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Old PW-CampaignGenerator 16.3.1 needed


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TG-55Panthercules
Posted

Pasted below are the posts from the same-named thread from the old RoF Forums, originally started by Dutch2.

 

I want to go back to the last old style 16.3.1 campaign generator, who is willing to sent me the 16.3.1 

 

 

Dutch2, on 20 May 2018 - 07:03, said:

 

Did do test flights using this 16.3.1 PWCG, first impresions it is reacting much faster then the sluggish 3.3.2, maybe the 3.3 is full of BoX fat.
The Se5 in 16.3.1 are now acting like real fighters and did shoot me down btw.
While in the 3.3 is like an random function if the airfield hangars are shown up, in the 16.3.1 it seems to show the hangars all the time on your home field, never did see they were missing.
Also sometimes the 3.3 does generate to much activities that a RoF mission can handle, I know from my own experience that the 16.3.1 does not have that. Think it is another aspect, thats working fine in BoX only the old RoF mission engine has his own limits.
The positive part of the 3.3 was that I could select the old paintings or mono color screens. It is just a matter of exchange the old paintings to a mono colored by hand, should not that difficult to implementate this by my self.

Pat sorry to write this down, maybe the 3.x is working great in BoX, for me the whole 3.3 is still to buggy for any use in RoF. I hope you are going back to this forum, so you will read about all the problems other RoF members are facing and maybe teach me to do the RoF CG program job, ? because it is still great piece of software.
BIG Thanks for creating this.

 

 

vonOben., on 28 May 2018 - 06:55, said:

 

Hi

 

I never tried the PWCG 3 series since it seem very buggy, but I tested PWCG 2.1.2 and then went back to 16.3.
 

Could anyone send me the 16.3.1 since I only have 16.3?

 

Thanks in advance

 

S!

 

vonOben

 

 

Panthercules, on 28 May 2018 - 11:37, said:

 

You can find 16.3.1 here, in a JSGME-ready package:  http://www.mediafire.com/file/ydvhn735c1dog5a/PWCG_16.3.1_for_JSGME.zip/file

 

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  • 6 months later...
Posted

For anyone using older versions of PWCG like me, that haven't got Ankor's GUI mod, Ankor kindly sent me the source for the Mod and I've recreated the older version to use with legacy versions of PWCG, like 16.3.1. File is attached ?

ROF GUI Mod (Legacy).zip

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  • 2 weeks later...
Posted (edited)

I've reskinned ver 16 to give it a cleaner look. Uses the same font as ROF as well as some of the images from the game. I quite like it. Makes it much cleaner and easier on the eye. PM me if you want the files and font to update your version

 

 

 

 

 

Image1.jpg

Image2.jpg

Image3.jpg

Image4.jpg

Image5.jpg

Edited by J2_Steve
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Posted (edited)

Looks very interesting, fresh and clean... Is it possible to post the Files in the Mods-Section, please?

BTW, this is my Newspaper-Mod I've created for my personal use some Months ago for PWCG 16.3.1. 

Nearly 900 different Newspaper-Articles for both the Allied and German Side, starting with the Battle at Verdun in Feb. 1916 till the Armistice in Nov. 1918. 

Gives a lot more Immersion to your active Campaigns. Learn about new Aircraft, see Frontline-Reports and original historical Events during the Great War.

Perhaps someone is interested...

Greetings from Germany?

 

19161117Allied.jpg

19161209Allied.jpg

19170411Allied.jpg

19170106German.jpg

19170423German.jpg

19170628German.jpg

Edited by Andy7317
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Posted (edited)

I like both the newspaper mod and the reskin for ver. 16.3.1 of the PWCG. If I may humbly recommend that both mods be posted under the mods section for RoF, that would be nice. Those of us who still fly RoF and aren't interested in moving to the FC series will appreciate these mods for further immersion. If on the other hand you prefer not to post the mods publicly, feel free to PM-me both mods.

 

Cheers all & good RoFing to you,

?

Edited by VonS
Edited post.
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Posted

I'd love to see these in the mods section too!

