TG-55Panthercules Posted April 26, 2023 Posted April 26, 2023 (edited) I'll use this thread to bring over some of the posts from the thread of this name over on the RoF forums. That thread ran to 37 pages,so I won't be bringing it all over here (the process is way too kludgy/cumbersome, plus I figure much of the info from the middle portions is probably out of date and not too useful at this point), but I will bring over some of the posts from the beginning and the end, and that will provide a place for posts to continue here to the extent that people (and Pat) want it to. Hi all, I just downloaded PWCG (Rofcampaign.zip) and I managed to install it and use it, I set up everything (generate a mission…) and when I go to Rof, to the mission menu, I find the code name for my mission (like JohnSmith19161001) but when I select it, I can't actually fly it, the start mission tick box is darkened… Anyone with the same problem? Ben24, on 23 Jun 2010 - 13:25, said: Ok, don't what I did but now for some reason it works, but when mission is finished, it doesn't seem to have scored it, my status is still 0 flown mission, 0 victory… gavagai, on 23 Jun 2010 - 13:28, said: You need to open up the campaign generator and enter a combat report. Ben24, on 23 Jun 2010 - 14:22, said: Thanks, I thought it was automatic… gavagai, on 23 Jun 2010 - 15:09, said: No kidding. It certainly would be nice if it were. This is what we have to do until RoF has a viable single player campaign mode. Ben24, on 24 Jun 2010 - 09:50, said: Hi fellow pilots, I enjoy using PWCG however does anyone knows how to reduce the distance to fly in the missions, it is desperately long and the max time compression is 8x, which make missions very boring waiting to reach combat zone. Also, I'd like to reduce a little bit the AI of enemies, I'm a poor WW1 chase pilot and I can't enjoy a dogfight if I lose all the time. I don't know if it's possible to do so in PWCG. ohrn, on 01 Jan 2011 - 10:55, said: Hi, I have the same problem as you Ben24, i cant open up and fly the missions teh gereator creates. Do you have any Idea of what you did to make it work? ohrn, on 01 Jan 2011 - 14:05, said: I've solved it. It has to do if you have the aircraft you are supposed to fly in your ROF game. For example: I can't choose a squadron flying the sopwith Camel 'cause i haven't got that aircraft in my ROF to begin with. HotTom, on 01 Jan 2011 - 14:24, said: You have to check the planes you own in the control panel and then remember to save that list. As to mission length, there are two things to adjust in the Configuration menu (again on the opening control panel.) Way down near the bottom you will see Max Offensive Mission Length. I set that to 30 (I think it's kilometers). Some people use even less. If you use Air Starts (change the 0 to a 1) you can adjust the "Distance to objective" at the very bottom of the list. I like doing ground starts so don't use it but it's there if you choose to use it. You can change the odds of running into enemy patrols (I haven't tinkered with that). But I try to play it realistically and if they have me outnumbered, I simply retreat without engaging them. Again, remember to save or accept your changes before you close the panel. My only real gripe with the PW camapign is the AI, which is a 777 problem, not something Pat did. Criquet has made a modified AI mode that helps considerably improve the AI. You can maybe find it here:https://forum.il2sturmovik.com/topic/83598-mods-for-rise-of-flight/ You have to fly with Mods On. Hope that helps. Happy New Year! HT Feldarzt, on 17 Feb 2011 - 09:31, said: Hi there, I wanted to test the campaign generator today but when I click on "generate mission" no mission is being generated. The data\mission\ folder remains empty. Also, the pop up looks like on the attachment. I didn't find a post dealing with this issue - so if there is any, plz let me know. thanx in advance Feldarzt, on 17 Feb 2011 - 09:48, said: Got it. Seems like the starting Date 1/1/16 is to early for the Tool and no missions were created. From March on, it works. mrlucky, on 19 Nov 2011 - 20:07, said: When I go to select a mission for AAR to process, after flying it, there are usually 2 or 3 selections to choose from in the drop down. I usually select the one that appears to have the latest time but I want to be sure I choose the right one. I usually have at least one kill each mission yet never get one credited from PWCG so I just want to make sure it's not from me choosing the wrong file. Also, how can I delete the old log files from previos missions. I've looked in the data folder and can't ascertain the relevant log files. thanks HotTom, on 19 Nov 2011 - 22:05, said: Choose the one on the bottom of the list. That's the one you just flew. If you have the AARs up to date for all your campaigns, you can delete all the old mission logs. Hope that helps. arjisme, on 19 Nov 2011 - 23:54, said: Also, Pat's CG will delete the one you select to get the AAR from. So that helps clean up the mission logs. You might be seeing extra ones if you flew a QMB, Fly Now, MP or other mission. Anytime you fly, you will generate the mission log files. You can manually delete them if you know they are not needed for a PWCG mission. elephant, on 25 Dec 2011 - 04:30, said: Yes, I guess after the update your startup.cfg was reset too, like mine… So, go to Rise of Flight\data open the startup.cfg with wordpad, find the section below and edit the bolded line as in the example. [KEY = system] debug_info = 0 gamelog = 1 keep_binary_log = 0mission_text_log = 1 modes = 0 show_net_skins = 1 skin_dir = "graphics\Skins\"/forum/public/style_emoticons/phpbb/icon_e_salute.gif arjisme, on 27 Dec 2011 - 12:20, said: That was a deliberate choice Pat made. He leaves it up to the player to determine if he is really dead and done. Some folks like to hit Refly; some play DiD. Rather than dictate that for you, he lets you decide. ZaPPPa, on 12 Jan 2012 - 20:34, said: Don't know if anyone has done this before, but I added a bunch of names to the files that the campaign generator uses to generate names for squadmates. I pulled this names from various places on the internet and did not vet them very closely for period-appropriateness. Most names are pulled from 'most common family names' sites. These files should help against having too many people in your squad with the same last name by increasing the number of names from about 30 per country to over 200 (and 1000 in case of britain because I hit the jackpot with a site with a perfectly formatted list to pull) To use, just unzip and replace the files in the <Rise of Flight folder>\RoFCampaign\Data\Names Patrick, if you're interested, feel free to use this names in any future versions. Edited May 2, 2023 by TG-55Panthercules
