Just thought you might like some user feedback on v12. Downloaded it and placed it in the JSGMEMODS folder. I remembered reading there was a new exe so I ran that and it told me it was in the wrong folder. Moved the folder to off the root and started right up. I have had it installed twice before but this was by far the easiest. I like using the exe as I don't have to switch on the game's Mods button. I have only flown a couple of missions in it so I am not really familiar with all the possible settings.
The main reason for installing it this time was to generate coops. I found the switch for that and generated a mission and presto, there it was in my coops folder. Flew the mission by myself, shot down one aircraft. The game had a CTD but that may have been as a result of something other than the coop.
I then generated a second mission. A couple of squad mates joined me. One thing I noticed was the pilot I used in mission 1 showed a "Victory(?)" of 1 to the right side of the pilots name. I was surprised as, for some reason, I didn't think it would track pilot's stats if in coop mode.
This may sound strange but in both missions I selected a plane with different pilot name, not the one set up as the campaign. Had the campaign pilot plane been shot down, I assume that would be the end of the campaign. Anyway, we flew the mission and all went well.
So, hat's off to you for a great product. This will be very helpful for generating coops for the squad.
Now some questions about if, or how, I might make the current PWCG a full mp campaign generator.
What are the differences, if any, between using PWCG in "coop" mode versus SP? Will PWCG still fully work as a dynamic campaign when generating coops, as long as the campaign pilot lives? Will it read the log file and track stats on all the pilots, human or AI? Will the moving front work in coop mode?
Lastly, is there a way that the end of the campaign is not dependent on the death or retirement of a the campaign pilot so the campaign continues? If not can the system be tricked. If no human took the campaign pilot aircraft, could that aircraft be set to zero fuel so AI could not take off and maybe go so far as to make the plane indestructible?
Thought it couldn't hurt to ask.
I may have found my answer.
This configuration item applies to your pilot only. It is only used with Type 1 AAR.
At level 1 your pilot will never suffer an injury.
At level 2 your pilot will at worst suffer a minor injury, resulting in some weeks of recuperation.
At level 3 your pilot will at worst suffer a major injury, resulting in some months of recuperation.
At level 4 your pilot can be killed. This is for those who like to play dead is dead.
So I assume if I choose 1, the campaign pilot never dies but all others can die. If squad member fly all other positions they will fly dead is dead. Would this work to accomplish an mp dynamic campaign? Sounds too good to be true.