Jump to content

Recommended Posts

easterling77
Posted (edited)

Hi Pat

 

I'm hoping you are doing better now, since you've mentioned challenges of the real life.

 

It get's me a little bit of confusion but generating a career as a german attack unit with 190's brings me to the point that at the plane/loadout section for the flight members is very poor.

There they are quite restricted  for example to the 70 KG bombs (A6 and A8) and the rockets (A8).

I couldn't give them the heavy loadout as an F8 (only plane F8 ore with the mentioned 70 KG bombs) or the G3 version of the A6 (only could make an A6 with the bombrack but no G3 withe the additional engine boost system)

 

Is there a limitation to open the full loadout roster for this Plane?

 

Greetings

 

DP

Edited by easterling77
  • 2 weeks later...
greybeard_52
Posted

Planes piloted by AI do not take off. This is the third time in a row that this has happened in this career, which was not a problem before. The first time it happened with PWCG 13.7.0 version and the next two with 13.8.0. For all three, the version of the game was 4.704.
I am the fourth of four and would have been the leader every time, but I moved (as I do every time) to the last place in the mission generator, before accepting it (generating it). I'm attaching error log and file.

PWCGBoS.zip

Posted (edited)

I think I'm having the old "no logs created for finished coop missions" issue.

 

I have the startup with mission_text_log = 1, but it was lacking text_log_folder line so I added it in, at first as text_log_folder = "", then pointed it to data folder with text_log_folder = "J:\Steam\steamapps\common\IL-2 Sturmovik Battle of Stalingrad\data".

In all of those combinations when I finish the coop mission (alone as I'm testing it), it can't find the logs for AAR. Any tips? How is the log file supposed to be named? Where is it supposed to go?

EDIT: Fixed, but leaving this for someone who might encounter the same situation. I have changed the file as I said, but when I relaunched the game the Startup file went back to the old state. When I redid everything with game closed and then relaunched the game the logging started working. Lesson: startup.cfg cannot be changed while game is running and while it does save it and the mod does think everything is fine now, it won't actually log and will revert back after you close the game anyway. Only edit it with game closed.

Edited by Rajhin
Posted

Hi @PatrickAWlson  Just reporting two minor issues in the attached campaign:

 

1.  Italians aren't replacing pilots (I know...they prefer the climate a little further south).

 

2.  Hartmann also didn't report for duty (I guess he heard about the challenge).

 

Thank you!

Ace of Aces202204271704479.zip

Posted

Hey Pat, I'm sure you're already aware but wharves are still missing ?

PatrickAWlson
Posted
12 minutes ago, Picchio said:

Hey Pat, I'm sure you're already aware but wharves are still missing ?

 

I am.  A reimport of all of the ground object files for every map is in order, but it is a pretty involved task.

Posted
21 minutes ago, PatrickAWlson said:

 

I am.  A reimport of all of the ground object files for every map is in order, but it is a pretty involved task.

 

Is there any way to help you with that?

PatrickAWlson
Posted
25 minutes ago, Picchio said:

 

Is there any way to help you with that?

 

You can do one thing if you are comfortable looking at the BoS files.  Give me an example of an item in a file that should be there but is not.  For example, if wharves are missing, where are they?  Which file?  If I had that it would give me a leg up on determining why they are not being included in the missions. 

 

What I do not want to do is rebuild the ground object files only to have the same problem.  As I look at the date stamp on the 1C files they do not appear to be recently modified.  If the blocks are in there then either I missed them or I have them but I am failing to use them.  Knowing exactly what I am looking for would help.

  • Upvote 1
PatrickAWlson
Posted
46 minutes ago, zappyscarab said:

I don't Know if this is the right place but I'm having an issue with creating a campaign. 

Ok so basically when I go to create one it says The system can not find the path specified.

I followed both the tutorial on your channel and the air combat tutorial library.

If you know how to fix this please help 

 

PWCG needs to be installed into the game's root directory.  it should be unzipped directly into that directory and not into the zip file name.  I use 7Zip with the option "unzip here".

 

Look in the PWCG install directory - presumable PWCGBoS.    If PWCGBoS contains another directory called PWCGBoS then your unzip made a directory based on the zip file and then installed it there.  If that is the case you can just copy the contents of PWCGBoS\PWCGBoS it PWCGBoS and then delete PWCGBoS\PWCGBoS

 

Hope that makes sense.

 

  • Upvote 1
Posted
On 4/28/2022 at 7:49 PM, PatrickAWlson said:

 

You can do one thing if you are comfortable looking at the BoS files.  Give me an example of an item in a file that should be there but is not.  For example, if wharves are missing, where are they?  Which file?  If I had that it would give me a leg up on determining why they are not being included in the missions. 

