into the campaign generator, so that they don't cross the allies (Entente) lines? Thanks.

  • Upvote 1
PatrickAWlson
Posted
2 hours ago, jamiegrover1973 said:

Hi Pat, 

 

This isn't really an issue of sorts but rather more of a request. I have been playing PWCG for FC and have noticed several missions where German single seater scouts have been sent over the British lines to attack British RFC/RAF aerodromes etc. Yes, they are often accompanying two seater bombers/artillery observation aircraft but historically the Germans adopted a defensive aerial policy and would often stay over their side of the lines and wait for the Entente. Obviously two seater recon and artillery observational aircraft were sent over but with an altitude advantage (in most cases). Is there any way that you can reprogram this into the campaign generator, so that they don't cross the allies (Entente) lines? Thanks.


Not no, but not yet.  Available mission profiles and available plane sets do not fit historical ones.  I could do a fake version but I don't really want to write what will be throwaway.   A recent developer diary showed the return of recon and artillery spot.  Once those are in place and become viable player missions I will incorporate those into the AI suite as well.  Then there is the map.  I want to wait for the new map before diving too deep into FC enhancements.

 

Per plane set - this is more problematic.  I can and will fake it, but the results are less than great.  The Germans finally have a DFW, a true corps recon plane that carried out these duties.  However, this is a 1916 design that has to soldier on until the end of the war because there are no 1918 German 2 seaters.  The British are lacking the RE8.  The French have the Breguet but could still use something like a Dorand AR.  If we had the RE8 I could make it a Dorand in drag.   I did this for RoF, as well as using the FE2 as a substitute for three different kinds of French pusher.

 

So yes, but probably not until FC2 is out.  If you have ever played PWCG for RoF that is what you will see over time.

  • Like 2
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Posted

Getting this new error in the FC version.   Seems to be occurring when attempting to add the 9th pilot to a campaign.   Has occurred on two different campaigns now.

 

I'm also still experiencing the need to click 'Finished' after every entry in the pilot administration page in order for it to 'stick', and the occasional loss of all pilot->player assignments.

 

Any hope for a fix?   Or a return to the previous version for the FC edition?

 

PWCGErrorLog.txt

  • Upvote 1
  • 2 weeks later...
Posted (edited)

When I click Combat Report, an error window appears:

PWCGErrorLog.txt

P.S.

I figured it out myself. It is necessary to give your user full access to the entire folder with IL-2

Edited by Sappsan
  • Like 1
  • 3 weeks later...
JG4_Moltke1871
Posted

PWCGErrorLog.txt

Have problem to opem mission report to claim results

Career with Breguet on flying circus

PatrickAWlson
Posted
10 hours ago, JG4_Moltke1871 said:

PWCGErrorLog.txt 3.4 kB · 1 download

Have problem to opem mission report to claim results

Career with Breguet on flying circus

 

This is the error log text file.  Pressing "Report Error" in your campaign creates a zip file that will allow me to debug the problem.

  • Thanks 1
JG4_Moltke1871
Posted
11 hours ago, PatrickAWlson said:

 

This is the error log text file.  Pressing "Report Error" in your campaign creates a zip file that will allow me to debug the problem.

The file bigger than 5mb, cant post here ?

  • Upvote 1
gnelson0265
Posted (edited)

I'm getting the error: PWCG could not perform AAR. Unable to find matching logs set for TG RFC SE5 1917-06-01

 

I've attached search results for that name. is something missing? What have i done wrong?

 

 

PWCG.png

TMG RFC SE520220307200371.zip

Edited by gnelson0265
added error report
Posted

A couple questions.  

 

The first is, when doing a P40 campaign I noticed in the drop down menu for mods, you can’t choose “additional ammo” for each pilot.   Also, I was wondering how hard it would be to add “bomb facilities” to PWCG?   There are bigger towns with smoke stacks and factories, as well as docks.  Just curious, not sure if it’s possible or not. 

Posted

I'm sure it has been reported before but in many Kuban missions there seem to be an issue with missing structures, specifically those that should be placed near the sea. For istance, there are cranes and stacks of various containers, but no wharves. Is there a solution for this?

