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Posted

Had an error pop up.  It said to post the log on the ROF forum, but I thought, given the version of PWCG I was using here would be more appropriate.  Error Log File Attached.

PWCGErrorLog.txt

Sturmgeschultz
Posted (edited)

PWCGErrorLog.txt  Had this populate when generating a GB campaign single/coop. FC generated no problem single/coop.

 

+update: resolved, I had 13.8.0 installed over an older version. Clean installed it now things work as intended.

Edited by Sturmgeschultz
explaining errorlog a bit
Posted

@PatrickAWlsonNot a technical issue, but why is the Hawker Hurricane listed as an attack plane and not a fighter?  It's listed with the 157th Fighter Air Regiment, but PWCG classes that as an Attack Squadron.  Any idea how I can change this or is this an update you would have to make?

  • Upvote 1
Posted (edited)

Hi, on a fresh install with the latest version on a new campaign single player every 3 or 4 missions generated, when I try to generate a new one, this error of invalid payload plane 12 happens. Is there an easy fix for this? would like to keep the campaign :P Do you also want the zip file of the campaign? Just let me know :)

 

PWCGErrorLog.txt

Edited by raizde2
Posted (edited)

VVS 27th fighter squad (mig) november and december moscow 1941 the frontlines (borders) red and blue can only be seen when zoomed out in the map during gameplay, as soon and I zoom in a bit, they vanish for some reason.

 

Thanks for fixing the payload plane 12 bug. :)

Edited by raizde2
greybeard_52
Posted

In the previous mission we were supposed to escort DFV C.Vs, but following my AI companions, we did nothing but go back and forth from our airfield, never reaching the target.
In this next mission (a patrol), always following my AI mates (I was number three in the formation), we arrived at a certain point on the front where they began to wander aimlessly, neglecting any type of objective (they are of the Sopwith Camels, there was a Caquot in sight). Just to break the monotony, I shot down the Caquot, after which my companions followed a couple of waypoints, but then again engaged in a wandering to a point to the north, until I interrupted the mission. Among other things, I noticed that there was a Parsival (a German captive balloon) identified in red, that is, ally (?!).
It seems to me that there is a lot of confusion!

2022_6_3__15_44_6.jpg

Posted
35 minutes ago, greybeard_52 said:

always following my AI mates (I was number three in the formation), we arrived at a certain point on the front where they began to wander aimlessly, neglecting any type of objective

 

@PatrickAWlson's latest post regarding AI headaches below.  Let's keep him employed by posting those issues back to the Devs with tracks in the Bugs/AI thread so they can analyze.

 

  • Upvote 2
Posted (edited)

14/01/1942 157th (attack squad)(hurricanes)

Ivanskoe

 

If I start on land (didn't play as a leader) the planes all do a 360 turn just to start slightly behind where they were and opposite sides (odd planes go from the left to the right and the even planes start on the right and go to the left) if they are 4 planes everything goes smoothly (just takes a few minutes to take off with all the parking) but if they are 6, the second plane hits the third while turning. I guess the start positions are slightly incorrect so they try to position themselves before starting?

 

Do dead historical pilots keep getting air victories?? I've killed Herman Graf, he had 32, a few missions later he has 37!!! I've hunted all the aces (except Heinrich Bar, since he's on leave (smart ?)) so my pilots and my squad could fill all the aces board and now Graf wants to stay on the board??! (I'm sure it's not a mistake because the top spot besides me was Gunther Rall with 34 which I also shot down a bit after Graf :)

 

Also, do ai pilots "lost to injury" (seriously injured) return to the squad later when they healed?

Edited by raizde2
Stonehouse
Posted
4 hours ago, raizde2 said:

14/01/1942 157th (attack squad)(hurricanes)

Ivanskoe

 

If I start on land (didn't play as a leader) the planes all do a 360 turn just to start slightly behind where they were and opposite sides (odd planes go from the left to the right and the even planes start on the right and go to the left) if they are 4 planes everything goes smoothly (just takes a few minutes to take off with all the parking) but if they are 6, the second plane hits the third while turning. I guess the start positions are slightly incorrect so they try to position themselves before starting?

 

Do ai pilots "lost to injury" (seriously injured) return to the squad later when they healed?

 

I noticed in my Luftwaffe Eastern front campaign flying 109Fs that the AI doesn't like snow and even a runway start can go badly wrong. Guessing from the Jan 1942 date that you are probably seeing the same thing so I suggest you either change to airstarts until the weather improves 

greybeard_52
Posted

The PWCG created this mission for me where there are a series of waypoints whose associated speed is too high. Actually, these 230 km / h are recurring in the creation of missions with the PWCG, and for me they are always a problem as they are too slow for WWII fighters, and now too fast for WWI fighters. I don't understand the meaning of it. I'd like to beg Pat to replace this fixed speed with the cruising speed of the plane.