TG-55Panthercules Posted April 26, 2023 Author Posted April 26, 2023 (edited) Hi there, I have finally got PWCG working. I chose a Handley Page campaign and three of us set off on our first mission. We were intercepted and I shot down all four German fighters. I was forced to make an emergency landing. Next mission, the Squadron Leader is my bombardier so I am the lead plane with the streamer. No matter how many times I restart the mission or give orders such as 'Do as I do', the wingman refuses to start his engine and take off. What is more, despite the fact that I am the leader, autopilot simply circles around the wingman who won't move. We are on warmed-up engines too. What on earth is wrong anyone? RoclorD, on 06 Jul 2018 - 15:32, said: Hello Pat, hope you'll see this one of these days: I flown Russian campaign, was wounded (and after a long flight back on dying engine) managed to land on east side of the front (not far from friendly aerodrome), but for some reason PWCG told me that I've been made a POW and my campaign status is RIP... Any way to correct this (at least resurrect the pilot)? Here's the report: Rob1639, on 10 Jul 2018 - 12:57, said: Yes, I'm not at my computer for a while but it can be done. I can take a look later this week. tvrtko, on 10 Jul 2018 - 17:40, said: I started PWCG career from 1.III.1917 and choose No 19 Squadron RFC and they have SPAD 7.C1. Of course, since I have an option to choose I select real No 19 Squadron RFC skin for me but all my squad mates are in french colors. Is this common in PWCG or did I done something wrong ? Maybe some extra skins download ? Been away for while you know.... Dutch2, on 11 Jul 2018 - 02:14, said: You can select for all your squad mates a specific skin in both the 16.3 and in the 3.3. The selection of your squad mates skins, can be selected just like you already did for your own. Balzarog, on 12 Jul 2018 - 12:26, said: Good afternoon all, I have just recently started flying in RoF. I installed PWCG ver 3.3.2, and am working my way through it. I've flown some missions, and have experienced a map issue. When I start the PWGC generated mission in RoF, a large part of the mission map is covered with little airplane icons. I assume those are airfields or flights or something, but they coverup my waypoints and track lines between the waypoints to the extent that I can't see the waypoints or paths. I don't believe I have anything enabled in the PWGC that would cause it. I've deleted PWGC and reinstalled it, but to no avail. If a run a stock mission or career mission in RoF, I don't have the same issue. I don't use JSGME if that is an issue. I don't use it in RoF, BoS, or DCS either, so I don't really want to start now. Any suggestions? tvrtko, on 12 Jul 2018 - 18:07, said: Ok, thank you for your answer but you saying that I have to do it, every time ? Manually ? Can't the program recognize that we are in fact british army and change these totally out of place french. Gooseh, on 12 Jul 2018 - 21:04, said: You do it once, just assign the skins available to members of your squadron, they will stay with them until they get wounded/die/transfer or the skin changes, for instance when German planes change cross types in 1918. You can assign a single skin so your whole squad uses it. If you want to know that I can show you. S! Dutch2, on 13 Jul 2018 - 01:24, said: Are we talking about the map in PWCG or the ingame map from RoF itself? If we are talking about the ingame map, it is just a matter of a couple of time double clicking with the mouse on the map, untill you get the right format. Balzarog, on 13 Jul 2018 - 09:01, said: @Dutch2, thank you for your reply. The map to which I'm referring is the map that appears in the lower right-hand corner of the screen after I start the mission that was created by PWGC. It happens only with missions that are created by PWGC. If I start a mission in RoF that wasn't created by PWGC, such as a quick mission, mission, campaign, or career, the small map in the lower right-hand corner has only my airplane icon, the waypoints, and the flight paths between those waypoints. It doesn't have all the little "airplane in a box" icons that cover up the waypoints and flight paths. Dutch2, on 13 Jul 2018 - 10:32, said: As I did wrote down it is just a matter of a few mouse clicks on the map. I do not know the effects, if you push a couple of times the M-key, but you can allways give that also a try. Balzarog, on 13 Jul 2018 - 10:59, said: Thank you very much. I'll give it a try. bb5000, on 13 Jul 2018 - 11:15, said: The inflight map is very cluttered with text when launching a PWCG mission, but that’s because it’s zoomed out too much...is this your experience as well ? Just right click and zoom / pan the map to a desired level Balzarog, on 14 Jul 2018 - 13:17, said: Thank you @Dutch2. I used the right-click method you suggested, and was able to zoom down to AC acceptable level with most of the clutter gone. I wonder if anyone knows why the PWCG contains so much more clutter than the RoF map. Is there a setting or Luascript in the PWGC that determines how many locations show on the map. Is it possible that it's one of the settings in the "Advanced Configurations" page? Additionally, is there a guide or text file that details each selection in the PWGC and what it does? Thank you @bb5000. It worked, but it didn't reduce the clutter to a level relative to the flight paths that I would like. It looks like I need to do more study. Dibble_Munt, on 27 Jul 2018 - 19:21, said: I am having a problem with missions that are generated. The missions generate and play just fine until I have an error that says "Can't load object LuaScripts\WorldObjects\platoonde.txt" and unfortunately this crashes the game. This happened about 20 minutes into the mission. Dutch2, on 28 Jul 2018 - 03:29, said: Replace that by the platoonde.txt from the attach link, think yours is corrupt. platoonde.txt Dibble_Munt, on 28 Jul 2018 - 14:29, said: Is "WorldObjects" supposed to be located in "C:\Program Files (x86)\Steam\steamapps\common\Rise of Flight 2.0\data\LuaScripts"? I looked and it doesn't appear that there is a "WorldObjects" folder in there at all... EDIT: I verified the game using Steam for the second time and it re downloaded something. I will test it when I'm able to later today. I doesn't look like it put the "WorldObjects" folder in there though. Dibble_Munt, on 29 Jul 2018 - 18:06, said: Alright so the Steam verification didn't work so I'll use that file that you provided. However as I said before I don't actually know where this file is supposed to go. "C:\Program Files (x86)\Steam\steamapps\common\Rise of Flight 2.0\data\LuaScripts" does not have a "WorldObjects" folder in it. Am I looking in the wrong place? Thanks in advance for the help! Dutch2, on 29 Jul 2018 - 19:42, said: I’m not at home so I can not check, but check this: https://riseofflight.com/forum/topic/44419-cant-load-object-dtd/ costello521, on 01 Aug 2018 - 18:48, said: I haven't played RoF in a long time and updated PWCG from 16.1.3 to the newer 3.3.2. One thing I noticed right away was that when I completed a mission and would go to do the combat report the game failed to generate a mission log even though I clicked yes when the game asked me about the mission logs. I was wondering if I would be better off going back to 16.1.3 or sticking with 3.3.2? Barkhorn1x, on 02 Aug 2018 - 12:59, said: Well 16.1.3 has less bugs and I use it exclusively. Dutch2, on 02 Aug 2018 - 14:36, said: Same here, go back to 16.seriehttps://riseofflight.com/forum/topic/51737-old-pw-campaigngenerator-1631-needed/ costello521, on 02 Aug 2018 - 16:48, said: I still had 16.3.1 stored on my computer as well as a roster of pilots, squadrons and start dates saved so getting started again isn't much of a problem. Sotka94, on 05 Aug 2018 - 17:04, said: Hi! My first mission in a new PWCG campaign worked, apart from half the flight crashing into hangars on takeoff (1/9/1917, MWJ1, airfield Leffinghe) Couldn't generate a second mission, instead kept getting this error on every attempt: PWCG Error Sun Aug 05 23:47:06 EEST 2018 java.lang.ArrayIndexOutOfBoundsException: 0 at