 

Posted

Hi Pat,

I'm still hosting coops for our squad & we're having a blast.  Thanks for the changes to the "Reference Pilot" - much easier now to be confident it's working as desired.

 

However we continue to encounter errors by the time we get 4 or 5 missions into a campaign, despite my best efforts to be VERY meticulous & 'follow the rules' to best of my knowledge/understanding.  We frequently have pilots die or captured.  When that occurs, I create a new personna for that user, and assign it.  Seems to work almost all the time, aside from some occasional errors similar to what I've seen mentioned in other posts (having to back out of the page, then come back in before the new personna will appear, and all personnas now appear initially as "unassigned" even when you attempt to assign them as you create them).

I have an error .zip file from our latest campaign that failed... but the same problem as J4_Moltke1871 mentions above:  the file is much bigger than 5mb (15mb in my case).  Kindly let me know how to get it to you.  I'll hold onto the .zip & keep an eye on my PM's.  Meanwhile we'll just keep trying!  :biggrin:

 

Thanks!

  • Like 1
Posted
On 3/11/2022 at 1:17 PM, Picchio said:

I'm sure it has been reported before but in many Kuban missions there seem to be an issue with missing structures, specifically those that should be placed near the sea. For istance, there are cranes and stacks of various containers, but no wharves. Is there a solution for this?

 

@PatrickAWlson Are you able to reproduce this issue? It's quite off-putting to see cranes and merchandise floating in front of the entire Kuban coast...

Posted (edited)
5 hours ago, Picchio said:

@PatrickAWlson Are you able to reproduce this issue? It's quite off-putting to see cranes and merchandise floating in front of the entire Kuban coast...

 

In case it helps - what is your structures density setting in your campaign configuration?  If it is low that may explain it

 

It's under configuration when you are looking at the list of pilots in the campaign main screen. Then under Simple config. Believe if you change it then you won't see any difference unless you generate a new mission.

 

image.thumb.png.8d73a774acc2d7b9526ffe61fcd852c6.png

Edited by Stonehouse
Posted (edited)
13 hours ago, Stonehouse said:

 

In case it helps - what is your structures density setting in your campaign configuration?  If it is low that may explain it

 

It's under configuration when you are looking at the list of pilots in the campaign main screen. Then under Simple config. Believe if you change it then you won't see any difference unless you generate a new mission.

 

image.thumb.png.8d73a774acc2d7b9526ffe61fcd852c6.png

Thank you for thinking such a magnificient n00b of me...

In all seriousness, I've already checked those settings and generated multiple missions with Structure to High, KeepGroupSpread at default (10000) and higher (50000). No wharves anywhere along the coast. QMB works. Game campaign works.

It's easy to check if something is wrong with my own settings: you could generate a fighter mission in Kuban, spring, and quickly check the result via ME. I'll appreciate any feedback.

 

I've seen it reported here

and someone stated it's solved but it doesn't seem to be the case. I'm on the latest version. 

Edited by Picchio
Posted
5 hours ago, Picchio said:

Thank you for thinking such a magnificient n00b of me...

 

 

Sorry Picchio - it's hard to tell how experienced someone is with PWCG plus I know sometimes I forget to change a setting and it takes a bit of head scratching to realise what I've done. Like I said it was "Just in case".

 

If I get a spare few mins today I'll try to create a mission like you describe.

Posted (edited)

Ok can confirm the issue you are talking about. Tried a few different things such as size of mission box etc as already discussed. 

 

One thing which might be helpful is that I noticed that none of the wharf objects seem to be in the blocks category in the editor but are in the grounds category. Possibly they moved in recent patches? I don't know much about the ME so can't comment usefully. I did notice that a dovercastle_walls object was also in "grounds" so perhaps things are shifting around to get ready for Normandy. If they moved possibly Patrick has not realised that wharves are no longer blocks? 

 

2nd pic I manually added a wharf object just to see what it looked like.

