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PWCG 14.4 released


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#1 PatAWilson

PatAWilson
  • Posts: 3381

Posted 11 September 2013 - 22:24

Get the latest release at the PWCG web site

Skins for PWCG are at the PWCG Skins Page

14.4
Added transport recon
- Recon known transport locations. Carry some bombs if you want to hit some trucks or a train.
Added airfield recon.
- Recon nearby airfields for activity. Over flying a scout base can be hazardous.
Added UsePlaneDelete to turn AI plane delete on and off
- Advanced Config->Mission Limits->UsePlaneDelete
- On (1) by default - planes delete.
- Set to 0 to turn off - planes do not delete
- Set to 0 at risk of performance.
Added player and enemy delete distance
- Advanced Config->Mission Limits->PlaneDeleteEnemyDistance
- Distance in meters from an enemy plane to trigger delete
- Advanced Config->Mission Limits->PlaneDeletePlayerDistance
- Distance in meters from the player plane to trigger delete

Bugs
Player flight members are no longer removed.
- This is good because now you won't disappear too.
- This is good because your AI mates won't blink out tight in front of you.
- This is bad because now damaged AI mates will circle until they crash.
- This is bad because your AI mates might crash into each other because they are very <expletive> stupid.
- More good than bad, so we're going with it (until somebody tells the AI how to land without hitting a tree or a hangar).


14.3
Improvements to sea plane campaigns
W.12 flights are primarily scout patrols, looking for Felixstowes
Felixstowe flights are primarily sub hunting patrols.
Increased possibility of interaction between land and sea units
Bugs:
Fixed incorrectly deleting planes

14.2
AI Pilots try to run from fight when
- Pilot wounded
- Aircraft critically damaged
- No ammo
- Gunner killed
- Half the squadron has been shot down.
AI pilots RTB after fight when
- Plane damaged.
- No fuel
Bugs:
- Continued issues with Lechelle-1 made me use Mesnil-Bruntel as an alternative
- Fixed error with fuel selection

14.1
Bugs:
- Fixed air starts
- Fixed scramble missions to avoid deleting planes
- Fixed data error in battle data file
- Added Option for no 10x flak
- Advanced Config
- Mission Limits
- use 10x AAA set to 0 for off, 1 for on
- Removed Edit Map
- Fixed ambient Balloons cannot be claimed

Version 14.0
Virtual Waypoints
- Using ME constructs to make AI flights perform "virtual" flights
- Not having the planes on the map means tremendous improvement in performance
- Makes many more flights possible
- Eliminates need for many canned flight patterns, making contact more natural
- Contact with the enemy happens exactly as it would if the AI was really flying the mission

Improved ground action:
- Attacks - tanks vs artillery for ground attack missions.
- Attacking infantry, tanks, machine guns, and artillery
- Defending pill boxes and artillery
- 3rd party objects at airfields (Thanks Vander and JimTM)
- Hot spots filled by:
- Water tower
- Airfield Objects
- Ground Crew
FE2b
- Added to game with proper squadrons (lots of them in 1916/1917)
- Mapped French planes to FE2b
- Farman F.40, Voisin L.III, Caudron G.IV
- French and Belgian skins available at the PWCG web site

Match operational tempo to battles.
- If you are in an active battle zone
- Increased odds of contact patrol or bombing mission for two seaters
- Increased odds of ground attack for Allied scouts, and ground attack two seaters
- Increased mission frequency
- Increased odds of supporting or stopping an infantry assault

Added Contact patrols
- Low altitude patrols close to the front
- See flare when contact is made

Changed Artillery AAA to fire at 10x rate. Allows for more fire with fewer entities (Thanks requiem).
- Balloon AAA and front AAA
- Not used for low level missions because it is too deadly.

Player and AI pilots can now be made prisoner
- Land behind your lines, in NML or near one of your positions and you are safe.
- Land behind enemy lines and the deeper you are the less likely your escape.

Add sea plane flights to non-seaplane missions

Modeled front lines for both sides.

Added Requiem's Wound Modification
- Set from user preferences in advanced configuration

Eliminated non-viable mission message. Now some missions will be without contact.

Bugs Fixes:
- Ambient balloons do not appear as a claimable victory
- Fixed some errors in ground position ownership
- Moved 5 and 7 RNAS to more historically accurate locations
- The Medals are not showing properly in Combat report
- Arty spot grid not appearing in missions
- Cleaned up unused advanced config parameters
- No more landings. AI aircraft are now deleted before landing. Player can land normally but will not land automatically.
- Added delay for balloon winch and made winch rate slower
- Fixed issue where a balloon claim could be denied
- 8 RNAS did not have any planes assigned for a two week period in September 1917
- Performance improvement by using smaller images
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#2 Avatar

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  • Posts: 888

Posted 11 September 2013 - 22:26

Nicely done sir! :S!:
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#3 Der.Mo

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  • Posts: 1010

Posted 11 September 2013 - 22:32

ChakaBoom! Great Job!
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#4 HotTom

HotTom
  • Posts: 8177

Posted 11 September 2013 - 22:33

Amazing! Bravo!