2022-06-06 09_23_05-Greenshot.jpg

PatrickAWlson
Posted (edited)

deleted

Edited by PatrickAWlson
Hotaru_Ito
Posted (edited)
16 hours ago, greybeard_52 said:

The PWCG created this mission for me where there are a series of waypoints whose associated speed is too high. Actually, these 230 km / h are recurring in the creation of missions with the PWCG, and for me they are always a problem as they are too slow for WWII fighters, and now too fast for WWI fighters. I don't understand the meaning of it. I'd like to beg Pat to replace this fixed speed with the cruising speed of the plane.

 

 

On the screen you posted a screenshot of, you can click "Edit Waypoint Details" (fourth button down on the left). That will unlock the ability to edit the speeds and altitudes. I find the defaults are usually OK, but when they're not, you can set the speed to whatever seems reasonable.

 

Hope this helps!

 

 

21 hours ago, raizde2 said:

14/01/1942 157th (attack squad)(hurricanes)

Ivanskoe

 

If I start on land (didn't play as a leader) the planes all do a 360 turn just to start slightly behind where they were and opposite sides (odd planes go from the left to the right and the even planes start on the right and go to the left) if they are 4 planes everything goes smoothly (just takes a few minutes to take off with all the parking) but if they are 6, the second plane hits the third while turning. I guess the start positions are slightly incorrect so they try to position themselves before starting?

 

Do dead historical pilots keep getting air victories?? I've killed Herman Graf, he had 32, a few missions later he has 37!!! I've hunted all the aces (except Heinrich Bar, since he's on leave (smart ?)) so my pilots and my squad could fill all the aces board and now Graf wants to stay on the board??! (I'm sure it's not a mistake because the top spot besides me was Gunther Rall with 34 which I also shot down a bit after Graf :)

 

Also, do ai pilots "lost to injury" (seriously injured) return to the squad later when they healed?

 

I've noticed the issue with AI planes not liking runway starts anymore. Assuming nothing changed in PWCG, I suppose the devs reduced the size of the valid starting area on the runway for some bizarre reason, so now the lead aircraft are outside it and think they still have to taxi to the runway. I had a Pe-2 campaign where I was good if I started with 3 planes, but when I tried starting with 6, the first few all taxied around behind the last few, although they all made it into the air eventually. You can try cold starts, although that also has issues, or air starts.

 

As far as I can tell, shot-down historical pilots do continue scoring from the grave, hospital, or POW camp, at least sometimes. Not sure what's up with that, but it doesn't actually affect gameplay at all. And I don't think seriously wounded AI pilots ever come back, although a seriously wounded player will. That actually makes sense, since in reality, pilots were often wounded too badly to keep flying, whereas in vanilla career, a wounded pilot (player or AI) is always back in action after just a few days.

Edited by Hotaru_Ito
PatrickAWlson
Posted
1 hour ago, Hotaru_Ito said:

 

On the screen you posted a screenshot of, you can click "Edit Waypoint Details" (fourth button down on the left). That will unlock the ability to edit the speeds and altitudes. I find the defaults are usually OK, but when they're not, you can set the speed to whatever seems reasonable.

 

Hope this helps!

 

 

 

I've noticed the issue with AI planes not liking runway starts anymore. Assuming nothing changed in PWCG, I suppose the devs reduced the size of the valid starting area on the runway for some bizarre reason, so now the lead aircraft are outside it and think they still have to taxi to the runway. I had a Pe-2 campaign where I was good if I started with 3 planes, but when I tried starting with 6, the first few all taxied around behind the last few, although they all made it into the air eventually. You can try cold starts, although that also has issues, or air starts.

 

As far as I can tell, shot-down historical pilots do continue scoring from the grave, hospital, or POW camp, at least sometimes. Not sure what's up with that, but it doesn't actually affect gameplay at all. And I don't think seriously wounded AI pilots ever come back, although a seriously wounded player will. That actually makes sense, since in reality, pilots were often wounded too badly to keep flying, whereas in vanilla career, a wounded pilot (player or AI) is always back in action after just a few days.

 

Flights of more than 4 are known to cause issues.  Not sure what I can do about it and (sorry if this is too blunt) I'm not willing to spend hours of my time figuring out how to appease the AI.  If there are ever documented rules I will change the code to follow them.

  • Thanks 1
Hotaru_Ito
Posted
18 minutes ago, PatrickAWlson said:

Flights of more than 4 are known to cause issues.  Not sure what I can do about it and (sorry if this is too blunt) I'm not willing to spend hours of my time figuring out how to appease the AI.  If there are ever documented rules I will change the code to follow them.

 

Not too blunt at all, I totally agree there's no point in you trying to chase down all the intractable vanilla AI issues. There are workarounds for them and PWCG is still a great improvement to the game.

 

After flying a few vanilla fighter-bomber careers, I especially appreciate that with PWCG I can set enemy flights to zero and AAA/ground density to high for jabo missions and just assume the fighter sweeps are doing their job. Good for times when my side should have air superiority, like Germany in Moscow or Allies in Bodenplatte, and I really want AAA to be the main threat.