 

1195388676_Il-22022-03-1714-40-22.thumb.jpg.6123e7ad174737cd7c250d4df1058c5c.jpg

 

 

image.png.6a2a147db0e8b69d6eea268487002c73.png

Edited by Stonehouse
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Posted (edited)

Ha-ha, thank you @Stonehouse! I think that's it - I forgot to check that and Pat was asking if they utilized a different category.

So, it looks like it can be solved, @PatrickAWlson?

I must also check what's going on in FC because in some (?) missions I had entire cities (Lille, so not a small one) not being placed at all, even though the mission target was in the middle of them.

Edited by Picchio
Posted (edited)

Well for what it is worth there was a whole stack of objects that look like chunks of cities or industrial areas in grounds. objects b1 to b73 is what I'm talking about. So quite possibly these are your missing cities. Also noticed a barrage balloon, not sure if that is a Normandy object or something that has always been there.

Edited by Stonehouse
  • Upvote 1
Posted
On 3/17/2022 at 12:05 PM, Stonehouse said:

Well for what it is worth there was a whole stack of objects that look like chunks of cities or industrial areas in grounds. objects b1 to b73 is what I'm talking about. So quite possibly these are your missing cities. Also noticed a barrage balloon, not sure if that is a Normandy object or something that has always been there.

 

Uhm... so, @PatrickAWlson, any chance to have this fixed?

PatrickAWlson
Posted

Real life is challenging for me at the moment, but at some point, yes.

Posted

I'm sincerely sorry to hear that. Don't worry about it, it's no big deal after all. You take care, yes?

  • Thanks 1
Mtnbiker1998
Posted

Hey Pat, very minor observation; The photo for the P-51B is actually an A model. It has the 3 blade prop and the Allison scoop.

image.png.ac24af55b75f9241279fe5b814c1b684.png

 

I didn't look too hard, but I found this picture of a B model on google images, not sure if it fits your aesthetic (and its also very high resolution) but it seems pretty close.

NAA-P-51B-2.jpeg

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Posted (edited)

Hey, I've been trying to play PWCG for BOS as an attacker in an IL-2, but I only have BOS. I've marked down the mod 1942 as the only IL-2 I've got, triple checked that, but all the squadrons in my Stalingrad campaign that are *supposed* to have 1942s and 1941s just have 1941s with no ability to swap them out. What do I do about this?

Edited by Kaelum
PatrickAWlson
Posted
3 hours ago, Kaelum said:

Hey, I've been trying to play PWCG for BOS as an attacker in an IL-2, but I only have BOS. I've marked down the mod 1942 as the only IL-2 I've got, triple checked that, but all the squadrons in my Stalingrad campaign that are *supposed* to have 1942s and 1941s just have 1941s with no ability to swap them out. What do I do about this?

 

Surprised that you do not have any 42s, but there is a workaround.  You can tell PWCG to swap out 41s for 42s.

Activity->Equipment Request

Posted
17 hours ago, PatrickAWlson said:

 

Surprised that you do not have any 42s, but there is a workaround.  You can tell PWCG to swap out 41s for 42s.

Activity->Equipment Request

I've tried that, but they aren't on the list. Just 1941s and some other planes.

Posted (edited)

Using latest PWCG having trouble with Soviet AA while playing as Germans they shoot me and my flight with super accurate shots very often even when im at 2000 meters at 450 km/h, cant remember having this problem in earlier versions , anyone experience something similar ?
Edit: The murder lazer accurate AA units are 61-K AAA and 72-K AAA
setting AA to low doesnt help 1 or 2 of these AA units wipe my flight of 109s out of sky with ease in couple of minutes

Edited by Juliu5
Posted (edited)
11 hours ago, Juliu5 said:

Using latest PWCG having trouble with Soviet AA while playing as Germans they shoot me and my flight with super accurate shots very often even when im at 2000 meters at 450 km/h, cant remember having this problem in earlier versions , anyone experience something similar ?
Edit: The murder lazer accurate AA units are 61-K AAA and 72-K AAA
setting AA to low doesnt help 1 or 2 of these AA units wipe my flight of 109s out of sky with ease in couple of minutes

 

May help you if you don't mind using mods - use something like JSGME to enable it. Yes stock AAA is very accurate especially if you fly at a constant alt, course and speed. Makes you a very predictable target just like the AI pilots who don't evade when under AAA fire.