 

What I do not want to do is rebuild the ground object files only to have the same problem.  As I look at the date stamp on the 1C files they do not appear to be recently modified.  If the blocks are in there then either I missed them or I have them but I am failing to use them.  Knowing exactly what I am looking for would help.

 

Wrote to you via PM!

SCG_motoadve
Posted

Hi Pat, having an issue here.

I create the campaign, fly the mission, after the mission I go back to PWCG, and when I click combat report it freezes PWCG.

Any ideas what to do to fix it?

PatrickAWlson
Posted
27 minutes ago, SCG_motoadve said:

Hi Pat, having an issue here.

I create the campaign, fly the mission, after the mission I go back to PWCG, and when I click combat report it freezes PWCG.

Any ideas what to do to fix it?

 

Instead of submitting the combat report press "report error".  Post the zip file or, if it's too big, contact me and we'll figure out another way to get it to me.  It's nearly impossible for me to guess why it's freezing as that is a very strange thing.

SCG_motoadve
Posted
20 minutes ago, PatrickAWlson said:

 

Instead of submitting the combat report press "report error".  Post the zip file or, if it's too big, contact me and we'll figure out another way to get it to me.  It's nearly impossible for me to guess why it's freezing as that is a very strange thing.

Mission unit count battle : 94

Mission unit count train : 8

Mission unit count truck : 73

Mission unit count ships : 0

Mission unit count AA : 266

Mission unit count total : 441

unit count flights : 0

unit count misson : 441

unit count total : 441

"C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\bin\resaver\MissionResaver.exe"  -t   -d "C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\data"  -f "C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\data\Missions\PWCG\EASTEWRN FRONT 1942-09-01.mission"

Succeeded creating binary mission file for: "C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\bin\resaver\MissionResaver.exe"  -t   -d "C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\data"  -f "C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\data\Missions\PWCG\EASTEWRN FRONT 1942-09-01.mission"

Running BoS

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\data\

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\data\Missions\PWCG\

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\data\Multiplayer\Cooperative\

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\data\Multiplayer\Cooperative\\Examples_coop

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\PWCGBoS\User\Coop\

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\PWCGBoS\User\Campaigns\EASTEWRN FRONT

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\PWCGBoS\User\Campaigns\EASTEWRN FRONT\CombatReports

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\PWCGBoS\User\Campaigns\EASTEWRN FRONT\config

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\PWCGBoS\User\Campaigns\EASTEWRN FRONT\Equipment

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\PWCGBoS\User\Campaigns\EASTEWRN FRONT\Equipment\Replacements

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\PWCGBoS\User\Campaigns\EASTEWRN FRONT\MissionData

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\PWCGBoS\User\Campaigns\EASTEWRN FRONT\Personnel

Directory being copied is C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Great Battles\PWCGBoS\User\Campaigns\EASTEWRN FRONT\Personnel\Replacements

curiouslysophie
Posted

I am having an issue on my Spitfire XIV campaign. Whenever I do a ground attack mission, either as flight lead or not, the ai will bomb a random target, usually a clump of houses, way inside allied lines. This is normally not long after take off.

It happens nearly every time and once they’ve bombed they carry on to the actual target like nothing happened.

Not sure what causes it though.

flugkapitan
Posted

Hi Pat,

 

I've been meaning to post this for a while, but keep forgetting about it until I fire up my career again.

 

I'm flying the Ju88C6 in I./KG55, when PWCG generates a mission, the first waypoint is the egress point, not the ingress..it's like the mission is to be flown backwards. Attached are the latest missions files.

 

Regards,

Scottt

JU88 C6 1942-01-07.zip

  • Upvote 1
No105_Swoose
Posted
15 hours ago, curiouslysophie said:

I am having an issue on my Spitfire XIV campaign. Whenever I do a ground attack mission, either as flight lead or not, the ai will bomb a random target, usually a clump of houses, way inside allied lines. This is normally not long after take off.

It happens nearly every time and once they’ve bombed they carry on to the actual target like nothing happened.

Not sure what causes it though.

Over the course of playing PWCG campaigns I've encountered similar behavior.  For me it was usually AI bombing a bridge well within friendly territory not long after take off.  Then the waypoints seemed to get mixed up, with the formation flying towards the target egress point instead of the ingress or target approach.  This resulted in them not attacking the target and I would have to bomb or strafe it myself.   This seemed to happen most frequently on "free hunt" missions.  I've changed my Advanced Configuration to "0" free hunt missions and "100" regular target missions.  That has helped with reducing the AI formation attacking a random target problem.  Hope you can find a fix.