pwcg.campaign.ww1.plane.RoFPlaneAttributeFactory.getStaticPlane(RoFPlaneAttributeFactory.java:32) at pwcg.campaign.ww1.plane.RoFStaticPlaneSelector.getStaticPlane(RoFStaticPlaneSelector.java:12) at pwcg.campaign.group.airfield.AirfieldStaticPlanePlacer.getStaticPlaneForField(AirfieldStaticPlanePlacer.java:82) at pwcg.campaign.group.airfield.AirfieldStaticPlanePlacer.getStaticPlane(AirfieldStaticPlanePlacer.java:32) at pwcg.campaign.group.airfield.AirfieldObjectPlacer.addStaticPlane(AirfieldObjectPlacer.java:138) at pwcg.campaign.group.airfield.AirfieldObjectPlacer.createAirfieldObjectsDefinedHotSpots(AirfieldObjectPlacer.java:56) at pwcg.campaign.group.airfield.AirfieldObjectPlacer.createAirfieldObjectsDefinedHotSpotsOnly(AirfieldObjectPlacer.java:35) at pwcg.campaign.ww1.airfield.RoFAirfield.addAirfieldObjects(RoFAirfield.java:119) at pwcg.mission.MissionAirfieldBuilder.selectAirfieldsWithinMissionBoundaries(MissionAirfieldBuilder.java:49) at pwcg.mission.MissionAirfieldBuilder.getFieldsForPatrol(MissionAirfieldBuilder.java:29) at pwcg.mission.Mission.getFieldsForPatrol(Mission.java:164) at pwcg.campaign.ww1.io.RoFMissionFile.writeProductSpecific(RoFMissionFile.java:47) at pwcg.campaign.io.mission.MissionFileWriter.writeMission(MissionFileWriter.java:70) at pwcg.campaign.ww1.io.RoFMissionFile.writeMission(RoFMissionFile.java:181) at pwcg.mission.Mission.write(Mission.java:91) at pwcg.mission.Mission.finalizeMission(Mission.java:155) at pwcg.gui.rofmap.brief.BriefingMissionHandler.finalizeMission(BriefingMissionHandler.java:44) at pwcg.gui.rofmap.brief.BriefingPilotPanelSet.acceptMission(BriefingPilotPanelSet.java:553) at pwcg.gui.rofmap.brief.BriefingPilotPanelSet.actionPerformed(BriefingPilotPanelSet.java:387) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$500(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) S! Dutch2, on 06 Aug 2018 - 12:07, said: Do you run the 3.3 version? If so skip this and go for the old 16. The new based on BoX PWCG does contain to much bugs. Sotka94, on 06 Aug 2018 - 13:31, said: Thank you, much appreciated Edit: Small issue, but now I can't use the GUI mod for PWCG, I assume because it's the wrong version? (GUI Mod for RoF 1.037 and PWCG Unified v.2 for JSGME) Hellbringr, on 29 Aug 2018 - 20:20, said: I just ran into this a few minutes ago, and found the fix for me was to shut down PWCG, then shut down RoF. I restarted RoF, logged in, started PWCG, gen'd up a mission no problem. I think it may occur if too many missions are scrubbed (at least in my case) Hellbringr, on 30 Aug 2018 - 07:32, said: It happened again this morning, and I think I may know (at least in my case) what not to do in order to avoid this. I started up RoF, and went straight into a quick mission in order to look at skins (and also ponder why my squadron, Jasta 7, in the middle of July at the time of checking, isn't using the Albatros D.Va yet in PWCG.) When the mission log popup appeared, I clicked "no" and loaded up said mission (I didn't fly it, just got into the hangar to look at the available skins for planes I would've thought my Jasta would have at this point in the war.) After looking at different skins, I exited back to the main screen and spooled up PWCG. It opened up no problem, gen'd a mission, but when it came time to accept, I once more got the error. After restarting RoF and going straight to PWCG, everything worked as advertised. My thinking is PWCG doesn't like when a vanilla RoF mission is created, but I could be way off on this spudcannon, on 31 Oct 2018 - 19:57, said: Can someone help me? When i load into a mission, it says "Cannot load Platoonen2." Help? RoclorD, on 01 Nov 2018 - 14:29, said: Check out https://forum.il2sturmovik.com/topic/83598-mods-for-rise-of-flight/ Search this topic (Control + F) for word: soldier Download and install all mods with soldier in it's name, like Moving Soldiers, Soldiers Pack. That should stop the error. Hopefully Pat A. Wilson will be able to bundle them with PWCG, or make a note for people downloading PWCG that those mods are required. mosedavid, on 14 Jun 2020 - 12:13, said: I'm sure this is an easy fix to someone but I'm getting frustrated I have the old version 3 of PWCG, I didn't realise there was versions of it (I'm new on this) so having issues with skins not appearing I downloaded the 16 version. This won't work and throws up the error "unable to access Jarfile RoFCampaign.jar". I have Java 8, the latest version, there also is no RoFCampaign.jar file in the suposed location? I can't find any related issue here on the forum. Any advice? Porkchopper, on 01 Mar 2021 - 21:40, said: Hi Guys, Just installed and ran PWCG for the first time, and received this error when I attempted to generate my first mission. The zipped log file is attached. Thanks in advance for any advice. Bill Barkhorn1x, on 03 Mar 2021 - 11:40, said: Consensus is that the 3.something PWCG version that combines RoF and Great Battles is buggy on the RoF side. And we see that you are using that version. Suggest that you switch to the last RoF dedicated version; 16.3.1 (link below) as, not only is it more stable, you can take advantage of a huge amount of skins made by the community and these really add to the immersion factor. https://riseofflight.com/forum/topic/51737-old-pw-campaigngenerator-1631-needed/?p=695138 Wafflez2014, on 08 Mar 2022 - 21:09, said: The problem with 16.3.1 is that the Channel map is completely broken, its like PWCG doesn't recognize what airfields are nearby and therefore don't generate any enemy fighters, which is extremely obvious for the Germans as almost no Jastas are ever present in the battlefield. It's annoying because 3.3.2 is also pretty bad but in other aspects. Barkhorn1x, on 10 Mar 2022 - 10:49, said: Hmm...I recently flew some Jasta 2 missions on the Channel map and there was a ton of enemy air activity. This could be an RFC/RAF issue only - which is odd. Gooseh, on 10 Mar 2022 - 16:21, said: I have come across some jastas active on the channel map but I think they may be overspill from the France map? Certainly the tactical map has jastas, Boghol and 2 seaters visible, and you can create a career in a jasta on channel, but the only things that appear in the 'nearby enemy squads' section only lists MFJ 1&2, SFL sea planes and the two Boghols. Gooseh, on 10 Mar 2022 - 16:25, said: I did create a number of channel missions the other night. I set all missions to be an airfield attack and the only Boche that turned up were MFJ 1&2. I then took several flights over the front. I have never seen Gothas, Brandenburg's or any other scouts when flying as Belgian. Also, in a not entirely scientific analysis, the positioning of some of the airfields that appear on both France and channel maps are in different locations. So if anyone is arsed to do some testing, create a Belgian campaign in July 17 (Gotha were still flying day missions then I think) and set air activity to high. Run a few missions over the front and see what you come across. You should be seeing a lot of targets..I don't. Gooseh, on 10 Mar 2022 - 16:42, said: ALSO! I ran half a dozen balloon bust missions as Belgian (so quite close to the coast) and was directed to the exact same balloon location each time.. as if it was the ONLY balloon around. Barkhorn1x, on 11 Mar 2022 - 08:51, said: Channel map for allies = Gooseh, on 11 Mar 2022 - 09:26, said: Looks that way! Gooseh, on 11 Mar 2022 - 15:35, said: So.....by way of explanation....here's my tactical map on 1/7/17 as a Belgian in 10eme. I have plenty of Boche units up against me. Pale green being Brandenberg float plane at Zeebrugge and MFJ 1 at Leffigne, the darker green being German 2 seater and scout squadrons: Boghol 1 (Gotha flying day missions) at Jabbecke. Jastas 7/8/17/26/29/36 + Kest 1 and FA276 (DFW) and Schlasta 10 (Halb CLII) a.jpg However, on my screen that tells me what opposing units I have against me I see this: b.jpg No jasta, schlasta or FA units. Only Boghol 1 (never seen a Gotha) SFL1 (never seen a Brandenberg) and MFJ1 (they are all I see, if I see anything at all) So basically there's pretty much nothing there to shoot down as allied on the Channel map...! Gooseh, on 11 Mar 2022 - 15:50, said: If I join a German jasta on the same date, jasta 6 on this occasion, I can see the map with plenty of opposing units.... 