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Posted

I also am interested in both mods please as I still fly the old girl now and again.

 

S!Blade<><?

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Posted

I'm also interested in both mods !

Thanks for this nice work ! ?

TG-55Panthercules
Posted
6 hours ago, J2_Steve said:

We dont really have a RoF Mods section anymore. So I'll post the re-skin here in the ver 16 thread instead

 

https://www.mediafire.com/file/ndpccxodmuxzt4z/PWCG_Skin.zip/file

 

 

We don't have a separate mods section for RoF, but we do have this thread devoted to compiling info about RoF mods: https://forum.il2sturmovik.com/topic/83598-mods-for-rise-of-flight/

 

You might want to post about it in that thread, though your idea about posting it in the PWCG version 16.3.1 is a good one, too.

Posted (edited)

Please excuse me for posting my Mod here a little late, but sometimes private things are just more important in life...

 

Here is my Newspaper-Mod, I hope you like it.

 

Newspaper (mediafire.com)

 

 

It is very easy to use:

Open your main RoF folder. Go to the PWCG folder (RoFCampaign).

Copy my Newspaper folder into your RoFCampaign/Data/Images folder. Let it overwrite everything. That's it already!

 

After you have completed your Missions, you will see the "News" tab in the top left corner of your Combat Report. There you can read the latest news. 

You may have to change your "Mission Spacing" of your campaign. Remember, the longer the rest periods between your missions, the less news you will be able to read.

I prefer one mission per calendar day of my campaign, but this is a matter of taste. It is recommended, but not mandatory. The mod is designed so that a new newspaper article will appear approximately every 2-5 days of your campaign. 

 

Attention: This is a BIG download. About 1000 Megabytes. I hope you have enough free space on your hard-disk?

 

Have fun with it!

If you have any Questions, please post them here. 

 

 

 

 

Edited by Andy7317
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TG-55Panthercules
Posted
On 12/12/2023 at 8:20 PM, J2_Steve said:

@TG-55PantherculesThe RoF Mods compilation thread is locked. Couldn't post in there even if I wanted to.

Sorry about that - I think I locked it while I was still bringing posts over from the old RoF forums, but no need for that now so I've unlocked it.

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Posted

Thanks to J2_Steve and Andy7317 for their mod ! ?

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  • 5 weeks later...
Leftenant_Soap
Posted

In PWCG 16.3.1, most of the time my AI flight will not follow the mission waypoints, they just takeoff and circle the base, climbing endlessly. Does anyone know a way to fix it?

Posted
10 hours ago, Leftenant_Soap said:

In PWCG 16.3.1, most of the time my AI flight will not follow the mission waypoints, they just takeoff and circle the base, climbing endlessly. Does anyone know a way to fix it?

I've not seen that behaviour in my install. I know climb waypoints were added to later versions of PWCG.

Is this in every career you create?

Posted

Are you using the VonS mod improving the AI ?

 

ROF_AI_Improved_ver1.4_SpecialEdition_VonS

 

When I enable it, I've got this problem. It doesn't encounter when I use the version 1.36 of this mod.
Don't know why ?

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Leftenant_Soap
Posted
10 hours ago, J2_Steve said:

Is this in every career you create?

I noticed this with a DH.2 and Nieuport 11 career, but not Fokker E.III

 

9 hours ago, cmbishop said:

Are you using the VonS mod improving the AI ?

 

ROF_AI_Improved_ver1.4_SpecialEdition_VonS

Yes! I tried what you suggested and I think it helped, only half of the flight continued climbing while the leader and I continued the mission. A few minutes later they were following the waypoints. Thanks!

 

fyi @VonS

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Posted (edited)

@All,

 

Have currently tweaked some modifications to a couple of the AI-relevant files, with ver. 1.36 to become 1.37, and 1.4 to become 1.41 - but I have to take the "hotfixes" up in a few PWCG campaigns for further testing. Will upload the fixes in a couple of weeks if I see noticeable improvements to AI following waypoints, etc. (Have noted that ver. 1.36 is behaving well in its current form. Thanks for the info.)