PatrickAWlson
Posted
19 hours ago, flugkapitan said:

Hi Pat,

 

I've been meaning to post this for a while, but keep forgetting about it until I fire up my career again.

 

I'm flying the Ju88C6 in I./KG55, when PWCG generates a mission, the first waypoint is the egress point, not the ingress..it's like the mission is to be flown backwards. Attached are the latest missions files.

 

Regards,

Scottt

JU88 C6 1942-01-07.zip 301.35 kB · 0 downloads

 

I saw that too.  Should be able to recreate and fix it.  

 

@No105_Swoose The bridge thing was a little different.  That was actually AI.  Don't ask why, but it just went out of its way to get a bridge.  I had to change my code to make bridges neutral unless they really were the target.

flugkapitan
Posted

Hi Pat,

 

Of course when I flew a mission yesterday evening, the flight followed the flight path perfectly to the Ingress Point and onwards. The only difference I can think of is that I was not leading this flight (I think I had been the flight leader on the previous flights).

 

Anyway, I attached the mission files in case they are of use to you.

 

Regards,

Scott

PWCG GB JU88 C6 05022022.zip

greybeard_52
Posted

It seems that the PWCG does not record the destruction of the bridges: I never find them in the AAR, nor in my pilot's log.

 

 

On 5/2/2022 at 9:42 AM, curiouslysophie said:

Whenever I do a ground attack mission, either as flight lead or not, the ai will bomb a random target

It happened to me too. But now I have to say that I am pleasantly surprised by the methodicality of the AI. I ever fly as a wingman (almost always tail-end-charlie) and the AI leading the flight, as well as the other AI's before me, diligently follow the route to the intended target, where they drop the bombs. To be honest, lately, after some mission deliberately chosen as an "attack", (always failed because at a certain point we are attacked by enemy fighters and, despite the presence of the escort, the AI of my flight drops all the bombs to defend itself) I'm flying "raid" missions. In the latter, where there is no precise defined target, and before the AI always failed, behaving as you described, now it always reaches the target area (we are rarely disturbed by enemy fighters). I don't know what this improvement is due to.

PatrickAWlson
Posted (edited)
2 hours ago, greybeard_52 said:

It seems that the PWCG does not record the destruction of the bridges: I never find them in the AAR, nor in my pilot's log.

 

 

It happened to me too. But now I have to say that I am pleasantly surprised by the methodicality of the AI. I ever fly as a wingman (almost always tail-end-charlie) and the AI leading the flight, as well as the other AI's before me, diligently follow the route to the intended target, where they drop the bombs. To be honest, lately, after some mission deliberately chosen as an "attack", (always failed because at a certain point we are attacked by enemy fighters and, despite the presence of the escort, the AI of my flight drops all the bombs to defend itself) I'm flying "raid" missions. In the latter, where there is no precise defined target, and before the AI always failed, behaving as you described, now it always reaches the target area (we are rarely disturbed by enemy fighters). I don't know what this improvement is due to.

 

A raid is basically an unescorted, low altitude, deep penetration ground attack.  The waypoint pattern and attack MCU sequence are identical.  I mean really, really identical as in shared code.  I'm guessing, but I think the difference might be the target location.  Most ground attacks are taking you into the area of highest concentration of forces, including enemy aircraft.  Raids do not.

 

If you feel constantly set on by enemy fighters when doing a ground attack you can reduce fighter opposition to ground attack missions to zero.  

Edited by PatrickAWlson
greybeard_52
Posted
9 hours ago, PatrickAWlson said:

A raid is basically an unescorted, low altitude, deep penetration ground attack.  The waypoint pattern and attack MCU sequence are identical.  I mean really, really identical as in shared code.  I'm guessing, but I think the difference might be the target location.  Most ground attacks are taking you into the area of highest concentration of forces, including enemy aircraft.  Raids do not.

Thanks. But you missed my main question: PWCG does not record the destruction of the bridges.

 

9 hours ago, PatrickAWlson said:

If you feel constantly set on by enemy fighters when doing a ground attack you can reduce fighter opposition to ground attack missions to zero.

Thanks for the tip. Would you please point me exactly where is this option?

 

greybeard_52
Posted

I don't know if it depends on PWCG (where I found it) or the game, but I would like this airport to be removed from those available for the campaign.