I just let it overwrite the last test and the title page says Test Release 6. Should I let it overwrite 13.1 instead?

Edit: Nope, tried to overwrite 13.1 and it still says Test Release 6.
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#5 PatAWilson

PatAWilson
  • Posts: 3381

Posted 11 September 2013 - 22:54

It should go into the RoFCampaign directory, whatever that may be. You should be OK either overwriting or with a fresh install. If overwriting causes issues, back up your campaigns, do a fresh install, and then restore your campaigns.
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#6 HotTom

HotTom
  • Posts: 8177

Posted 11 September 2013 - 22:55

Disregard my last. I just started it ith the new GUI and it just reads version 14.

I was using my desktop shortcut, which I need to replace.

Sri if I caused any confusion.

:S!:

HT
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#7 PatAWilson

PatAWilson
  • Posts: 3381

Posted 11 September 2013 - 23:18

Good catch HT.

I made a mistake with the PWCG wrapper (sorry, just starting to learn launch4j). Instead of just pointing to RoFCampaign.jar it embedded the old RoFCampaign.jar inside itself. I just uploaded the fix. You will have to download again.
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#8 HotTom

HotTom
  • Posts: 8177

Posted 11 September 2013 - 23:58

OK. My plane vanished after passing last waypoint again.
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#9 PatAWilson

PatAWilson
  • Posts: 3381

Posted 12 September 2013 - 00:13

OK. My plane vanished after passing last waypoint again.

I can look at that again. I did put something in that I hoped would prevent that (it did in my test) but apparently it is still there. My speculation is that if the flight leader disappears you do to. The solution would be to not make your flight disappear. They will circle at the last WP and you can land.
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#10 HotTom

HotTom
  • Posts: 8177

Posted 12 September 2013 - 00:16

I'm always the flight leader.
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#11 PatAWilson

PatAWilson
  • Posts: 3381

Posted 12 September 2013 - 00:40

Can you post the mission?
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#12 Blade_meister

Blade_meister
  • Posts: 1356

Posted 12 September 2013 - 02:57

Thanks Ankor and Pat! :S!:

S!Blade<><
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#13 HotTom

HotTom
  • Posts: 8177

Posted 12 September 2013 - 04:13

Can you post the mission?


Sri for the delay..was busy…

Attached File  mission.rar   85.96KB   17 downloads
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#14 Dauntless1

Dauntless1
  • Posts: 174

Posted 12 September 2013 - 05:02

:S!:

Get the latest release at the PWCG web site

Skins for PWCG are at the PWCG Skins Page

Version 14.0
Virtual Waypoints
- Using ME constructs to make AI flights perform "virtual" flights
- Not having the planes on the map means tremendous improvement in performance
- Makes many more flights possible
- Eliminates need for many canned flight patterns, making contact more natural
- Contact with the enemy happens exactly as it would if the AI was really flying the mission

Improved ground action:
- Attacks - tanks vs artillery for ground attack missions.
- Attacking infantry, tanks, machine guns, and artillery
- Defending pill boxes and artillery
- 3rd party objects at airfields (Thanks Vander and JimTM)
- Hot spots filled by:
- Water tower
- Airfield Objects
- Ground Crew
FE2b
- Added to game with proper squadrons (lots of them in 1916/1917)
- Mapped French planes to FE2b
- Farman F.40, Voisin L.III, Caudron G.IV
- French and Belgian skins available at the PWCG web site

Match operational tempo to battles.
- If you are in an active battle zone
- Increased odds of contact patrol or bombing mission for two seaters
- Increased odds of ground attack for Allied scouts, and ground attack two seaters
- Increased mission frequency
- Increased odds of supporting or stopping an infantry assault

Added Contact patrols
- Low altitude patrols close to the front
- See flare when contact is made

Changed Artillery AAA to fire at 10x rate. Allows for more fire with fewer entities (Thanks requiem).
- Balloon AAA and front AAA
- Not used for low level missions because it is too deadly.

Player and AI pilots can now be made prisoner
- Land behind your lines, in NML or near one of your positions and you are safe.
- Land behind enemy lines and the deeper you are the less likely your escape.

Add sea plane flights to non-seaplane missions

Modeled front lines for both sides.

Added Requiem's Wound Modification
- Set from user preferences in advanced configuration

Eliminated non-viable mission message. Now some missions will be without contact.