  • Like 1
greybeard_52
Posted
5 hours ago, Hotaru_Ito said:

you can click "Edit Waypoint Details"

Thank you! But, of course, I already knew that solution! Unfortunately, in reality, it is not that easy, because, in addition to the boredom of having to change a series of values every time, it happens to me that, every time I have done it, the mission ends without ever meeting the enemy!

 

I cannot understand the meaning of this fixed number (230 km / h) that runs through the entire history of aviation (from the first to the second world war). Was it whispered to Pat by the Wright brothers? I saw that Pat had initially given me an answer, but then deleted it ... Maybe the brothers didn't give him permission to divulge this secret?Whispering GIFs | Tenor

Hotaru_Ito
Posted
26 minutes ago, greybeard_52 said:

Thank you! But, of course, I already knew that solution! Unfortunately, in reality, it is not that easy, because, in addition to the boredom of having to change a series of values every time, it happens to me that, every time I have done it, the mission ends without ever meeting the enemy!

 

 

Maybe try not changing it too much, like up to 300 rather than 400, or down to 180 rather than 120. I suspect what happens is, that number is what PWCG uses to calculate when you'll arrive at a certain point on your route and therefore which enemy flights it should keep because you are likely to encounter them. So if you fly much too fast, you'll arrive too early to meet them, and if you fly too slow, you'll be too late. If I'm leading the flight, I definitely get more enemy contact when I stick close to the assigned speed. Fortunately, the low speed issue only seems to happen on intercept missions for me, regular line patrols, jabo missions, etc. do indeed use the airplane's normal cruising speed.

Posted

AA density has absolutely 0 effect on the mission. Ground density on high and there's 1 AA gun every 200m around a city, it's just way too much. Flying il-2 missions is impossible without getting slaughtered instantly. 4 il-2s are being sent against a city defended by at least 30 AA guns just doesen't reflect any historical sense at all, for that type of mission that would be MANY planes invovled and not 4. Ground density to anything but high makes the game world feel boring and empty so please stop tying AA density to ground density setting. What's the point of having AA density setting if it has 0 effect on the mission. 

Contrary to your claim i can assure you that the AA guns are not set to novice difficulty, they're aiming far far better than that. Easily hitting 1000m+ shots at 400kph + heavy maneuvering.

Stonehouse
Posted (edited)

Stock AAA is very unforgiving. I believe Pat was referring to the skill setting of AAA guns in the mission editor ie novice skill. PWCG sets the AAA skill to novice. There are 4 skill settings for AI: novice, normal, high and ace. I don't believe that it is PWCG that is the root cause of your issue.

 

A suggestion if I may - use the Blind Gunner mod found on this post (my May 13 2022 one) - this is for AAA gunners:

 

and then also probably more importantly the mod here:

 

These hopefully should improve your experience although AAA will still not forgive you if you fly predictably or ignore the first ranging shots but it tends to damage your aircraft rather than blow you out of the sky in one shot. Unfortunately the AI pilots do not try to avoid flak but at least with these mods they mostly get hit and RTB instead of getting shot down. 

Edited by Stonehouse
  • Thanks 2
PatrickAWlson
Posted
2 hours ago, dureyo said:

Contrary to your claim i can assure you that the AA guns are not set to novice difficulty, they're aiming far far better than that. Easily hitting 1000m+ shots at 400kph + heavy maneuvering.

 

I find that being less sure of things until I actually verify is a good habit.  You might want to try it. 

 

    Vehicle
    {
      Name = "DShK AA MG";
      Index = 7138;
      LinkTrId = 7139;
      XPos = 243755.410;
      YPos = 0.000;
      ZPos = 113317.710;
      XOri = 0.00;
      YOri = 169.36;
      ZOri = 0.00;
      Script = "LuaScripts\WorldObjects\vehicles\dshk-aa.txt";
      Model = "graphics\artillery\dshk-aa\dshk-aa.mgm";
      Desc = "";
      Country = 101;
      NumberInFormation = 1;
      Vulnerable = 1;
      Engageable = 0;
      LimitAmmo = 1;
      AILevel = 1;
      DamageReport = 50;
      DamageThreshold = 1;
      DeleteAfterDeath = 0;
      CoopStart = 0;
      Spotter = -1;
      BeaconChannel = 0;
      Callsign = 0;
      PayloadId = 0;
      WMMask = 1;
      Fuel = 1;
      Callnum = 0;
      Skin = "";
      RepairFriendlies = 0;
      RehealFriendlies = 0;
      RearmFriendlies = 0;
      RefuelFriendlies = 0;
      RepairTime = 0;
      RehealTime = 0;
      RearmTime = 0;
      RefuelTime = 0;
      MaintenanceRadius = 10;
      TCode = "";
      TCodeColor = "";
    }
    
 

  • Like 1
No105_Swoose
Posted (edited)
11 hours ago, dureyo said:

AA density has absolutely 0 effect on the mission. Ground density on high and there's 1 AA gun every 200m around a city, it's just way too much. Flying il-2 missions is impossible without getting slaughtered instantly. 4 il-2s are being sent against a city defended by at least 30 AA guns just doesen't reflect any historical sense at all, for that type of mission that would be MANY planes invovled and not 4.