 

If you do decide to use this mod please use the one from January 8, 2022 as linked below. I think I will reorganise the thread for the mod soon and put the download in the first post and add a change log in the post details as the multiple links have caused some confusion.

 

 

 

Edited by Stonehouse
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PatrickAWlson
Posted
10 hours ago, Stonehouse said:

 

May help you if you don't mind using mods - use something like JSGME to enable it. Yes stock AAA is very accurate especially if you fly at a constant alt, course and speed. Makes you a very predictable target just like the AI pilots who don't evade when under AAA fire.

 

If you do decide to use this mod please use the one from January 8, 2022 as linked below. I think I will reorganise the thread for the mod soon and put the download in the first post and add a change log in the post details as the multiple links have caused some confusion.

 

 

I  use that mod as well.  The AA started off sniper like at one point, then got realistic, and now back to sniper.  That mod solves things.  I still get hit if I'm stupid, but getting near an AA gun is not a death sentence.

Posted

Hi Pat.

Another prob. The plane (equipment) request is still broken mate, it reverts back to the former planes after a couple of missions (switched from 109F4s to 190A3s).

Posted

Hi Pat,

 

I've been having some trouble with my flight not taking off lately. They just sit on the runway without getting takeoff clearance. For some reason, this has only happened in the last two missions that I have done (first one I flew anyway, second one I left to post here), despite me changing nothing in the generator (config, version, etc.). The first two missions of my campaign were fine, which is the thing that puzzles me.

 

If you could offer any possible explanation it would be very helpful.

Also, I have the campaign zipped up in case you'd like to check it for issues: USAAF Career202203261503205.zip

No105_Swoose
Posted

@WinkysmithI don’t think it’s something Pat Wilson can fix.  Some airfields like Grave Kent on the Bodenplatte map are “porked”.  AFAIK it has something to do with the mission editor and placement of a trigger on a runway allowing aircraft to be cleared for takeoff rather than all being stuck as in your case or the first few aircraft taxiing to the runway when they’re already on the runway.  My workaround with porked airfields is never to have a flight group larger than four aircraft.  That way they’re usually able to be cleared for takeoff from the get go.

Posted
7 hours ago, No105_Swoose said:

@WinkysmithI don’t think it’s something Pat Wilson can fix.  Some airfields like Grave Kent on the Bodenplatte map are “porked”.  AFAIK it has something to do with the mission editor and placement of a trigger on a runway allowing aircraft to be cleared for takeoff rather than all being stuck as in your case or the first few aircraft taxiing to the runway when they’re already on the runway.  My workaround with porked airfields is never to have a flight group larger than four aircraft.  That way they’re usually able to be cleared for takeoff from the get go.

Ok, thanks. I’ll just try re-generating the mission and see if that helps.

  • Upvote 1
Posted

Squadron Log has access to only First and Last page, I can't see/find anything that gives access to pages in between.

Unless I'm being my usual thick self. ?

Posted
4 hours ago, Hetzer-JG51 said:

Squadron Log has access to only First and Last page, I can't see/find anything that gives access to pages in between.

 

Bottom right of the screen:

image.thumb.png.fda05aad5525cf9ef067207a08675ccd.png

  • Thanks 1
Bad_Haired_Sam
Posted

I have a feature request, assuming this is the appropriate place for them. My friends and I play regularly and like to fly a large variety of planes, but now we have so many campaigns that not all of them can be shown in the main menu. Campaigns with names whose first letter is later in the alphabet are being cut off as new campaign push them down the list and out of view. Could a scroll-bar or page system be added so that all campaigns can be viewed and accessed?

Posted

How the hell did I not see it. Cheers dude. 

  • Like 1
Posted

Hi Pat. I noticed in the configured skins for the Spitfire XIV that quite a few skins are labeled Mk. IXe, and also point to the IXe model in the game’s directory instead of to the XIV.

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