PatrickAWlson Posted December 9, 2024 Posted December 9, 2024 http://www.pwcampaignmanager.com/pwcg/pwcgbos/web/PWCGBoS.php The download will install into PWCGFCBeta. It will not overwrite your existing PWCGFC install. This version has all of the data changes - new map - new ground locations - squadrons added - all FC planes - squadrons distributed across the map This is a fully functional FC4 version of PWCG. It very much needs player testing. At the moment I am working on squadron skins. While this is a large task, it is not core to the playability of the beta. 5 4
GenMarkof007 Posted December 9, 2024 Posted December 9, 2024 S! @PatrickAWlson First of all, a big thanks for this new BETA version... Quick question, If I don't have the latest FC4 module... Am I able to do some testing of this beta version? I was waiting a bit before buying the latest FC4... Again, a big thank you for this great work. Cheers, GenMarkof007 ----
PatrickAWlson Posted December 9, 2024 Author Posted December 9, 2024 9 minutes ago, GenMarkof007 said: S! @PatrickAWlson First of all, a big thanks for this new BETA version... Quick question, If I don't have the latest FC4 module... Am I able to do some testing of this beta version? I was waiting a bit before buying the latest FC4... Again, a big thank you for this great work. Cheers, GenMarkof007 ---- Normally the answer would be "no" because you would not have access to the map. However, the map in FC4 is really the same map as FC3. Of course, you have to use a plane that you own, not an FC 4 plane. Best answer I can give is give it a try. I suspect that it will work but I'm not 100% sure. 1
Varibraun Posted December 10, 2024 Posted December 10, 2024 Pat - Just an FYI that my Bitdefender didn't like something about the beta, before and after extracting. I didn't have time to run it down tonight, but hopefully can figure it out over the next few days to help with some testing.
Artfactial Posted December 10, 2024 Posted December 10, 2024 Thank you so much for this.:) I am gearing up for my first PWCG FC campaign so I might as well help out with the beta. Not sure when exactly I'll start though.
GenMarkof007 Posted December 11, 2024 Posted December 11, 2024 S! @PatrickAWlson I'm setting up the PWCG FC4 beta... and in the planes own, I see these (3) three planes: - Dorand AR - Farman F.40 - Albatros C.II Are those planes using another one from the IL-2 selection? Thanks, GenMarkof
PatrickAWlson Posted December 14, 2024 Author Posted December 14, 2024 Dorand AR = RE8 Farman F.40 = FE2b Albatros C.II = FE2b 2
GenMarkof007 Posted December 14, 2024 Posted December 14, 2024 S! @PatrickAWlson I did try to do a mission from the start in 1916... After selecting all the planes, even the one from FC4 that I don't have yet... I created a mission with the 24 squadron RAF (DH2) and after opening IL-2, I couldn't find the generated mission. I did the same thing, but with a Neuport 11 (that I have). and I was able to open the generated mission. Is PWCG FC4 supposed to work like this? Thanks GenMarkof007
PatrickAWlson Posted December 15, 2024 Author Posted December 15, 2024 14 hours ago, GenMarkof007 said: S! @PatrickAWlson I did try to do a mission from the start in 1916... After selecting all the planes, even the one from FC4 that I don't have yet... I created a mission with the 24 squadron RAF (DH2) and after opening IL-2, I couldn't find the generated mission. I did the same thing, but with a Neuport 11 (that I have). and I was able to open the generated mission. Is PWCG FC4 supposed to work like this? Thanks GenMarkof007 DH2 is an FC4 plane, which you do not own. The game will not show you missions where you do not own the pilot's assigned plane. What you can do is use the equipment request feature to put an N11 into your DH2 squadron, then assign yourself the N11. 1
Flashy Posted December 17, 2024 Posted December 17, 2024 Thanks for the update Pat - was able to start a F.E2B career at Bruay on 01/01/1916. First mission went well because it was only me flying, but there are again problems with the AI not being able to take off. The leader just runs along the ground with his wingtip dragging on the ground until he crashes into something (usually a tree )
Shadowed Posted December 17, 2024 Posted December 17, 2024 (edited) 1 hour ago, Flashy said: Thanks for the update Pat - was able to start a F.E2B career at Bruay on 01/01/1916. First mission went well because it was only me flying, but there are again problems with the AI not being able to take off. The leader just runs along the ground with his wingtip dragging on the ground until he crashes into something (usually a tree ) I see this issue with multiple airfields with the vanilla built-in career; so not just a PWCG issue sadly. Not sure what Pat can do about this. edit: I am getting an error after editing the simple config and trying to generate a mission. If I leave simple config default, the missions generate. Changing either Ground or AA to Ultra Low will cause the