"Your mileage may vary." I've been flying a few RAF, RCAF, and USAAF fighter bomber careers on the Rheinland/Bodenplatte map recently with AAA settings set on High and the Advanced Configuration settings for encountering Luftwaffe aircraft set low.  Sometimes I'll see a dense concentration of AAA around a city, often Rotterdam or Gernichem.  Other times, especially on missions to destroy trains in smaller cities, I'll only see a few AA guns, often no more than four, defending the target.  I think the accuracy is OK using the AAA Mod.  I try to stay out of range as best I can or maneuver to make myself a harder target.  If my formation flies level and stupid over a battery - say 4 guns protecting bridges - I can plan on me or one of the AI being hit.  Flying straight at a Flak 38 or 43 to try to knock it out will also quickly be hazardous to your health.  I stopped playing stock career mode in IL-2: Great Battles a long time ago.  Even with occasional glitches or hiccups PWCG provides a much more satisfying, immersive experience for someone who flies solely Single Player like me.

Edited by No105_Swoose
added using the AAA mod
  • Upvote 1
Posted (edited)
6 hours ago, PatrickAWlson said:

 

I find that being less sure of things until I actually verify is a good habit.  You might want to try it. 

 

    Vehicle
    {
      Name = "DShK AA MG";
      Index = 7138;
      LinkTrId = 7139;
      XPos = 243755.410;
      YPos = 0.000;
      ZPos = 113317.710;
      XOri = 0.00;
      YOri = 169.36;
      ZOri = 0.00;
      Script = "LuaScripts\WorldObjects\vehicles\dshk-aa.txt";
      Model = "graphics\artillery\dshk-aa\dshk-aa.mgm";
      Desc = "";
      Country = 101;
      NumberInFormation = 1;
      Vulnerable = 1;
      Engageable = 0;
      LimitAmmo = 1;
      AILevel = 1;
      DamageReport = 50;
      DamageThreshold = 1;
      DeleteAfterDeath = 0;
      CoopStart = 0;
      Spotter = -1;
      BeaconChannel = 0;
      Callsign = 0;
      PayloadId = 0;
      WMMask = 1;
      Fuel = 1;
      Callnum = 0;
      Skin = "";
      RepairFriendlies = 0;
      RehealFriendlies = 0;
      RearmFriendlies = 0;
      RefuelFriendlies = 0;
      RepairTime = 0;
      RehealTime = 0;
      RearmTime = 0;
      RefuelTime = 0;
      MaintenanceRadius = 10;
      TCode = "";
      TCodeColor = "";
    }
    
 

And as you write this i've been oneshot by a big calibre and so was my wingman in an il-2 while approaching an airfield in a 500kp/h dive. Are you sure that novice is  AI level 1 and not 0? 

Again, go fly a mission at high ground density to a dense target and see how close the heavy calibre guns (40mm+) are getting to hit constantly. When i setup a mission and put them to low they aim all over the place and not compareable to what i see in PWCG. There must be something inside PWCG that influences the strength of spawn triggered AA guns. 

The small calibred guns behave exactly like the ones on finnish virtual server and they claim the set them to normal. 

 

image.thumb.png.369667a67f218c2a9111bff532ccc9aa.png

Definitely not novice AA behaviour. 100% not. I know what i'm seeing. 

Edited by dureyo
Stonehouse
Posted (edited)
1 hour ago, dureyo said:

And as you write this i've been oneshot by a big calibre and so was my wingman in an il-2 while approaching an airfield in a 500kp/h dive. Are you sure that novice is  AI level 1 and not 0? 

Again, go fly a mission at high ground density to a dense target and see how close the heavy calibre guns (40mm+) are getting to hit constantly. When i setup a mission and put them to low they aim all over the place and not compareable to what i see in PWCG. There must be something inside PWCG that influences the strength of spawn triggered AA guns. 

The small calibred guns behave exactly like the ones on finnish virtual server and they claim the set them to normal. 

.............

Definitely not novice AA behaviour. 100% not. I know what i'm seeing. 

 

One of the big things the AAA mod addresses is the initial bracketing shot for large caliber AAA guns. In stock I felt that it was in most cases too accurate as nearly always the ranging shot got a kill. The behaviour you describe is exactly why I took the time to work up the AAA mod.

 

Also while I am happy to be corrected AI level 0 = human as far as I know and 1 is novice while 4 is ace. If you want a truly painful experience play a mission with stock AAA set on ace.

 

Pat is showing you a screen shot of part of a PWCG created mission that verifies that AI guns are level 1 (novice) and I trust him completely in this regard. If you want to report it as a possible bug that's different, as PWCG is software and software can always have a bug. However he has just confirmed that things are operating as he expects. PWCG just sets the skill level everything else is the game code so Pat cannot help you other than by removing AAA from the missions. This will make other players who want the AAA to be present to be unhappy.  