1.jpg I can see on my opposing squads page that they are there, haven't checked them all, but they are there at least. I've taken a flight or two and I see plenty of enemy activity. 2.jpg And on my friendly squad page....fuck all again. 3.jpg What's THAT all about? Has to be a way to fix this. I'm making skins so someone else can do it! Byeeee.... Gooseh, on 12 Mar 2022 - 05:19, said: So I repeated the same settings for an Brit pilot on 1/7/17 at 1RFC. Again, the only opposition across the line is MFJ1, Boghol 1 and SFL 1. Barkhorn1x, on 14 Mar 2022 - 09:40, said: Your testing proves what I suspected. And I have NO idea how it can be fixed. Dixiecapt, on 09 Nov 2022 - 20:38, said: I have stopped getting credit for my kills. I make the correct claims. I see that I have shot down aircraft in the Debrief, but I am not getting credit for the kills in the final combat report or in my score. Any ideas on how to fix this? Barkhorn1x, on 10 Nov 2022 - 09:53, said: What version of PWCG are you using? Dixiecapt, on 14 Nov 2022 - 01:01, said: Re: the issue with 24 Squadron spawning into hangers at take off. Has this been fixed? Or is there a fix in the settings? Dixiecapt, on 14 Nov 2022 - 01:05, said: PWCG 16.3.1 in JSGME and the download says PWCGRoF 3.3.2 Dixiecapt, on 14 Nov 2022 - 01:06, said: I fixed this by just backing up to where I stopped getting credit for kills. I deleted those mission logs and adjusted everything else to match and the AAR claims and kills started working again. Barkhorn1x, on 14 Nov 2022 - 11:17, said: OK, so glad it was fixed. ...but I would re-download version 16.3.1. as you probably are using 3.3.2. Do a search in this sub-forum. The file is available there. Dubl-A_52, on 22 Nov 2022 - 21:30, said: Keep getting attacked by friendly AAA??? Hi all - I'm using 16.3.1 version of PWCG playing a German campaign, and once I get involved in a fight, all my friendly AAA turns on me like Palpatine just gave Order 66. I've gotten blown out of the sky by my own AAA at least twice, and cannot figure out how to fix it. When I turn icons on, my own AAA shows up as 'red' - like an enemy. Is there some setting I'm missing or need to change to not have this happen every mission, because it kind of sucks the life out of you (or blows it, I guess) after a bit. Thanks for any help/advice you can provide! HansBrix, on 15 Apr 2023 - 21:13, said: Hi fellow pilots, after I've spent hours of trying to figure out how to install and use PWCG and all the awesome plane skins properly, I got v. 16.3.1. to work and created a new campaign. I wanted to start the mission and it shows up in the RoF-menu, but the loading time is indefinite and I don't even get to the RoF mission briefing screen. I have to add, that I couldn't find a download link for JSGME, that works. Is JSGME required to run PWCG? I followed Pat Wilson's install guide, in which JSGME isn't even mentioned, so I don't know, if that's really causing the problem. Mods are enabled, I've set mission_text_log to 1, so everything should work - theoretically. Do you guys have any idea how to fix this? Any help would be highly appreciated. Thanks in advance ? HansBrix, on 15 Apr 2023 - 21:28, said: I might add, that I don't even get past the ever turning "prima ballerina" into the actual loading screen, even after waiting for 10 minutes. HansBrix, on 15 Apr 2023 - 22:03, said: Hey guys, you can ignore my previous posts. Thankfully I've solved the problem. I used a german "Umlaut" in the name of my pilot and didn't know, that RoF doesn't support german vowels. Anyways: I'm sorry for the fuss. Thanks for all your great work. Keep it up! HansBrix, on 21 Apr 2023 - 21:03, said: So I've been playing a lot of PWCG the last days and I love it. Especially Gooseh's and Panthercules' beautiful plane skins add to the authentic atmosphere. If you guys read this: thanks so much for your great work; and also a huge 'thank you' to Barkhorn1x for implementing the files into PWCG. Unfortunately I ran into a problem, which is pretty huge for me: my pilot and the pilots in my unit can't die. That breaks immersion for me, which is a shame. I run v. 16.3.1. and I've set the max. pilot injury to 4 in the 'Advanced Configuration'-menue, in order to make him mortal, but it doesn't work. Is there any way to fix this? Any help is much appreciated. Thanks in advance and keep up your great work! Gooseh, on 23 Apr 2023 - 06:44, said: It's been a long time since I took off to do anything but to see how skins look, but I don't recall ever being unable to die unless I chose to, and certainly I lost fellow pilots. Hopefully someone who digs a little deeper into working of PWCG may chime in and sort you out. S! VonS, on 23 Apr 2023 - 13:36, said: @HansBrix, I'm currently flying campaigns using the PWCG ver. 16.3.1 with the injury level set to "4" (DiD style) -- and have on a couple of occasions been blasted out of the sky by AAA (soon after a successful balloon attack). In both instances I survived but it was recorded as "severely injured" -- and the PWCG would then forward about three months before I was well enough to fly again. So, so far, it all looks (fairly) realistic but I will continue to monitor what is happening. (By the way, the PWCG does not require JSGME to be loaded -- for example, I've manually placed the PWCG folders where they need to go and everything works fine -- I recommend perhaps installing the PWCG manually, instead of via JSGME -- might solve that anomaly with re-spawning DiD pilots.) In other news, I'm currently testing my ver. 1.4 AI mod. in PWCG campaign mode, further. The mod. is so far working well for me, but I may also supply a newer (ver. 3.0) set of the "PWCG modulations" files, eventually. (It might be necessary to increase average AI skill levels further, in the PWCG settings, to take maximum advantage of my newer AI mods. -- or to skew the skill levels in PWCG in such a way that most of them fall into the "veteran" level -- where the greatest spectrum of AI variety seems to be found -- I'll eventually get to all of this over the next month or so.) Cheers all, HansBrix, on 23 Apr 2023 - 18:18, said: Thanks for the feedback guys. I've tested the whole thing again by just flying in 2 km altitude and dropping my plane straight to the ground with 380 km/h, and well... my pilot was "severely injured", but he survived. That's just ridiculous I wasn't able to fix this yet and unfortunately I don't know how to approach the issue, since I'm new to PWCG. I'd still appreciate every kind of input on how to fix this from the veteran PWCG users among you. Thanks in advance fellow pilots ? @VonS your AI mods sound exciting. I'll certainly