Gelenjik-2.jpg

 

For this reason:

Gelenjik-2-CRASH.jpg

 

It seems that the problem affects all the airports in the area and that it has already been reported, but with no response:

 

  • Upvote 1
greybeard_52
Posted

Same problem in Altenstadt, where all the AIs crash into the trees of a grove located at the edge of the runway, exactly on the landing path.
But, I wonder, when developers create a runway, do they ever try to get AI off and on? In general, even if the flight model changes, do they make sure they respect the famous law of overcoming a 50ft / 15m high obstacle at the edge of the runway?

 

takeoff.gif

PatrickAWlson
Posted
4 hours ago, greybeard_52 said:

Same problem in Altenstadt, where all the AIs crash into the trees of a grove located at the edge of the runway, exactly on the landing path.
But, I wonder, when developers create a runway, do they ever try to get AI off and on? In general, even if the flight model changes, do they make sure they respect the famous law of overcoming a 50ft / 15m high obstacle at the edge of the runway?

 

takeoff.gif

 

The runways are not well tested by 1C development, full stop,  I also do not test every runway.  Planes crashing on takeoff and landing has been a thing since RoF first released in 2009.

 

  • Haha 1
Posted
On 5/2/2022 at 12:42 AM, curiouslysophie said:

I am having an issue on my Spitfire XIV campaign. Whenever I do a ground attack mission, either as flight lead or not, the ai will bomb a random target, usually a clump of houses, way inside allied lines. This is normally not long after take off.

It happens nearly every time and once they’ve bombed they carry on to the actual target like nothing happened.

Not sure what causes it though.

I’ve had the same problem on certain missions.   Totally random. 

7 hours ago, greybeard_52 said:

Same problem in Altenstadt, where all the AIs crash into the trees of a grove located at the edge of the runway, exactly on the landing path.
But, I wonder, when developers create a runway, do they ever try to get AI off and on? In general, even if the flight model changes, do they make sure they respect the famous law of overcoming a 50ft / 15m high obstacle at the edge of the runway?

 

takeoff.gif

I find that happens when you fly Normandie in Kuban.  Some of them fly right into the mountain.  ?

Stonehouse
Posted

Can someone please test something for me?

 

Getting the following oddness when picking the loadout for a P51B which I don't recall on previous versions of PWCG. As you can see there seems to be duplicates plus wrong entries (eg 500lb Bomb x2)  in the dropdown list.  

 

Could someone please try to create a test new campaign for a unit like the 352nd or 362nd and see if they see the same thing? 

 

I'm wondering if last time I updated PWCG I've mucked it up as I haven't been flying my Mustang campaign for a while.

 

Thanks!

 

image.png.6dfc09a15018d5d47b36f55d77ac2fe2.png

easterling77
Posted (edited)

give me a minute

image.thumb.png.14aa20b3974729adb4576da159923469.png

It looks the same on my just edited careere

Edited by easterling77
  • Thanks 1
Stonehouse
Posted
3 hours ago, easterling77 said:

give me a minute

 

It looks the same on my just edited careere

Thanks for checking.

 

@PatrickAWlson FYI Looks like a minor bug for the P51B loadouts.

easterling77
Posted

no big deal?

Jasper1997
Posted

Hello all, my friends and I keep encountering the File Transfer issue. I have checked the .List document and the path there is indeed correct. Is there anything else I should be trying to troubleshoot?

Posted (edited)

Stationary aircraft, Bridges, airfield oil dumps basically "non assigned" mission targets do not get counted in the ground kill stats. Is there any reasoning for this? Especially stationary ground aircraft should be able to be reported as victory claim because destroyed plane is destroyed plane, whether ground or air is irrelevant right? 
 

When the mission target is a bridge and i kill it, the mission report at the end shows as if i did nothing. 

Edited by dureyo
Posted (edited)

Also i'd like to report that many times the friendly AI is just passive and doesen't do anything when bombs are equipped. Flight of 3 Fw190a3s jumped by P-40s. I drop my bomb to engage them and tell my wingmen to attack, however they just go circle around with the bombs while im doing a 1v3 just to pick them up after the fight to return to mission objective... PWCG issue or shitty game ai? 

This happens many times, 6 pe-2s under us in 109s, i lead my flight right over them, they don't do anything, i start boom and zooming, they don't do anything etc. This is almost every mission the case. AI commands to patrol or attack don't seem to do anything. Only when they radio that they have spotted something they will attack which doesen't happen in 9/10 cases. 

Where to turn down AA skill? I have them on low and they hit me at 500kph at 1000m, unrealistic. 

Edited by dureyo
No105_Swoose
Posted
42 minutes ago, dureyo said:


Where to turn down AA skill? I have them on low and they hit me at 500kph at 1000m, unrealistic. 