 

Cheers,

?

Edited by VonS
Fixed typos.
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  • 1 month later...
Posted
On 11/27/2023 at 6:29 AM, J2_Steve said:

For anyone using older versions of PWCG like me, that haven't got Ankor's GUI mod, Ankor kindly sent me the source for the Mod and I've recreated the older version to use with legacy versions of PWCG, like 16.3.1. File is attached ?

ROF GUI Mod (Legacy).zip 923.85 kB · 42 downloads

Thanks! I'm using it. 

Posted
On 1/16/2024 at 8:13 PM, Leftenant_Soap said:

I noticed this with a DH.2 and Nieuport 11 career, but not Fokker E.III

 

Yes! I tried what you suggested and I think it helped, only half of the flight continued climbing while the leader and I continued the mission. A few minutes later they were following the waypoints. Thanks!

 

fyi @VonS

Had the same issue. 1.37 worked for me, too. 

Posted

Update. I've stopped using 1.37. Had an issue with the other planes not taking off. They'd taxi around until they ran into trees. I could get up, but if I restarted on Autopilot no go. Scrubbed and generated a new mission. Same thing. Uninstalled 1.37 and everything was fine for that mission. Clueless. It had been working fine. 

Posted (edited)

Recommended also, if using any of the RoFCampaignSpecific files (either ver. 2 or ver. 3) -- is to reduce the turbulence and wind-speed factors if you are noticing that AI-operated aircraft can't take off or that they crash into hangars, etc.

 

For example, the relevant values I have in the ver. 2 RoFCampaignSpecific files are:

 

MaxTurbulence = 4;
MaxWind = 12;

 

In the ver. 3 RoFCampaignSpecific files, the values are:

 

MaxTurbulence = 7;
MaxWind = 18;

 

That translates to max. possible wind speeds of about 23 and 35 knots, respectively. Can't remember at the moment what the stock turbulence magnification factor is (something like 2 or 3). Wind speed values are in meters/sec, by the way.

 

Suggested, if the RoF AI is not all that intelligent (on average) - is to tone down the turbulence factor to about 2, and the max. wind value to no more than 5 or 6, which translates to a speed of about 10 to 12 knots max.

 

I might in the future tinker with an all-in-one, (final) version 1.5 of the AI mod for RoF - but I will leave that as a side-project for now. With RoF being a locked sim, I doubt that much more can be done with the AI routines.

 

As always, feel free to leave feedback on the RoF forums and/or to PM-me either here or on CombatAce. The info. might be of help if I revisit the AI mod(s) again. (Currently tinkering with FlightGear.)

 

Cheers all,

?

Edited by VonS
Edited info.
Posted
On 2/24/2024 at 2:53 AM, Majpalmer said:

Update. I've stopped using 1.37. Had an issue with the other planes not taking off. They'd taxi around until they ran into trees. I could get up, but if I restarted on Autopilot no go. Scrubbed and generated a new mission. Same thing. Uninstalled 1.37 and everything was fine for that mission. Clueless. It had been working fine. 

Getting the same issues, as well as flights spread over 100's of meters. Only using the DM mod from VonS at the moment, with improved gunnery enabled. Thats good enough for me right now.

Posted

BTW, I have gotten 1.37 to work by reducing the values to MaxTurbulence = 2;
MaxWind = 4. 

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Posted (edited)
On 2/29/2024 at 6:39 AM, Majpalmer said:

BTW, I have gotten 1.37 to work by reducing the values to MaxTurbulence = 2;
MaxWind = 4. 

 

Thank you for this info. - as suggested in my previous post, high winds/turbulence are something that often knocks the RoF AI out of its typical behavior. I'll look into that for a future update to the AI mod(s) - although it's entirely possible that files/code which controls how the AI responds to wind and turbulence is encrypted deeper down in RoF.

 

As well keep in mind that my AI mods are only tested in quick combat mode and in campaign flights using ver. 16.3.x of the PWCG -- no guarantees as to how the mods behave with ver. 3.3.x of the PWCG, or with versions of RoF older than the latest/consolidated RoF United patch that came out sometime around 2020 I think.