following error to appear: No targets available in mission. Starting new French career 1/1/1916 at Lemmes. Spoiler PWCG Error Tue Dec 17 08:37:31 EST 2024 pwcg.core.exception.PWCGException: No targets available in mission at pwcg.mission.target.TargetDefinitionBuilder.findTarget(TargetDefinitionBuilder.java:37) at pwcg.mission.target.TargetDefinitionBuilder.buildTargetDefinition(TargetDefinitionBuilder.java:21) at pwcg.mission.target.GroundTargetDefinitionFactory.buildTargetDefinition(GroundTargetDefinitionFactory.java:26) at pwcg.mission.flight.contactpatrol.ContactPatrolPackage.buildTargetDefinition(ContactPatrolPackage.java:35) at pwcg.mission.flight.contactpatrol.ContactPatrolPackage.createPackage(ContactPatrolPackage.java:24) at pwcg.mission.flight.FlightFactory.buildFlight(FlightFactory.java:171) at pwcg.mission.AiFlightBuilder.buildFlight(AiFlightBuilder.java:94) at pwcg.mission.AiFlightBuilder.createAiFlights(AiFlightBuilder.java:52) at pwcg.mission.MissionFlightBuilder.createAiFlights(MissionFlightBuilder.java:67) at pwcg.mission.MissionFlights.generateFlights(MissionFlights.java:41) at pwcg.mission.Mission.generateFlights(Mission.java:137) at pwcg.mission.Mission.generate(Mission.java:105) at pwcg.mission.MissionGenerator.buildMission(MissionGenerator.java:144) at pwcg.mission.MissionGenerator.makeMission(MissionGenerator.java:48) at pwcg.gui.campaign.home.GuiMissionInitiator.makeMission(GuiMissionInitiator.java:38) at pwcg.gui.campaign.mission.MissionGeneratorHelper.showBriefingMap(MissionGeneratorHelper.java:28) at pwcg.gui.campaign.mission.CampaignMissionScreen.generateMission(CampaignMissionScreen.java:181) at pwcg.gui.campaign.mission.CampaignMissionScreen.createSinglePlayerMission(CampaignMissionScreen.java:156) at pwcg.gui.campaign.mission.CampaignMissionScreen.actionPerformed(CampaignMissionScreen.java:128) at java.desktop/javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at java.desktop/javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at java.desktop/javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at java.desktop/javax.swing.DefaultButtonModel.setPressed(Unknown Source) at java.desktop/javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.desktop/java.awt.AWTEventMulticaster.mouseReleased(Unknown Source) at java.desktop/java.awt.Component.processMouseEvent(Unknown Source) at java.desktop/javax.swing.JComponent.processMouseEvent(Unknown Source) at java.desktop/java.awt.Component.processEvent(Unknown Source) at java.desktop/java.awt.Container.processEvent(Unknown Source) at java.desktop/java.awt.Component.dispatchEventImpl(Unknown Source) at java.desktop/java.awt.Container.dispatchEventImpl(Unknown Source) at java.desktop/java.awt.Component.dispatchEvent(Unknown Source) at java.desktop/java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.desktop/java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.desktop/java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.desktop/java.awt.Container.dispatchEventImpl(Unknown Source) at java.desktop/java.awt.Window.dispatchEventImpl(Unknown Source) at java.desktop/java.awt.Component.dispatchEvent(Unknown Source) at java.desktop/java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.desktop/java.awt.EventQueue$4.run(Unknown Source) at java.desktop/java.awt.EventQueue$4.run(Unknown Source) at java.base/java.security.AccessController.doPrivileged(Unknown Source) at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.desktop/java.awt.EventQueue$5.run(Unknown Source) at java.desktop/java.awt.EventQueue$5.run(Unknown Source) at java.base/java.security.AccessController.doPrivileged(Unknown Source) at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.desktop/java.awt.EventQueue.dispatchEvent(Unknown Source) at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.desktop/java.awt.EventDispatchThread.run(Unknown Source) Edited December 17, 2024 by Shadowed
PatrickAWlson Posted December 17, 2024 Author Posted December 17, 2024 3 hours ago, Flashy said: Thanks for the update Pat - was able to start a F.E2B career at Bruay on 01/01/1916. First mission went well because it was only me flying, but there are again problems with the AI not being able to take off. The leader just runs along the ground with his wingtip dragging on the ground until he crashes into something (usually a tree ) Was there snow on the ground? The AI has a terrible time taking off in the snow. 1 1
Avimimus Posted December 17, 2024 Posted December 17, 2024 Insulting other forum members will not be permitted. I have removed some posts. If this recurs penalties will be applied to both of those who were insulting each other. 1 1
Wolfpack345 Posted December 18, 2024 Posted December 18, 2024 Hello Pat, I appriciate all of your quick work getting this beta out. I seem to be having an issue with the Nieuport 17. The AI Flight lead shakes rapidly. This is a mixed flight, where No. 3 and 4 are Nieuport 11s. Not sure if this is a IL-2 AI issue or something else so I figured I would check.
