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Not sure if it will help you or not but there are short descriptions of each option that appear if you hover your mouse cursor over the option in question. I believe the structures option controls the area where destructible structures are placed. Low is just within the mission box you define in the advanced config under mission limits. These are mainly for bomber campaigns as I recall as they count towards things destroyed. It may also control static object numbers too - can't recall for sure.

 

There is not a manual as such but there were some videos done covering the basics about a year ago Pat Wilson - YouTube.

 

If you have specific questions I am sure Patrick (author of PWCG) or someone else will try to help you. 

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Pretty much what @No457_Stonehouse said.  I cannot put every structure available into a mission, so I have to have limits.  Low/Medium/High lets the player decide how much to add.  I would recommend medium to start.  On low things will be noticeably missing.  If your system is having difficulties (long load times, low frame rates, etc.) you can go down from there.

 

In general "medium" is meant to be the right answer, but there is a reason why these configs are tied to a campaign and not every campaign in PWCG.  Depending on the kind of campaign you are running you might want to emphasize one thing over the other.

 

For instance, if I was doing a ground attack campaign and probably a bomber campaign as well, I would set air activity to low and ground to high.  I would keep CPU allowance at medium and would tend to leave structure at medium.  I would do this more because I don't want to be bothered so much with pesky fighters than for performance reasons.

 

For fighter campaigns I use medium across the board.

 

With that said, do not raise or lower things without trying medium first.  See how it goes and then adjust.

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Posted (edited)
7 hours ago, No457_Stonehouse said:

there are short descriptions of each option that appear if you hover your mouse cursor

Yes, thanks, got them. Unfortunately they are not present everywhere.

 

1 hour ago, PatrickAWlson said:

I cannot put every structure available into a mission, so I have to have limits.

Thanks Pat for all explanations. I would like to know what "CPU allowance" exactly means.

 

P.S: I would like to know as well what is the "Skin Analysis".

Edited by greybeard_52
clarification - P.S.
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8 hours ago, greybeard_52 said:

Yes, thanks, got them. Unfortunately they are not present everywhere.

 

Thanks Pat for all explanations. I would like to know what "CPU allowance" exactly means.

 

P.S: I would like to know as well what is the "Skin Analysis".

 

There are certain things in the game that consume lots of CPU.  Bombers are apparently #1.  Airplanes in general are #2.  CPU allowance limits the number of bomber flights and also limits whether or not to apply escorts.  Lower value means you see fewer bombers and more unescorted flights, but hopefully your mission does not turn into a slide show.

 

Skin Analysis allows the player to find missing skins.  A missing skin is one that PWCG has configured but is not available to the game.

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Thanks Pat for the explanations: the CPU allowance is now clear to me.

But I'm sorry to bother you again with regards to skins (this is the "flaw" of interesting things: they cause curiosity, and curiosity causes questions). I don't understand the meaning of the phrase "A missing skin is one that PWCG has configured but is not available to the game": what does "configured" mean and why is it not "available"?

In this regard I have a problem where perhaps you can help me: I have always hated planes with identical identification numbers, which for me have been doing so much "Clone War", since the days of European Air War. Now I am playing a campaign with your PWCG and I really like it; my plane is a LaGG-3. Unfortunately all the others in my squadron wear a livery with the number 17 (which is part of the original game) and I have not found a way to get them back to the default skin. I've tried everything in PWCG's skin menu, but I can only change mine.

Is there an easy way to go back to default for everyone?

Thank you

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17 minutes ago, greybeard_52 said:

Thanks Pat for the explanations: the CPU allowance is now clear to me.

But I'm sorry to bother you again with regards to skins (this is the "flaw" of interesting things: they cause curiosity, and curiosity causes questions). I don't understand the meaning of the phrase "A missing skin is one that PWCG has configured but is not available to the game": what does "configured" mean and why is it not "available"?

In this regard I have a problem where perhaps you can help me: I have always hated planes with identical identification numbers, which for me have been doing so much "Clone War", since the days of European Air War. Now I am playing a campaign with your PWCG and I really like it; my plane is a LaGG-3. Unfortunately all the others in my squadron wear a livery with the number 17 (which is part of the original game) and I have not found a way to get them back to the default skin. I've tried everything in PWCG's skin menu, but I can only change mine.

Is there an easy way to go back to default for everyone?

Thank you

 

If you want a squadron to use the default skins, you have to edit the squadron files. There is a line which defines the skin. If you just replace it with XXX, the game will pick the default skin because it does not find a skin named XXX:

 

  },
  "skins": [
    {
      "skinName": "I_JG1",
      "planeType": "fw190a3",
      "archTypes": [],
      "startDate": "19411101",
      "endDate": "19450601",
      "squadId": 20111001,
      "country": "Germany",
      "category": "Squadron",
      "definedInGame": false,
      "winter": false
    },

 

to

 

  },
  "skins": [
    {
      "skinName": "XXX",
      "planeType": "fw190a3",
      "archTypes": [],
      "startDate": "19411101",
      "endDate": "19450601",
      "squadId": 20111001,
      "country": "Germany",
      "category": "Squadron",
      "definedInGame": false,
      "winter": false
    },

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