 

Please give the mods I've suggested a try, it only costs you just a little time and I think you will feel that the situation is improved by doing so. 

If you don't wish to use the mods that's fine but I think then your only alternative is to raise an issue with the IL2 GB dev team about the accuracy of AAA guns in the game because that is the root cause for your issue.

Edited by Stonehouse
  • Upvote 1
PatrickAWlson
Posted
2 hours ago, dureyo said:

And as you write this i've been oneshot by a big calibre and so was my wingman in an il-2 while approaching an airfield in a 500kp/h dive. Are you sure that novice is  AI level 1 and not 0? 

Again, go fly a mission at high ground density to a dense target and see how close the heavy calibre guns (40mm+) are getting to hit constantly. When i setup a mission and put them to low they aim all over the place and not compareable to what i see in PWCG. There must be something inside PWCG that influences the strength of spawn triggered AA guns. 

The small calibred guns behave exactly like the ones on finnish virtual server and they claim the set them to normal. 

 

image.thumb.png.369667a67f218c2a9111bff532ccc9aa.png

Definitely not novice AA behaviour. 100% not. I know what i'm seeing. 

 

Level 0 is player. 

 

@Stonehouse already gave you the best answer we have available.  Use a mod.  I use it.  

Posted

I put this in another thread, but seeing some of the recent posts here I felt the need to post it here too based on the "demanding" tone of some of recent community posts:

 

There was an adage back in my USMC days that if you "do so much, with so little, for so long," you will eventually be perceived to be able to "do anything, forever, with nothing."  I hope our community isn't pushing to that point based on the limited background resources and time available to Pat, and others like @Stonehouse, who devote their time to make this a better/broader Sim for us.

 

So, I hope everyone will keep some perspective that Pat has literally spent years creating the best and deepest combat campaign/pilot/squadron add on simulation in the world for us for FREE using his own spare time.  We, and the Devs, are very fortunate to have his VOLUNTEER talent, perseverance, and historical interest here with us.  Please, let's try to keep it that way by posting constructively and respectfully here.

  • Like 1
  • Upvote 6
Posted (edited)

Still my question hasn't been answered. AA density settings seems to be completely irrelevant and AA density is directly tied to ground density. What is the point of that setting when it is clearly set by ground density and not AA density. 

 

Edit: And again i got sniped in a stuka from 3000m using the BlindAAA mod. Sorry but PWCG currently is unplayable because of this. Flak 72k (which isn't even designed for 2km+ defense) is way too broken. Something inside your software is bugged and changes AA skill setting. No discussion. If you don't believe go try it out. AA density on low (useless setting) and ground density on medium. 

If you are so sure how come i have none of these issues in stock campaign? Because it is a bug in PWCG. 

Edited by dureyo
Posted
4 hours ago, dureyo said:

Still my question hasn't been answered

 

Well, I guess that's the whole point of my post above yours, you shouldn't expect an "answer" to your question (even though Pat and Stonehouse both tried). 

 

The short of it is that you "feel" there is a bug in something you downloaded for free that is not present in the product you purchased.  You have thoroughly explained your rationale to the volunteer developer of his own program.  He may either agree or disagree with you based on his knowledge of his own code.  However, even if he agreed, his time is his own and he can decide if he wants to use the resources provided to him to explore it further or not.  Demanding "answers" simply smacks of undeserved entitlement, regardless of your level of frustration.

 

So, knowing you are unhappy with the response (or lack of response) what you can reasonably do is then completely in your own control:

 

-You can play the stock campaign you paid for where you state "i have none of these issues." (This seems like a really good solution for you since you feel PWCG is unplayable and there is nothing wrong with the stock campaign).

-You can turn down the ground density in PWCG since you feel this is the root of the issue.

-You can simply replay missions where you feel you were unfairly targeted by flak before recording them in PWCG.

-Like Stonehouse, you could dig into the code and the mission logic to find your own solutions and make your own mods.

 

Any of the above would be a much more constructive way of moving forward.  Continuing to pound your drum louder will only make everyone deaf.

 

 

  • Like 1
  • Thanks 1
  • Upvote 5
Posted (edited)
23 hours ago, dureyo said:

Edit: And again i got sniped in a stuka from 3000m using the BlindAAA mod. Sorry but PWCG currently is unplayable because of this. Flak 72k (which isn't even designed for 2km+ defense) is way too broken. Something inside your software is bugged and changes AA skill setting. No discussion. If you don't believe go try it out. AA density on low (useless setting) and ground density on medium. 
 

 

Just a few things.

 

Looking at the stock definition for a 72K the air engagement range is 2500m. See the snippet from the stock game files below and reference the parameter AttackDistanceTrgAir. The AI however can begin to target you further out than that and opens fire once you get in range. I don't know if the algorithms are smart enough to fire in anticipation of you being within range by the time the shells arrive at your position or it waits until you cross the 2500m range line before opening fire.