PatrickAWlson Posted December 18, 2024 Author Posted December 18, 2024 2 hours ago, Wolfpack345 said: Hello Pat, I appriciate all of your quick work getting this beta out. I seem to be having an issue with the Nieuport 17. The AI Flight lead shakes rapidly. This is a mixed flight, where No. 3 and 4 are Nieuport 11s. Not sure if this is a IL-2 AI issue or something else so I figured I would check. It is an AI issue. PWCG only makes missions, exactly like a person sitting at the Mission Editor. Once the planes are in the air it is up to the AI to keep them there. If you have the mission please post it and tag LukeFF. 1
Wolfpack345 Posted December 18, 2024 Posted December 18, 2024 (edited) 19 minutes ago, PatrickAWlson said: It is an AI issue. PWCG only makes missions, exactly like a person sitting at the Mission Editor. Once the planes are in the air it is up to the AI to keep them there. If you have the mission please post it and tag LukeFF. Yeah I figured it was an AI issue. I appriciate the feedback. Sadly I do not have the mission anymore I do have the track though, hope that can help at least @LukeFF https://drive.google.com/file/d/13zSuZ-AYa1STUtHDsffeVaZtrSOSZDoZ/view?usp=sharing Edited December 18, 2024 by Wolfpack345
PatrickAWlson Posted December 18, 2024 Author Posted December 18, 2024 @Wolfpack345 The track works. Thanks for posting.
Flashy Posted December 21, 2024 Posted December 21, 2024 (edited) On 12/17/2024 at 5:50 PM, PatrickAWlson said: Was there snow on the ground? The AI has a terrible time taking off in the snow. Hi Pat, I have been looking into this issue because I noticed that the in-built vanilla career mode didnt have any issues with taking off from these fields in the snow, and I also made a few basic test missions where the AI was able to take off with no issues as well, and I think I have found the problem - its in the mission logic, its not the AI. I have been able to fix the missions generated by PWCG in the editor very simply and now the planes can take off fine. The first problem seems to be the AI planes in the player's flight are being created as not enabled, and then activated at mission start - this seems to cause issues when they try to take off.. rather just spawn them enabled and get rid of the Activate MCU. The second issue is there is not enough time given between the start of the mission and the command to take off. Your logic is basically calling the takeoff MCU from the same 1 second timer which was activating the planes, with the result that the mission was starting and the planes were immediately taking off. I think you need to give the mission some time to load properly before they take off (I found 10-15 seconds works well). So, to fix the take off problem with missions generated by PWCG I do the following. Open the mission in the editor, and find the players flight and make it the active group. Delete the activate MCU which is Object Linked to the player's AI squad mates open the advanced properties of the player's AI squad mates and set them to enabled: Find the timer which is calling the takeoff MCU and set it to 10 or 15 sceonds: and thats it! The planes now take off correctly.. whereas they were crashing and ground looping in the original mission every time without these changes. I tested the original mission 5 times (AI did the same thing every time - crashed/ground looped) and the modified mission 5 times (AI took off perfectly every time) so I am pretty confident this resolves the issue. I hope this helps you to fix the issue in the generator - please let me know if you need more info. I can also provide before and after mission files if that is helpful? Edited December 21, 2024 by Flashy 2 2
KodiakJac Posted December 28, 2024 Posted December 28, 2024 (edited) On 12/21/2024 at 7:51 AM, Flashy said: The first problem seems to be the AI planes in the player's flight are being created as not enabled, and then activated at mission start - this seems to cause issues when they try to take off.. rather just spawn them enabled and get rid of the Activate MCU. @PatrickAWlson Hi Pat, Please take a good hard look at the take off issue solution described by Flashy above. The way PWCG does it now (not enabled, and then activated at mission start) is why the player always lands first when under autopilot control during a landing. As you know, the player always lands last under autopilot control in IL-2 Great Battles Career missions and most campaigns. So, the player landing first with PWCG is a HUGE plus that many of us consider a positive feature, not a bug. And I've never had the take off issue Flashy has described. I'm not saying it's not there, but I've never run into it before. So maybe there is another way to solve Flashy's take off problem. Thanks for considering this! Edited December 28, 2024 by KodiakJac