You may want to try Stonehouse's AAA mod.  It has worked well for me.  

 

  • Upvote 1
PatrickAWlson
Posted
3 hours ago, dureyo said:

Stationary aircraft, Bridges, airfield oil dumps basically "non assigned" mission targets do not get counted in the ground kill stats. Is there any reasoning for this? Especially stationary ground aircraft should be able to be reported as victory claim because destroyed plane is destroyed plane, whether ground or air is irrelevant right? 
 

When the mission target is a bridge and i kill it, the mission report at the end shows as if i did nothing. 

 

Performance.  The game does not register kills in the logs unless there is an entity attached (an entity is an in game data object that associates a thing with a script for that thing).  Entities take CPU.  If I associated an entity with everything the game would crawl to a halt.  So, no entity, no log entry, no victory awarded.  Sometimes you just have to do your part for God and country :) 

 

17 minutes ago, No105_Swoose said:

You may want to try Stonehouse's AAA mod.  It has worked well for me.  

 

 

I use this myself.  AA is already at novice level in PWCG.  Without a mod I can't make it any less accurate.

  • Thanks 1
  • Upvote 1
greybeard_52
Posted

I still have the problem of the leader wandering the runway rather than taking off.
Anyone know any tricks to avoid or get around the problem?
Don't know if it matters, but I would add that I have a habit of always putting myself in the last place in the flight.

 

 

2022-05-16 00_35_59-Greenshot.jpg

Posted
54 minutes ago, greybeard_52 said:

I still have the problem of the leader wandering the runway rather than taking off.
Anyone know any tricks to avoid or get around the problem?

 

Yeah...it is an Airfield specific issue, so these are the potential workarounds (I generally use the 1st one, but have done them all over the years):

 

-Switch to airstarts until the squadron is transferred to another AF

-Take leave in 30 day increments until the squadron is transferred to another AF

-Transfer to another squadron until your "home" squadron is transferred to another AF

-Create another pilot to fly in a different squadron until your primary pilot's squadron is transferred to another AF.

No105_Swoose
Posted
1 hour ago, Varibraun said:

 

Yeah...it is an Airfield specific issue, so these are the potential workarounds (I generally use the 1st one, but have done them all over the years):

 

-Switch to airstarts until the squadron is transferred to another AF

-Take leave in 30 day increments until the squadron is transferred to another AF

-Transfer to another squadron until your "home" squadron is transferred to another AF

-Create another pilot to fly in a different squadron until your primary pilot's squadron is transferred to another AF.

@greybeard_52All of those are excellent suggestions and worth trying.  Find the one with which you are most comfortable.  For "porked" airfields where the leader constantly gets the order to taxi to the runway vice cleared for takeoff, I limit my total flight to no more than four aircraft.  With four or less aircraft the leader almost always gets the cleared for takeoff order.  The downside is you have less aircraft than you normally would want for your patrol, intercept, escort, or ground attack mission.

PatrickAWlson
Posted

Four is usually a good number for a patrol as your opposition will not patrol in greater numbers.  if you meet more than four it is because the winds of fate have willed it so.

greybeard_52
Posted

Thanks Varibraun and Swoose for your prompt replies!

10 hours ago, Varibraun said:

-Switch to airstarts until the squadron is transferred to another AF

I hate airstarts, but it looks as a failproof solution, I think.

 

10 hours ago, Varibraun said:

-Take leave in 30 day increments until the squadron is transferred to another AF

I shall try.

 

10 hours ago, Varibraun said:

-Transfer to another squadron until your "home" squadron is transferred to another AF

To be honest, I tried this, but also the other squadron where I moved to got the same issue!?

 

10 hours ago, Varibraun said:

-Create another pilot to fly in a different squadron until your primary pilot's squadron is transferred to another AF.

Brand new trick for me!

 

8 hours ago, No105_Swoose said:

For "porked" airfields where the leader constantly gets the order to taxi to the runway vice cleared for takeoff, I limit my total flight to no more than four aircraft.

My flights are never more than four ships! (I dislike "crowded" skies; the manageability of this aspect by PWCG is one of the reasons I can't live without it!?

  • Like 1
Posted

So, just started up a new campaign (Flying Circus, 1917, RAF, No 48 Squadron) and time seems to be going backwards? My first mission was a recon at 1600 (sun in the west) on Feb 6th, 1917, but the next generated mission is a fighter sweep at 10:30 on the same day. 

 

It did credit my last mission, but shouldn't the next mission be on the next day? 

 

I'm wondering if I've got it set to multiple missions per day and there's just not a time check? 

 

Thank you, 

 

Harry Voyager

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...