 

I do not know what version of the BlindAAA mod you are using so I don't know if the weapon definition in the mod differs from the stock definition.

 

BlindAAA could be out of date with the latest game files as well. I know for certain that Reiper_420s latest version of Blind Gunners and Vulnerable Gunners mods are outdated as I posted updated versions of these in Reiper_420's thread after waiting for Reiper_420 to update the mods for around a month after I posted they needed an update. I also need to retract my earlier recommendation of Blind Gunners to you in my prior post as it is not relevant to AAA, I was tired at the time I posted and made an error. The recommendation for the AAA mod is still good though.

 

My own AAA Mod is more extensive than BlindAAA and does make adjustments to engagement ranges for some weapons where my historical references indicated that the game value was different. In some cases (Some German 88s) the range increased slightly and others it decreased. The 72K definition is not one which is altered by the AAA mod. The number of weapons altered was very small relative to the total volume of weapons and if I had any doubt as to the validity of my references I left things as stock. The 72K was one of these as I saw engagement distances for aerial targets ranging from 2000m to 3000m depending on what type of ammunition was used so I left the 72K with the stock definition and a range of 2500m against aircraft.

 

However the main change implemented by the AAA mod was to alter the skill level based aiming errors and shot dispersions and the rate at which the bracketing shots zero in on a target and also the range at which the AI begins to work out a ballistic solution to hit you and the speed which they react. 

 

In any event - should you be unhappy with BlindAAA and the AAA mod there is enough info in Reiper_420s thread and my thread for you to devise your own version of these mods that suits your desired gaming experience. If you wish to check what I've told you is correct you'll need to find the ungtp tool using a search for ungtp over the forum and then use this tool to unpack the scripts.gtp file to get at the weapon definitions.

 

Nothing PWCG does will change the engagement range for any AAA weapon. Pat simply sets the skill to level 1 as he has already shown you and leaves the rest to the game code or mods the player uses. Engagement range is part of the weapon definition and accuracy beyond the natural accuracy of the particular weapon in question is part of the skill of the gunner. If you stop to think about this I hope you see that this is completely logical and so changing skill does not alter how far out a weapon can reach only how accurate the result of shooting is.

 

You can also easily verify what Pat is telling you - simply open a mission built by PWCG in the editor and check that the skill level on AAA guns are set to 1 or if that is too hard locate the .mission file for a PWCG mission and open it in a text editor and search for the gun of interest eg 72K and then scroll down until you find the AI skill level that has been set for it. If you don't find it set to one then ok you may have found a bug in PWCG and if you report it probably Pat will look at it. If you do find it set to 1 then possibly you should consider apologising to Pat for the way you have approached things. 

 

eg: from one of my Eastern Front missions:

image.png.6489b52a989b6b917637469b9f818b95.png

 

Like I said in my previous post if nothing that has been said so far meets your requirements you need raise a bug report for the dev team that the AAA is too accurate or tweak one of the available AAA mods so you get what you want.  

 

 

image.png.7d6abb7a967bcb410e7461318c1aae9d.png

Edited by Stonehouse
  • Thanks 1
  • Upvote 4
[VCB]Telf_UK
Posted (edited)

Hi  @PatrickAWlson,
 

I have tinkered with PWCG in SP on and off over the last year and really love the functionality it gives, so thank you from myself and the community I fly with for enabling us to have this style of campaign. The missions are excellent and variety is very interesting for all types of squadrons.

 

I usually have between 6 and 8 players on my Co-Op campaign, and last night I ran into a couple of issues with the After Action Reporting. When trying to submit the report with claims I was being given the error messages. I could not suss it out and unfortunately had to scrub the mission. I did attempt to restart PWCG and try a few times to submit the AAR again but nothing appeared to get past that error message.

 

Might be worth noting that I have a few co-op players across 2 different squadrons on the axis side, but I assumed that was ok due to the documentation/setup I have read into so far. The reference Pilot I always use is myself.

 

If you are able and have time, could you please investigate my error reporting file (attached).

 

I am expecting this is something I am doing wrong in the setup/configuration of the campaign, therefore anything I can change to stop the risk of errors after the mission on the reporting/submit claim part, I would massively appreciate it.

 

Thanks in advance

Operation Brotbeutel Part II20220611210607.zip

Edited by [VCB]Telf_UK
edited for correct mention
Posted (edited)

New one which I haven't seen so far and just wondered if anyone else is seeing the same thing.

 

In squadron losses I'm seeing the incorrect plane type listed eg. Flew a 352nd FG mission in a mixed P51B/P51D formation and lost one P51B to a collision with a friendly P51D from the 362nd FG. On debrief the lost aircraft was listed as a Typhoon and ditto in the squadron log. This campaign has continued through quite a few PWCG updates so I wondered if I have a stuffed install with the last update I applied rather than a bug.

 

Anyone else seeing this happening? 