PatrickAWlson Posted December 28, 2024 Author Posted December 28, 2024 7 hours ago, KodiakJac said: @PatrickAWlson Hi Pat, Please take a good hard look at the take off issue solution described by Flashy above. The way PWCG does it now (not enabled, and then activated at mission start) is why the player always lands first when under autopilot control during a landing. As you know, the player always lands last under autopilot control in IL-2 Great Battles Career missions and most campaigns. So, the player landing first with PWCG is a HUGE plus that many of us consider a positive feature, not a bug. And I've never had the take off issue Flashy has described. I'm not saying it's not there, but I've never run into it before. So maybe there is another way to solve Flashy's take off problem. Thanks for considering this! I did say that I was going to do that. I will point out two things. 1. PWCG has been coded in its current form for over a decade. What happened? 2. My expectation is the AI handles reasonable processes. It is not a realistic expectation, I know, but I have no choice other than to believe that the AI will do reasonable things, as I do not have control over the AI. Now we get down to reality. 1C routinely breaks the AI. Often, this is not done by changing the AI. it is done by changing the underlying parameters and FAILING TO change the AI. I believe that the AI skidding out on snowy runways is an example of this. The AI never had to deal with this condition. 1C introduced the condition but didn't properly make the AI able to deal with it. So, here I go again trying to change mission parameters to appease the AI. @Flashy has been kind enough to post a how to and it would be foolish of me not to leverage his work, so I will do that. 1
Flashy Posted December 28, 2024 Posted December 28, 2024 (edited) 9 hours ago, KodiakJac said: @PatrickAWlson Hi Pat, Please take a good hard look at the take off issue solution described by Flashy above. The way PWCG does it now (not enabled, and then activated at mission start) is why the player always lands first when under autopilot control during a landing. As you know, the player always lands last under autopilot control in IL-2 Great Battles Career missions and most campaigns. So, the player landing first with PWCG is a HUGE plus that many of us consider a positive feature, not a bug. And I've never had the take off issue Flashy has described. I'm not saying it's not there, but I've never run into it before. So maybe there is another way to solve Flashy's take off problem. Thanks for considering this! I wasnt aware that the activate logic means the player lands first, so that is indeed a good plus point for using it. Personally, I prefer if the planes land in their order of take off (so if you are no 4 in a flight, you should be no 4 to land), but I appreciate that others might not want that. The main issue seems to be with the amount of time given between the start of the mission and calling the takeoff command. This is something which is true for in-built career missions, PWCG missions and self-made test missions: If you call the takeoff MCU immediately on mission start, the planes dont take off properly (they do all kinds of weird stuff like driving round in circles on the aerodrome, veering off to the side and colliding with parked planes etc). However, if you just build in some time at the start of the mission to allow everything to load and "stabilize " before telling them to take off, then this issue goes away. @PatrickAWlson maybe try this: for planes which have a throttle, add in a timer of at least 10 seconds between when you call the activate MCU and the Takeoff MCU, and see if that fixes the problems with planes taking off on snowy airfields. This wont get rid of the activate MCU, so the plane landing order wont be affected and players like @KodiakJac who want to keep this feature should still be happy. Alternatively, you can set all planes to be "On Parking" instead of "On Runway". This will work for all planes including the DH2 and EIII because it makes planes start with the engine off, so that will also fix the issue because the time it takes the AI to start the engine (10-15 seconds) is enough to allow the mission to load and then they take off fine. (Btw, I have been doing the second option - setting planes to On Parking with all my generated missions from the vanilla career for a few weeks now, and I can confirm it fixes the take off issue) Edited December 28, 2024 by Flashy 1
PatrickAWlson Posted December 28, 2024 Author Posted December 28, 2024 @Flashy Adding some time before takeoff is easy, so I am going to start with that. I think that I made it shorter because people complained about waiting 30 seconds 1
Flashy Posted December 28, 2024 Posted December 28, 2024 34 minutes ago, PatrickAWlson said: @Flashy Adding some time before takeoff is easy, so I am going to start with that. I think that I made it shorter because people complained about waiting 30 seconds yeah 30 seconds is probably too long. 😃. 10 or so should do it.. 1
KodiakJac Posted December 28, 2024 Posted December 28, 2024 3 hours ago, Flashy said: Personally, I prefer if the planes land in their order of take off (so if you are no 4 in a flight, you should be no 4 to land), but I appreciate that others might not want that. I agree. I wish 1C would use that logic. And that is the landing order for the rest of your flight. Your AI wingmen land in the order they took off (other than those returning to base early due to damage, etc). I've never understood why 1C forces the player to be the last to land regardless of their position in the take off order. And forcing the player to always land last can easily add 15 to 20 minutes to your flight time. Of course, the player can always land when they want to, but then you've got to take cuts in the traffic pattern which feels unrealistic. So, it was a breath of fresh air when we discovered PWCG sets up the player to land first 🙂
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now