 

Will check into such details as turbulence, wind, flight spacing, etc., for some future update of the AI mod(s) -- should I decide that it's worth it to revisit said mods.

 

Cheers all,

?

Edited by VonS
Edited info.
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  • 10 months later...
Guest Dario73
Posted
On 2/29/2024 at 2:25 PM, VonS said:

 

Thank you for this info. - as suggested in my previous post, high winds/turbulence are something that often knocks the RoF AI out of its typical behavior. I'll look into that for a future update to the AI mod(s) - although it's entirely possible that files/code which controls how the AI responds to wind and turbulence is encrypted deeper down in RoF.

 

As well keep in mind that my AI mods are only tested in quick combat mode and in campaign flights using ver. 16.3.x of the PWCG -- no guarantees as to how the mods behave with ver. 3.3.x of the PWCG, or with versions of RoF older than the latest/consolidated RoF United patch that came out sometime around 2020 I think.

 

Will check into such details as turbulence, wind, flight spacing, etc., for some future update of the AI mod(s) -- should I decide that it's worth it to revisit said mods.

 

Cheers all,

?

Excellent work has been done to improve AI.

I was wondering where to find the Morane soulnier Skins for the early campaign at PWCG. I have searched intensely everywhere but I find nothing (((ForRofCampaignDataInputSkins" contains a file that, if you have downloaded the Pfalz E.II and Russian Morane-Saulnier Type G skins from the "CheckSix" RoF forums)))

 I've tried to search there but I can't locate them

Posted
1 hour ago, Dario73 said:

Excellent work has been done to improve AI. [...]

 

Thank you for the kind words - I hope to revisit the AI mod again, to see if I can squeeze out a few more improvements.

 

Regarding the early M-S Type H skins, those were originally available via the CheckSix forums for RoF (in French language) - but I couldn't find those skins anymore either. I have a copy of those skins available in my flight sim mods folder. To access the folder, go to my main profile page on CombatAce and click on the "about me" tab - there, you will find a link to my mods folder. Once you access the mods folder, finding the RoF mods sub-folder is easy.

 

Cheers,

😊

Guest Dario73
Posted (edited)
Thank you very much for your quick response. 
Ai is incredible but I must say that it is limited to use in missions or quick combat, in the Career they cannot be used and in PWCG I have only seen that 1.3 can be used and being the commander of the squad because if not the AI commander will do strange behaviors.
Excuse my bad English, I use a Google translator
 
Edited by Dario73
Posted
3 hours ago, Dario73 said:
Thank you very much for your quick response. 
Ai is incredible but I must say that it is limited to use in missions or quick combat, in the Race they cannot be used and in PWCG I have only seen that 1.3 can be used and being the commander of the squad because if not the AI commander will do strange behaviors.
Excuse my bad English, I use a Google translator

 

Thank you for the feedback. I will try to find time to fly a PWCG ver. 16.x.x campaign soon, using both the ver. 1.37 and 1.41 AIs to compare - it is possible that high wind speeds in RoF sometimes cause problems for the AI, even when it is modded. I have increased wind and turbulence values in my various modifications for RoF -- for more information on how to decrease wind and turbulence values, etc., have a look at this thread (especially the last several posts).

 

Cheers,

😊

cmbishop
Posted

Thanks vonS for your AI mods! Fantastic work! 👍
I noticed a noticeable difference between versions 1.37 and 1.41 in PWCG. With version 1.37, the AI correctly follows the waypoints. With 1.41, the AI describes large elipses in order to reach the various waypoints. Often, however, it fails to reach the waypoints and describes wide circles in an endless way. So with PWCG 16.x.x, for me it's better to use version 1.37.

Thanks again for your work! 👍


PS : In the RofCampaignSpecific.config, I put MaxTurbulence = 3; and MaxWind = 9; in order to avoid bad take offs made by my AI mates

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  • 3 months later...
Posted (edited)
On 11/27/2023 at 8:29 PM, J2_Steve said:

For anyone using older versions of PWCG like me, that haven't got Ankor's GUI mod, Ankor kindly sent me the source for the Mod and I've recreated the older version to use with legacy versions of PWCG, like 16.3.1. File is attached ?