check them out! VonS, on 24 Apr 2023 - 02:09, said: Quick follow-up to the previous several posts, regarding the oddity discovered by HansBrix -- I've also now encountered the same thing. Created several campaign pilots, set injury to "4" -- pilots destroyed -- and they are then back in action again, ready to pick another campaign flight via the PWCG ver. 16.3.1. Have also tested with my AI/DM mods. offloaded -- and no change. Also manually deleted all contents of campaign folders, created several new pilots -- and same thing again -- the injury level set to 4 doesn't make a difference (compared to the other non-DiD values). The problem is a strange one -- I distinctly remember that pilots were mortal with injury levels set to 4 -- sometime in mid-2022 when I last attempted some campaigns in RoF. Recommended for now, until/if someone stumbles on a fix -- is to honor what the in-sim menu tells you in RoF. If your pilot is killed, for example, file a report as MIA or something similar in the PWCG - then delete that pilot's campaign and begin a new one. Cheers all, P.S. Had a quick afterthought that maybe the ver. of Java installed on one's rig. is the culprit here - might be worth looking into. HansBrix, on 24 Apr 2023 - 14:58, said: @VonS that's exactly the problem I've encountered. Thanks for checking it out yourself and verifying my observation. I agree, that (as a start) it could be a compromise to delete the pilot's campaign in PWCG if RoF says that he's dead. But it doesn't fix the problem, that every member of the squadron is immortal too, which is breaking immersion. Basically PWCG should just accept the informaion it gets from RoF, when the injury-level is set to 4, right? Is there no way to tweak the injury-level manually in the PWCG files? Maybe it's an issue of the specific version of PWCG? I haven't played v. 3.3.2 yet, since I've read about how slow and buggy it is. Has anybody played that version and encountered the same problem of pilot immortality? I'll give 3.3.2. a shot sometime, but as I understand, Gooseh's awesome skins are only assigned to their respective squadrons and pilots in v. 16.3.1., right? If that's the case, v. 3.3.2. is not really an option for me. I'm spoiled with colorful skies Thanks for all your help and replies VonS, on 25 Apr 2023 - 03:43, said: @HansBrix, I'll have a look at the PWCG files over the next few days to see if anything can be tweaked regarding pilot injuries. In terms of the PWCG ver. 3.3.2, that one is probably best avoided, especially if you want to have available all of the excellent skins by Gooseh in the campaigns. I can't even get v. 3.3.2 to run properly on my rig, for example. Cheers. Gooseh, on 25 Apr 2023 - 04:04, said: 3.3.2, though more polished than 16.3.1, is a nightmare to run. Also the skin assignment system is different, so would require a complete rewrite to have my more recent skins appear. Gooseh, on 25 Apr 2023 - 04:13, said: @HansBrix, that is not too say you couldn't try 3.3.2 and I could show you how to edit the internal files to have my skins appear. It's easier than v16 as you can do each unit in turn. HansBrix, on 25 Apr 2023 - 10:45, said: Thanks for the replies VonS and Gooseh @VonS thank you so much for looking into the PWCG files. Since I'm a newbie in such matters I'm really thankful for the support. I'll keep fingers crossed for your success in tweaking pilot injuries! @Gooseh many thanks for the information about v. 3.3.2. and about your brilliant skins. For now I hope that the problem can be solved in 16.3.1. If that shouldn't be the case, I'll give 3.3.2. a shot and will happily come back to your kind offer of an editing tutoruial. Edited May 2, 2023 by TG-55Panthercules
TG-55Panthercules Posted May 1, 2023 Author Posted May 1, 2023 @HansBrix, Follow-up post -- have now dug up a few old threads regarding the PWCG ver. 16.3.1 -- technically, the DiD option for pilots (injury level of 4) was never fully fixed in the ver. 16.x.x series -- it was fixed in the ver. 3.3.x series of PWCG but, as indicated in other posts in this thread, ver. 3.3.x has its own problems. Tried again today to run the ver. 3.3.x on my rig and it gets stuck when loading campaign missions -- so I won't bother tinkering with that ver. at all. I also have no idea if my Morane-Saulnier Type H campaigning tweak would work in the ver. 3.3.x, since, as Gooseh says, many documents have different file structures and whatnot in the newer generation of the PWCG -- which is also a good heads up for those who use my RoF mods. (they were only tested in ver. 16.3.1 of the PWCG, as well as in quick combat mode in RoF itself). To return to the previous point -- it seems that a value of 3, for major injuries, and a value of 4 (DiD), give the same results in the PWCG ver. 16.3.1 -- both give major injuries (where you fast-forward about three months after a major injury). In turn, as per taste, best is to start a new career if you prefer to play DiD-style (also, if flight mates are killed they might still show up on the roster, but you can always pretend that they are someone else with the same or a similar name ). Unfortunately I can't do anything about that oddity since I'm not a Java coder. I'm currently tweaking AI skill levels in the "RofCampaignSpecific" files that go into "Rise of Flight\RoFCampaign\campaigns\NameofYourPilot" and will release those in about a week or two under the RoF mods. thread on CombatAce. Ideally, I'm trying to get more variety of AI skill sets going in the PWCG ver. 16.3.1 when it is used in conjunction with either of my AI mods. (ver. 1.36 or 1.4) -- with slightly more emphasis on the "veteran" band that gives the greatest variety of AI behaviors. I'm also slightly altering those numbers so that they change per period of war -- and I've included ace-level AI entries for recon. and scouts too (ace-level values are absent in stock form from the RofCampaignSpecific file). While those entries won't be available to tweak via the settings in the PWCG menu, they should (technically) work behind-the-scenes once any of the modified RofCampaignSpecific files are loaded. Note: those who use my mods. are probably more familiar with the RofCampaignSpecific tweaks under the name of "PWCG modulations files." Happy flying, Barkhorn1x, on 27 Apr 2023 - 10:00, said: Sounds good VonS. This 'ol sim ain't dead yet! HansBrix, on 27 Apr 2023 - 10:12, said: @VonS thank you so much for all your effort. It's kind of a bummer, that the issue regarding pilot injuries is not fixable in 16.3.1. unless one is a Java coder. Pretending that a pilot has died just doesn't really do it for me (maybe it's my lack of imagination ). And because of the problems of v. 3.3.x. I'm not very keen to even give it a shot in the first place. Your projects sound awesome. I'll definitely check them out as soon as I came to terms with the PWCG pilot immortality issue. Keep it up, fly safe and always check six! ? @Barkhorn1x as a newbie it's great to see you're still around. Thanks for all your great work! Can't wait for the implementation of Gooseh's beautiful the french scouts! @PatAWilson if you should ever read this: we still love the 16.3.1. version of your excellent PWCG mod. It's still alive and even though, you moved on from this mod a long time ago, we would be very grateful if you could fix the issue regarding pilot immortality in this specific verison. In any case: thanks for all your great work! @everybody is it possible to manipulate the native RoF