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Best Configs for an "Authentic" Campaign?


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I recently installed the latest version of PWCG after having not played it since version 9.x or so. I've used the stock career mode for a while, and there are things I like about it, but I looked at all the new features that have been added and have decided to give PWCG another shot.

 

As the thread title implies, I took a look at all the config settings the new version has to offer and I was wondering what were the recommended values were for the most "authentic" (insofar as that can be achieved in a game) campaign experience. I.e. What density settings should be used, the number of Allied/Axis flights in the air at one time, proper flight sizes, mission types, altitudes, etc.

 

I'm curious to see what other PWCG users have it set to and what you all recommend.

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Flight sizes and mission altitudes should already be pretty much correct.  Number of flights is such that Axis forces are more prevalent in the air than they would be historically.  Reduce Axis flights or increase Allied for more historical accuracy. Either way works.  That's really all I can think of.

 

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I've been studying this recently too, but I came to the conclusion that using Patrick's default settings are a good balance between mission types, flight conditions, and fun.

 

I've been reading the historic accounts of the Spitfire 126 Wing in Belgium and I think pure historic campaigns would make for tedious gameplay.  Others on the forum have come to similar conclusions.

 

I believe most tweaks that could make missions more historically accurate require adjusting parameters you don't have control over.  For example, RAF Spitfire IXs would do armed recce with a 4-6 plane flight and a single 500lb bomb, no escorts.  They would dive-bomb their target from 6000'-8000'.  During the mission they always prioritize attacking enemy planes first, ground targets second.  AFAIK you can't make ground-attack missions or the AI stick to that format.

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Thank you both for your input. I've given it a try and it's been pretty good for me so far! Would the default settings also apply for Eastern Front campaigns? Also, are said config numbers affected by the object density settings? And as a third, somewhat unrelated question, how do I enable/disable certain skins for aircraft?

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3 hours ago, Garafrax said:

AFAIK you can't make ground-attack missions or the AI stick to that format.

Nope, low waypoint priority would do the job. The would attack every enemy aircraft they encounter.

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On 2/4/2021 at 6:33 PM, Yogiflight said:

Nope, low waypoint priority would do the job. The would attack every enemy aircraft they encounter.

 

I just flew a PWCG LOW_ALT_CAP patrol mission and it was set up exactly this way.  Flight of 4, orders are to attack planes and ground targets of opportunity.

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8 hours ago, Garafrax said:

 

I just flew a PWCG LOW_ALT_CAP patrol mission and it was set up exactly this way.  Flight of 4, orders are to attack planes and ground targets of opportunity.

What unfortunately is an issue of the game's AI is, as soon as the AI is in ground attack mode, so it reached the waypoint, which triggers the ground attack, they usually, like in landing mode, ignore enemy fighters and just attack the ground target. This leads to enemy fighters attacking usually the player, because he usually will attack alone, while the AI is staying together, therefore the player is the easiest target for the enemy. Sometimes it is an AI squadmate, who gets attacked, but the remainig AI squadmates will in both casaes go on attacking the ground target, instead of joining the dogfight, to help the attacked friendly aircraft.

So what I posted above, only works while you are cruising from waypoint to waypoint.

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It would take a complex mission structure to accomplish what is being asked.  There would have to be a "attack area" command to get the planes to attack ground targets.  Simultaneous with triggering the attack area command there would also have to be a check zone attached to a cancel such that if enemy aircraft triggered the check zone then the attack area is canceled, the next waypoint (low priority) is triggered, and the AI (hopefully) abandons the ground attack and returns to air to air mode.  Totally untested but it makes sense that it could/should work that way.  

 

In it's current state the low alt cap does not have an attack area associated with it, so the AI will not attack ground targets on its own initiative.

 

What I have not tested is how the AI responds to the various voice commands.  That would require that the player is flight leader as voice commands are not obeyed unless that is the case. If the player is the flight leader then using commands should cause the AI to attack ground targets. Obviously it is supposed to.  The player could then revert to air to air with another command.  Further, there is nothing from stopping a PWCG player from arming their flight with ordnance for low alt caps, so PWCG players could do this today.

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1 hour ago, PatrickAWlson said:

It would take a complex mission structure to accomplish what is being asked.  There would have to be a "attack area" command to get the planes to attack ground targets.  Simultaneous with triggering the attack area command there would also have to be a check zone attached to a cancel such that if enemy aircraft triggered the check zone then the attack area is canceled, the next waypoint (low priority) is triggered, and the AI (hopefully) abandons the ground attack and returns to air to air mode.  Totally untested but it makes sense that it could/should work that way.  

Just to be sure, that I don't misunderstand you. You are talking about what you could do in PWCG, is this correct? Because my point was meant generally. It also works that way in the game's career mode missions. In my eyes it is an AI issue more than a mission creator issue. When a friendly aircraft gets attacked, this must be  higher priority for fighter bombers than stafing tanks again and again.

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1 minute ago, Yogiflight said:

Just to be sure, that I don't misunderstand you. You are talking about what you could do in PWCG, is this correct? Because my point was meant generally. It also works that way in the game's career mode missions. In my eyes it is an AI issue more than a mission creator issue. When a friendly aircraft gets attacked, this must be  higher priority for fighter bombers than stafing tanks again and again.

 

More generally it is what any mission maker could do.  PWCG, career mode, any mission.  And the idea is just that: if enemy aircraft show up on the scene tell the AI to abandon the ground attack and and return to normal AI fighter mode. 

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