ROF GUI Mod (Legacy).zip 923.85 kB · 82 downloads

 

This download is unavailable. Can you reupload it?

 

edit Oh no, I misunderstood. This download is work. When I log in, the download is activated. Thanks. 😄

Edited by kodam
  • 2 months later...
JGr2/J5_W0LF-
Posted

Can someone help me I have an issue with 16.3.1, I enjoy using it a lot but the problem I'm having is the AI pilots don't want to land at the end of a sortie the last WP just stays there and they just keep circling the field, other than that it works great, I'm using no mods except the cleaner update for the main screen and newspaper mod.

JUSTPLANECRAZY
Posted
13 hours ago, Bugsy said:

Can someone help me I have an issue with 16.3.1, I enjoy using it a lot but the problem I'm having is the AI pilots don't want to land at the end of a sortie the last WP just stays there and they just keep circling the field, other than that it works great, I'm using no mods except the cleaner update for the main screen and newspaper mod.

Hi Bugsy i have the same issue, i flew 2 missions a couple of nights ago and 3 from our flight of 5 returned the other 2 circled like vultures i waited long enough they kept circling so i just landed, once parked up i sat for an age and watched them keep circling so i just left the missions, it never affected the outcome but does spoil things a little, sorry i don't know what's causing it but just thought i would let you know you're not alone on this one.

  • Like 1
JGr2/J5_W0LF-
Posted (edited)

I was looking at the missions from PWCG and the mission WP don't have a Landing WP. If I use PWCG 3.3.2 they all land normal, I'm going To see what it takes to edit them manually after they are created.  if anyone has anything about this abnormally please post here I really would like to talk to Pat himself. If I can understand the code Id like to try to update this app because it really make the game more enjoyable.

 

So here's a pic of the last two WP's from my last mission. I used Notepad ++ to open this. It shows my last two WP's there's an Egress and a Landing approach but no Landing entry. For some reason the AI pilots just circle around at the end. Im gonna try to load 3.3.2 and look at a mission there cause that works fine. If anyone has any thoughts Id love to hear them. Is there an entry for Landing or Landing approach the last one in a mission? Also, why is the speed set to 220 shouldn't it be around 80 weird. 

 

001-2025-jun-30-001.jpg

Edited by Bugsy
JGr2/J5_W0LF-
Posted (edited)

OK so I found an entry in the 3.3.2 version and it places a landing entry in the mission file. Here's what it looks like from the newer 3.3.2 version, This entry is not making it into the missions from 16.3.1 version and I don't know why! 

here's landing entry:

 

001-2025-jun-30-001.jpg

 

Of course the data would look different depending on the base you are stationed at but Im gonna try to see if I can edit a mission to see what happens also in 16.3.1 the mission last WP is never over the actual base they are suppose to land at and I think its because its missing the landing entry.

Edited by Bugsy
JUSTPLANECRAZY
Posted
1 hour ago, Bugsy said:

OK so I found an entry in the 3.3.2 version and it places a landing entry in the mission file. Here's what it looks like from the newer 3.3.2 version, This entry is not making it into the missions from 16.3.1 version and I don't know why! 

here's landing entry:

 

001-2025-jun-30-001.jpg

 

Of course the data would look different depending on the base you are stationed at but Im gonna try to see if I can edit a mission to see what happens also in 16.3.1 the mission last WP is never over the actual base they are suppose to land at and I think its because its missing the landing entry.

Hi Bugsy i just flew 2 more missions and same again no landing, and yeah you are right about the last waypoint being what i would call a long way off the airfield, i just noticed after finishing the second of my 2 missions about 20 minutes ago, and on a more funnier note i also just learned that them bloody AI can claim my kills, i shot a balloon and the dirty sod claimed it he was miles away from the action, next sortie he wants to watch i don't mistake him for an enemy. 🤣 

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