career mode? I would be totally happy with it, if it was containing Gooseh's authentic squadron and pilot skins as well as historical pilots in their respective squadrons. But I guess, if it was possible it woud have already been done... VonS, on 27 Apr 2023 - 14:16, said: @HansBrix, I'm working on a hunch here -- but try setting "use plane deletion," in "advanced configuration/mission limits" (of the PWCG menu) -- to a value of 1 (if you had it set to 0 instead). In turn, make sure that pilot injury is set to 4. Might be worth testing that to see if enabling of plane deletion gets rid of the recurring/respawning problem that ruins DiD experiences. I no nothing about the parameters of native RoF career mode (never flown it; always stuck to the PWCG) -- so I'll defer to specialists on that topic. Cheers, HansBrix, on 27 Apr 2023 - 15:03, said: @VonS thanks for the tip. I'll try that asap and let you guys know if it works. Happy flying ? HansBrix, on 27 Apr 2023 - 15:42, said: @VonS bad news. "Use plane deletion" has already been set to "1" by default and pilot injury is always set to "4" on my watch So unfortunately that doesn't fix the issue, but thanks for the tip mate ? HansBrix, on 28 Apr 2023 - 07:31, said: A little follow-up post -- I've also tried out v. 3.3.2. and sadly it was just as you guys promised: a full-on dumpster fire of bugs, which make the version unplayable Gooseh, on 28 Apr 2023 - 12:00, said: Bummer! I recall 45mins on x16 time acceleration circling the airfield before we even set out for the front...that's about as far as I got... VonS, on 28 Apr 2023 - 16:37, said: @HansBrix, thank you for that further feedback regarding "DiD peculiarities" in the PWCG. On a more positive note, testing with modified RofCampaignSpecific files is going well -- across three campaign flights, I was wounded twice and shot down a third time. The AI modifications now included in the RofCampaignSpecific files seem to link up really well with the AI mods, and enhance the overall AI experience (if flying with either the 1.36 or 1.4 AI mod loaded). I'm also testing with increased max. wind speeds, and turbulence, in the CampaignSpecific files -- much more challenging now (being tossed about in a Nieup. 11, for example), and quite fun to see the AI also struggle at times with the turbulence and winds. Cheers all, VonS, on 29 Apr 2023 - 22:50, said: Quick follow-up message -- during some final tests of the latest PWCG "modulations" files, I've been shot down by an Albatros D.II, while flying a Nieup. 11 -- and it does indeed say killed in action on the main screen of the PWCG, where pilots are listed, in the right-hand column. I put in a fresh RofCampaignSpecific file prior to flying and it did the trick. Recommended is to delete your RofCampaignSpecific file that is automatically generated, if experiencing problems with pilot spawning, etc., and allow the PWCG to re-create a new one on your next run through the PWCG program (might do the trick to fix that DiD oddity in the PWCG ver. 16.3.1 that was mentioned in several posts in this thread). Anyway, that's all for now -- the alternate PWCG "modulations" files (Version 3) are now available as a separate link/download under the RoF mods. thread (on CombatAce). Enjoy more turbulence, wind, and hopefully more challenging AI too. Cheers, HansBrix, on 30 Apr 2023 - 10:13, said: @VonS you did it! That's indeed how to fix the problem of immortal pilots (at least I managed to get killed, when a Fokker EIII shot my pilot mid-air). Although I crash landed once and RoF said, that my pilot didn't survive and in PWCG he wasn't even injured, so I don't know if it's completely fixed. On the other hand I'm just glad, that dying is possible again (feels weird to write that ). I will do some further testing, but it seems like deleting the RofCampaignSpecific did it. Thanks so much for the tip! Now there's finally something at stake again, when lifting off into the skies! Now that this issue is hopefully fixed for good, I'll cecheck out your AI-mods. I bet they'll make me wish back the times, when my pilot and my squadron were immortal Thanks for you efforts VonS! Happy flying (and dying) everyone! HansBrix, on 30 Apr 2023 - 15:15, said: Follow up post -- unfortunately deleting the RofCampaignSpecific didn't really change that much. Your pilot as well as your squadron members can only die, when they get killed mid-flight. That means, when you get shot down and fall 2000 meters down from the skies straight into the ground with 300 km/h, you're still just seriously injured. But when your pilot gets a bullet through his skull, he's actually dead; same goes for the other members of your squad. A shame, I really hoped, that the immortality oddity would be solved noe Are there any other versions of PWCG out there where the mechanics work as intended? I saw some let's-plays on youtube of older versions (v. 1.0 if I'm not mistaken), where everything worked just fine, as far as I can say.
HansBrix Posted May 2, 2023 Posted May 2, 2023 Hi fellow pilots, since I hope, that there are still some active PWCG v. 16.3.1. users in this forum, who maybe have the skill and knowledge to fix problems within the mod, I'd like to reiterate the issues that I've posted back at the RoF forum: even with the pilot injury level set to 4, your pilot and his squadron are immortal, which is breaking immersion. If there's somebody amongst you great aces, who knows how to fix this, I - and I'm sure many others - would be very thankful, if you could share your wisdom. Thanks in advance and happy flying
Patricks Posted May 17, 2023 Posted May 17, 2023 Does Pat have any interest in supporting this any longer? Not sure what can even be done to improve it at this point but it seems there are still quite a few out there that enjoy the very early war stuff that FC I/II has neglected to include.. 1
Gooseh Posted May 17, 2023 Posted May 17, 2023 Pat has moved on to FC, so we're stuck with what we have I'm afraid. Sadly there isn't anything very much to be done with the early war, the planeset just isn't there. I wouldn't be starting any campaigns prior to the early part of 1917, and NOT on the Channel map, which is busted!
Ort_Hog Posted December 4, 2023 Posted December 4, 2023 1)May I have some assistance with actually installing PWCG and getting it to work please? 2)I believe I can run a cooperative two seater campaign using PWCG. Is this correct? There's nothing on the PWCG site and the information on the web is for all sort of different versions, some JSGME and some not. The problems addressed in the posts from the old forum above are a bit advanced beyond getting the generator installed initially. I've downloaded the one on the website (3.3.2) which I see from this thread has some adherents and some detractors, but I guess I'll try it and go from there if I find it buggy. I have added all the skins downloadable from PW's website too. I've unzipped it to "Rise of Flight\data", as in the root file (described by JSGME as where the game's executable is, here: "Rise of Flight\bin_game\release") it complained it was installed in the wrong folder. The 'interface.gfx' is in the \data folder too. I've tried with JSGME, but since that just writes the folders in 'MODS' to the game folder it's in there's no material difference, just convenience. I can run PWCGRoF.exe successfully, but even though mods are enabled in RoF I see no PWCG GUI option, and on accepting a mission there is no mission available in RoF.