 

Thanks

 

<edit> reviewed the flight in tacview - according to that the P51D from the 362nd fired over the shoulder of my squadrons P51B and managed to shoot down a friendly. Not sure if friendly fire is being taken as a collision? Unfortunately there is a gap between the acmi where the P51D committed friendly fire and the next and somewhere in the gap it is not around so presumably has been destroyed. However at the end of the friendly fire acmi the guilty P51D was still fine. 

Edited by Stonehouse
No105_Swoose
Posted

Salute!  Don't know if it's the game code or PWCG, but am having a recurring problem with ground attack missions, both normal and free hunts/raids.  Specifically something, maybe a "trigger", is causing the flight to deviate early on from its assigned mission and attack an enemy target, such as a bridge or antiaircraft gun, shortly after takeoff and before rendezvous with escort.  This messes up the rest of the mission.  The flight has dropped its ordnance.  The flight fails to rendezvous with its escort and instead proceeds toward the target egress vice the target approach waypoint.  Once reaching the target egress waypoint, the egress waypoint appears and the flight flies towards it unless there are enemy aircraft nearby in which case the flight will attack them.  I don't get a red target icon and the flight fails to attack the primary, assigned target.   I tried zipping the PWCG error file but I can't seem to get it smaller than 5MB and there really was no error per se.  Hope you can take a look at this if you get a chance.  I've managed to figure out artificial "work-arounds" to have a successful mission but it would be better if the flight attacked its assigned target.  Maybe I'm doing something wrong and need to change a config setting?   If so, let me know.  Thanks for any help.  Swoose

Wild Blue Yonder 1944-09-26.MissionData.zip

PatrickAWlson
Posted
14 minutes ago, No105_Swoose said:

Salute!  Don't know if it's the game code or PWCG, but am having a recurring problem with ground attack missions, both normal and free hunts/raids.  Specifically something, maybe a "trigger", is causing the flight to deviate early on from its assigned mission and attack an enemy target, such as a bridge or antiaircraft gun, shortly after takeoff and before rendezvous with escort.  This messes up the rest of the mission.  The flight has dropped its ordnance.  The flight fails to rendezvous with its escort and instead proceeds toward the target egress vice the target approach waypoint.  Once reaching the target egress waypoint, the egress waypoint appears and the flight flies towards it unless there are enemy aircraft nearby in which case the flight will attack them.  I don't get a red target icon and the flight fails to attack the primary, assigned target.   I tried zipping the PWCG error file but I can't seem to get it smaller than 5MB and there really was no error per se.  Hope you can take a look at this if you get a chance.  I've managed to figure out artificial "work-arounds" to have a successful mission but it would be better if the flight attacked its assigned target.  Maybe I'm doing something wrong and need to change a config setting?   If so, let me know.  Thanks for any help.  Swoose

Wild Blue Yonder 1944-09-26.MissionData.zip 478.46 kB · 0 downloads

 

Mostly AI but also PWCG.  The AI is drawn to bridges and AA like moths to a flame.  Or maybe more like a bull to a red flag.  They become enraged and attack immediately.  

 

Now I did put some mitigation in place by declaring AI to be not engageable and eliminating entities for bridges, although I still have entities for bridges when the bridges are player targets.  That should have been enough to dissuade the AI.

 

The PWCG error file won't help because, as far as PWCG is concerned, no errors occurred.  The mission file might tell me something.

BBAS_Tiki_Joe
Posted (edited)

Hi All! This is more of a question and an issue probably caused by my own lack of knowledge of the proper setup for CoOp but maybe someone could point me in the right direction. I've previously run a CoOp campaign for my squad about 18 months ago on the Stalingrad map and had a great time, everything ran very smoothly. At that time we had about 6 people flying. We decided to do another run at it this week and I set up a Bodenplatte P51 campaign using these settings (Air density Medium, Ground Density Medium, AA Density Medium, CPU allowance Medium, Structure Medium.) I'm aware that Bodenplatte is more of a graphically intense map so I turned down Air Density, and Ground density to that medium from high that we used in our previous campaign.

 

Last night we had 8 people. I have a beast of a PC, almost GB internet and have never had any issues hosting EMG missions, or other PWCG earlier war coop missions. Last nights missions started off okayish. A little lag, and lower frame rates than normal but it was doable until we got close to the front line. Everything went haywire, some of us where just floating in air in place while speed indicated 350miles an hour, while others appeared to be going over a 1,000 miles an hour. Extreme lag like I'd never seen before. I checked my internet connection and everything looked normal, ping was low on my end and speed was great. What I did notice is when we passed next to a few airfields the AA was insane. It looked like there where over a 100 AA units if not more lobbing flak and machine gun fire into the air. My guess is maybe this had something to do with the performance. Eventually after about 30 mins of playing it became unplayable but we persevered. Lol. Two things we saw here, during the bombing of the train station, no train was there but the buildings were, We each had dead on hits at the target. I personally counted 6 buildings destroyed. I watched my crew destroy many more 10+. I checked the stats page and it credited us with only 2 buildings destroyed. On the way home is when the lag got extremely bad, for fun we decided to try and take out as much of the flak as we could over a number of airfields maybe hoping we could kill enough to get the game to get out of slow mode from the insane amount of lag. We swooped in and spent 30 mins just hammering these airfields, trucks and AA along with parked planes. I counted 6 planes, 9 AA units and watched my friends get about the same. This didn't help with the lag, and we all crashed in hilarious fashion trying to land our planes, some trying to land at what felt like mach 10, others just hovering in space or disappearing below the map. As big of a disaster the mission was, we all got a great laugh out the whole situation. Anyways, enough being long winded and on to my questions:

 

1. People that have run Large coop 8-10 people with PWCG what is the best settings for good performance? I know this is heavily dependent on equipment so here is my specs: ntel(R) Core(TM) i9-10900KF CPU @ overclocked to 5Ghz, 32GB DDR4, 3080TI. My guess is to turn down the AA density to low from medium next time, and maybe the Aircraft numbers to low(I'm scared to do this and not have enough action for 8+ people.)

 

2. Maybe the mission I made was bugged, or it had something to do with the lag but when we finished the mission the number of ground kills we all racked up was a maybe 1/5th of what we actually hit. I've been playing PWCG in SP and 1 or 2 people coop for years on all maps and have never had never seen this issue to that extent.

 

Any advice to get this awesome unique experience pat has created for us up and running smoothly would be much appreciated. Best regards! I added the mission Error log, I don't know if thats the right one. Let me know if I need to add anything else.

PWCGErrorLog.txt

Edited by BBAS_Tiki_Joe
Added Mission Error log
Posted (edited)

Just downloaded 13.10

 

Can't get it to generate a combat report. Each time I select "Combat Report" button the program freezes. Unable to exit the screen or exit the program (have to go through Task Manager).

 

Tried on different pilots

Restarted program

Restarted computer

Reinstalled PWCG

Uninstalled and reinstalled PWCG

 

No luck on any of the above.

 

Attached the error log, but the error zip file was >10Mb

PWCGErrorLog.txt

Edited by YouBet
Let program run in background. After > 10 minutes the program advanced to the next screen. Should it take more than 10 minutes? Update: It appears to be working normally, now. Must've been my setup.
disgruntlednun
Posted

I have found an issue that, on any PWCG mission that I load up 1944 as the USAAF, the flight leader takes off and immediately says "Enemies fighters spotted at X'oclock" There are no fighters anywhere close and all that the friendly AI does is slowly circle the airfield.

 

Has anyone reported anything like this before?

 

So far I have re-installed PWCG, re-installed IL2. It still persists.

 

The issue didn't appear until I updated to the latest PWCG

curiouslysophie
Posted

I just started a Mosquito Campaign in Sept 44 and when generating missions the only payload options I can choose from are Standard, or 2 x 250lb bombs. Is this normal? The rockets seem to be fitted on some missions, but I can't choose them.

PatrickAWlson
Posted
13 hours ago, disgruntlednun said:

I have found an issue that, on any PWCG mission that I load up 1944 as the USAAF, the flight leader takes off and immediately says "Enemies fighters spotted at X'oclock" There are no fighters anywhere close and all that the friendly AI does is slowly circle the airfield.

 

Has anyone reported anything like this before?

 

So far I have re-installed PWCG, re-installed IL2. It still persists.

 

The issue didn't appear until I updated to the latest PWCG

 

Fixed in 10.13.1

DocMcJansen
Posted (edited)

Hi there...

 

Just tried to start my first PWCG Campaign, but even doing all the steps (Player Name, Campaign Map, Start Date, etc.) the "Create Campaign" button stays greyed out and I when I click it nothing happens, no matter what I do. Any idea?

 

Edit: Obviously you are not allowed to use german Umlaute (Umlauts) like "ö,ä,ü" in your pilot's name. Without those it works.

Edited by DocMcJansen
Found the Problem
  • 3 weeks later...
Posted (edited)

FC version (13.10.1) pilot admin is still broken.    On the 'Administer Coop' page the "Show coop participant information" will only show 9 participants.   "Remove coop participant does show all"


Also I am still unable to add more than 9 pilots to a campaign.   The most recent attempt to add a 10th pilot resulted in an error with instructions to post the attached log.

PWCGErrorLog.txt

 

Update:   The 10th pilot does appear to have been added despite the generated error.   New pilots are created without squadron assignment even if squad is assigned during pilot generation.   Pilot squad assignment must be done in the pilot administration page after the pilot has been created.

Edited by JG1_Jaus
Posted

Mission report issue. I tried to enable, but when I fly a mission (which are great, by the way), there is no record of it. When I click on Combat Report, the page freezes & I have to use Task Manager to close. Please let me know what I need to do to fix it.

 

image.thumb.jpeg.8b1fa1f1804cf00f81b0e14fe20075bb.jpegimage.thumb.jpeg.30eea68c4791d953ee1cbc68c9e5030d.jpegimage.jpeg.0360614926dad4019c7cdc3bf5103556.jpeg

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