J2_Steve Posted December 4, 2023 Posted December 4, 2023 (edited) I install to the root of RoF eg C:\Program files (64)\Rise of flight\PWCGROF. interface.gtx goes in data\swf folder and you need to enable "mods on" in game options for it to show. I've installed RoF to the root of my C:drive, but this should give you the idea Edited December 4, 2023 by J2_Steve
Ort_Hog Posted December 5, 2023 Posted December 5, 2023 (edited) Thank you. I have just tried putting the folder in the main RoF folder as in your screenshot, and it doesn't work. What version are you using? Mine looks different. These files are in the PWCG folder (currently residing in JSGME 'MODS'). I have made the 'data' folder myself so JSGME puts the interface.gfx in the data/swf folder as per your instructions. I see that yours has generated an "ROFCampaign" folder. In my installation, existing 'ROFData' and 'Campaigns' folders are all under Rise of Flight\data. Thus installing to the root folder results in: If I run PWCGRoF.exe, I get this error: If I put the PWCG files in the 'data' folder, I do not get the error, and can create a pilot and career, set owned aeroplanes, accept a mission etc. but I do not get any UI additions, nor any PWCG missions or campaigns or career options to choose from in RoF. My RoF is version is 1.037, and 'Mods On' is shown in the top right corner of the screen. Edited December 5, 2023 by Ort_Hog
VonS Posted December 5, 2023 Posted December 5, 2023 (edited) @Ort_Hog, The general consensus is that the PWCG ver. 16.3.1 works better with RoF than does ver. 3.3.2. You can find ver. 16.3.1 linked to near the bottom of Panther's top post under this thread. By the way, all of my AI/DM mods. for RoF United were tested in quick combat mode and also in ver. 16.3.1 of the PWCG. (Have never flown using the baked-in campaigns in RoF; and ver. 3.3.2 of the PWCG crashes on my rig - so I had no luck trying that version out.) Happy flying, ? Edited December 5, 2023 by VonS 1 1
J2_Steve Posted December 5, 2023 Posted December 5, 2023 @Ort_Hog Ignore the JSGME route, you don't need it. Put the PWCGCampaign folder into Rise of flight root. If you check my screenie, you'll see I'm using the older ver 16 of PWCG and the folder name is ROFCampaign, ver 3.2 uses PWCGCampaign as a folder name. In your case put PWCGCampaign folder into H:\Games\Rise of Flight rather than the contents of the PWCGcampaign folder. So you end up with a path to the pwcg.exe like H:\Games\Rise of Flight\PWCGCampaign\PWCG.exe Interface.gtx goes into H:\Games\Rise of Flight\data\swf 1
Patricks Posted December 6, 2023 Posted December 6, 2023 (edited) 13 hours ago, J2_Steve said: @Ort_Hog Ignore the JSGME route, you don't need it. Put the PWCGCampaign folder into Rise of flight root. If you check my screenie, you'll see I'm using the older ver 16 of PWCG and the folder name is ROFCampaign, ver 3.2 uses PWCGCampaign as a folder name. In your case put PWCGCampaign folder into H:\Games\Rise of Flight rather than the contents of the PWCGcampaign folder. So you end up with a path to the pwcg.exe like H:\Games\Rise of Flight\PWCGCampaign\PWCG.exe Interface.gtx goes into H:\Games\Rise of Flight\data\swf @J2_Steve - I recently wiped my drive (thank you Win11 Insider program) and have not yet reinstalled RoF, but it was working fine (IIRC) with that last version of PWCG (for RoF). You advise to grab Ver. 16.3.1 of FC's PWCG and it has more features/more stable? And what is the "RoF GUI Mod"? Edited December 6, 2023 by Patricks
J2_Steve Posted December 6, 2023 Posted December 6, 2023 @Patricks, I was getting game crashes from the later version. I think ver 16 is the sweet spot, has all the functionality of the later versions, just the gui is a little more limited, like having to go to each pilot desk for skin management rather than the one location for all. But I can live with that. And it's very stable, good missions. Also helps I have totally reskinned my version too, so it's nice and clean.
Patricks Posted December 6, 2023 Posted December 6, 2023 (edited) 22 minutes ago, J2_Steve said: @Patricks, I was getting game crashes from the later version. I think ver 16 is the sweet spot, has all the functionality of the later versions, just the gui is a little more limited, like having to go to each pilot desk for skin management rather than the one location for all. But I can live with that. And it's very stable, good missions. Also helps I have totally reskinned my version too, so it's nice and clean. Thanks - and what is the "RoF GUI Mod"? No readme in it so a bit leary on just dropping the data folder in place..... and where is this "interface.gtx" file you refer to (move to \swf folder)? I don't find it anywhere and all seems to be working as expected with v. 16, thanks.. Edited December 6, 2023 by Patricks
J2_Steve Posted December 6, 2023 Posted December 6, 2023 @Patricks This thread has link to the ver 16.3.1. I've posted the PWCG GUI in the thread too. It intergates PWCG into RoF. You can launch PWCG from the ROF menu to generate a mission and also fly straight from PWCG. It adds a fly now that will launch the mission. Takes away the need to alt tab in and out of the game 1
Patricks Posted December 6, 2023 Posted December 6, 2023 (edited) Very cool, thanks! Call me thick, but I see no way to launch PWCG from within RoF? PWCG runs normally, creates a Mission in RoF, but i'm missing the integration? Edited December 6, 2023 by Patricks
J2_Steve Posted December 6, 2023 Posted December 6, 2023 With Ver16 installed, the interface.gtx correctly in swf and mods on. It'll give you a PWCG menu item, which will launch PWCG. Once in PWCG it will also add a fly now option when generating the mission. Clichk that and the mission will launch. Tried to capture it in screenies below 1
Patricks Posted December 6, 2023 Posted December 6, 2023 41 minutes ago, J2_Steve said: Ahh, I had set "Mods On" when I first installed the program, but the Update apparently reset it. I see the PWCG option now, great!
Ort_Hog Posted December 8, 2023 Posted December 8, 2023 Thanks again. I have now tried 16.3.1 and have successfully got the UI integration to work. A 1916 campaign starting with an Eindecker is in progress, with one Nieuport 11 shot down over the aerodrome, and a squadron jumping my poor chap who was immediately forced down injured. They really are outclassing the E.III in every respect! I think VonS's mod will be next so that early campaigns are a bit more even. I also tried a recon squadron campaign with 'co-op' checked, and I was able to load the mission as a multiplayer server host. After some faffing about with ports two friends were able to join, but do nothing in the lobby. We discovered they could join after the mission had loaded and I was in the cockpit on the ground, then one could assign themselves observer. However, the other had nothing to do even when I re-generated the mission with another pilot (and thus another two-seater) with me on the mission. They were unable to take control of the other aeroplane or be the other observer. Is this a limitation of the game? I see people do IL2 multiplayer campaigns as a matter of course with numerous players. If not, how do I get three people playing the same mission?
WitchyWoman Posted December 15, 2023 Posted December 15, 2023 I have had 16.3.1 installed for a while and I like it.
Ort_Hog Posted December 22, 2023 Posted December 22, 2023 Hullo again. I'm still hopeful for co-op support if anyone knows the ins and outs. I managed to generate and fly a two seater mission yesterday with a friend who doesn't have a joystick so observer and navigator is a nice change. We didn't see any enemies so it was some airborne orienteering practice. Problems: 1) the mission was a photographic reconnaissance, so I ensured a camera was loaded (not possible to take in the loadout without bombs, and I did initially blow us up on the ground by accidentally hitting the bomb release bound to a joystick button...) We followed the mission waypoints as well as we could using the manual map, but I couldn't find anything in the controls about using the camera. Seeing through the wing at 2500m to look for troop concentrations was obviously impossible, so I don't know how that or taking pictures is achieved. 2)Engine start. This is the first mission generated for the campaign, so it's 1st January 1916. Does the cold affect things? I spent a long time trying to start the engine to no avail, even engaging autopilot who also couldn't start it. I had to finish flight and restart the server, then it did start as normal, but when the other player hadn't loaded so I wondered if it were a glitch to do with multiplayer. Some thoughts In general, 2-player missions are possible, but the second player has to join after the host is on the ground. If they come into the lobby there is no way for them to set 'ready' so the mission never loads. Their only options are to click on me and vote 'ban'. If they join after I'm on the ground, they can join the observer position as expected. As per my comment above, does anyone know if three-player or more co-op missions are possible in PWCG? Anti-aircraft fire is always black. From Biggles I understood the different sides had different compositions of explosives so it was possible to tell which side was firing by the smoke colour. Is this in RoF? Second point about ack-ack is that it's dotted randomly all over the lines despite no aeroplanes being present. Shouldn't it be in more concentrated trails around other aeroplanes, or is this just a vagary of the game?
VonS Posted December 22, 2023 Posted December 22, 2023 Hello Ort, hopefully someone will pitch in eventually who knows the details of co-op mode in the PWCG ver. 16.3.1. In terms of your other questions, there is a flack mod available that activates flack only when aircraft are flying along the front lines (more realistic that way). To find that mod, go to the following thread where Panther has posted links to RoF mods, and search for "Avimimus_Flak_mod (Panther-tweaked)_1.031." Regarding darker (Central powers) and lighter (Entente) Archie puffs, I am not aware of any mods that cater to that in RoF - but I hope to be surprised. As far as I know, only First Eagles 2 and the WoFF series provide different colors for the Archie. Good luck with your co-op setup in RoF, ?
Trooper117 Posted December 22, 2023 Posted December 22, 2023 I always thought RoF had different flak colours for each side... but they weren't as obvious as in WoFF for example (I am getting older though... I might be wrong)
JGr2/J5_W0LF- Posted June 25 Posted June 25 Just curious how can we get 16.3.1 integration of the PWCG tab that's showing in game at the bottom of the screen to show up in the latest version of PWCG 3.3.2. It would be nice to have that. Any help please
JGr2/J5_W0LF- Posted July 11 Posted July 11 (edited) Hey Gents I am playing a campaign and every now and again I start my mission and this pops up. Not sure how to fix it anyone have an idea please. I can click on it and go about the mission but just curious about this river gunship! Edited July 11 by Bugsy
JGr2/J5_W0LF- Posted July 27 Posted July 27 (edited) Hey Gents I have a couple of questions for you about PWCG. i would love to hear what pilots have to say. OK, 1st question does Pat Wilson’s campaign generator make vehicle traffic around airfields, the reason why I ask is I’ve been playing Pat Wilson‘s campaign generator for years and I’ve never seen vehicles around the airfield. Is it me? Am I missing something? Does the generator actually make traffic around the air field or activity around the airfield? 2nd question, in the advanced settings in Pat Wilson‘s campaign generator is there a guide or some kind of documentation that tells you what each section does and how to set it? 3rd question the AI in the game are not very aggressive. I’d like to know what other pilots are using to make changes to the AI so they act more aggressive. I’ve tried all the mods and none of them seem to get them to be tactical or aggressive. 4th question can the Pat Wilson campaign generator missions that are generated be edited. If so is there a way to make a template to add activity around an airfield. let me know guys, I know alot of pilots still fly this sim and would love to see it active again but I’m just looking for answers thanks in advance. Edited July 27 by Bugsy
Barkhorn1x Posted July 30 Posted July 30 Here's what I know: #1 = Don't recall seeing this kind of stuff either. #2 = No there isn't but there are some "notes" all the way over to the right for each category/sub-item. #3 = Check out VonS's work on improving the AI here = https://combatace.com/forums/topic/96987-rof-united-ed-aidm-other-mods-consolidated/ #4a = Yes as, once you generate a mission in PWCG it is saved to the Missions folder an can be edited with the mission editor. Mission folder = C:\Program Files (x86)\1C-777\Rise of Flight\data\Missions Editor folder = C:\Program Files (x86)\1C-777\Rise of Flight\bin_editor\release #4b = I have no idea how to do this. 1
JGr2/J5_W0LF- Posted July 30 Posted July 30 (edited) Thanks Bark I'll look into editing the missions and look at VonS's stuff. I put together a really good pack of mods that through testing make the game really good. I just took the time to make a base then added a ton of mods that don't interfere with each other and gives you a really good game play, the only thing I haven't added was anything for the AI planes which is what Im testing out right now. Thanks again my friend! Edited July 30 by Bugsy 1
ZiggyM Posted August 5 Posted August 5 Questions about American volunteer and NBG aviators who flew for the RAF while awaiting their aeroplane's arrival - PWCG README.txt states - Game play: 6. Create a campaign. - Press the create campaign button (all nations on main screen) - Select a service - If you are flying Allied and want to be an American, select the "American" check box. - Allows transfer to American squadrons later in the war. 9. Changing your campaign - Press Transfer to transfer to another unit. - Transfers may be restricted. - If you are a commanding officer you will not be allowed to transfer to a squadron commanded by an ace. - You cannot transfer between services. Example: if you are in the RNAS you can't transfer to the RFC since one is Navy and the other is Army. - In this example, when the RNAS and RFC merge to become the RAF then all squadrons are available. - If you are an American, when America enters the war you now have the option to transfer to an American squadron. - Once you transfer to an American squadron you cannot go back! I tried to create an American campaign by selecting "American" but it wouldn't allow me to join the RAF squadrons. What am I doing wrong? Thank you for any help with this matter.
Barkhorn1x Posted August 6 Posted August 6 12 hours ago, ZiggyM said: I tried to create an American campaign by selecting "American" but it wouldn't allow me to join the RAF squadrons. What am I doing wrong? Thank you for any help with this matter. I'm almost positive that this scenario works for Americans flying for the French ONLY. 1 1
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