Bugs Fixes:
- Ambient balloons do not appear as a claimable victory
- Fixed some errors in ground position ownership
- Moved 5 and 7 RNAS to more historically accurate locations
- The Medals are not showing properly in Combat report
- Arty spot grid not appearing in missions
- Cleaned up unused advanced config parameters
- No more landings. AI aircraft are now deleted before landing. Player can land normally but will not land automatically.
- Added delay for balloon winch and made winch rate slower
- Fixed issue where a balloon claim could be denied
- 8 RNAS did not have any planes assigned for a two week period in September 1917
- Performance improvement by using smaller images

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#15 Richard_West

Richard_West
  • Posts: 7

Posted 12 September 2013 - 05:14

A whole new experience…

2 Questions:

1. In using the PWCG, does it matter if you play offline or online when you login?

2. When HUD is on, my login name and not my 'campaign' name shows under my plane. Normally, it is the campaign name that is displayed. Why is this and how can it be corrected?

Thanks!

Rick
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#16 BroadSide

BroadSide
  • Posts: 2057

Posted 12 September 2013 - 07:38

I had dl'ed the PWCG for version 13 (or so). Is there a need to dl the skins again?

Thanks for all the great work!
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#17 LosT_SouL_VL

LosT_SouL_VL
  • Posts: 13

Posted 12 September 2013 - 11:50

Do we still need to install the RoFCampaignMaps.zip file in PWCG 14 (as this file is no more available on the http://www.pwcampaig...bSite/PWCG.html" onclick="window.open(this.href);return false;">http://www.pwcampaig...bSite/PWCG.html site? Thanks for this nice piece of software!
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#18 jeanba4

jeanba4
  • Posts: 1257

Posted 12 September 2013 - 12:59

Looks great !
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#19 PatAWilson

PatAWilson
  • Posts: 3381

Posted 12 September 2013 - 13:17

Do we still need to install the RoFCampaignMaps.zip file in PWCG 14

Maps are now included in the DL so no need for the separate maps anymore.

I had dl'ed the PWCG for version 13 (or so). Is there a need to dl the skins again?


Skins are put into the RoF game and not PWCG, so there should be no need to DL skins again. PWCG skins are just like any other skin pack.

In using the PWCG, does it matter if you play offline or online when you login?

Doesn't matter.

When HUD is on, my login name and not my 'campaign' name shows under my plane. Normally, it is the campaign name that is displayed. Why is this and how can it be corrected?

That has always been the case for me. It is an RoF decision and not a PWCG decision - at least I think it is. If somebody has more info please feel free to respond.
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#20 vschoell

vschoell
  • Posts: 21

Posted 12 September 2013 - 17:42

Hello Pat,

got problems with the new gui mod form your Website (11.09.2013 20:11). Downloaded the last one from your page but get this error message after pressinf the PWCG Button:

Windows Script host
skript: c:\program Files (x86)\Rise of Flight\data~tmp320b2059.vbs
zeile: 16
Zeichen: 1
Fehler: Die Datei wurde nicht gefunden (File not found)
Code: 800A0035
Quelle: Laufzeitfehler in Microsoft VBScript (Runtime Error)

Any ideas ?

thanks vschoell
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#21 PatAWilson

PatAWilson
  • Posts: 3381

Posted 12 September 2013 - 18:08

Unfortunately no. Maybe Ankor has an idea?
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#22 jeanba4

jeanba4
  • Posts: 1257

Posted 12 September 2013 - 18:10

Just started testing
I want to fly a Roland CLII, but unfortunatly, whenever I choose a Roland CLII flying unit, in the mission, I always actually fly a DFW.
Can you tell me a way to fly a Roland, if possible in late 1916 against the British (= against Fe2) ?

Thank you in advance
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#23 LosT_SouL_VL

LosT_SouL_VL
  • Posts: 13

Posted 12 September 2013 - 18:15

Thanks for making things clear.
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#24 HotTom

HotTom
  • Posts: 8177

Posted 12 September 2013 - 19:06

You may want to revisit mission altitudes.

I flew a Sopwith Tripe mission to escort RE8 bombers and the planes we were to escort were flying over German lines at about 3,000 feet. Of course, all the RE8s were shot down by the new, improved AAA.

Albatros showed up so we had a marvelous furball, but, really, would the RE8s have been that low over enemy lines? I don't think so.

Just a suggestion. The new version is working very nicely!

Thx!

:S!:

HT
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#25 PatAWilson

PatAWilson
  • Posts: 3381

Posted 12 September 2013 - 19:22

Weren't you the one lobbying for lower altitude bombing missions? :)
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#26 PatAWilson

PatAWilson
  • Posts: 3381

Posted 12 September 2013 - 19:31

jeanba4: The unit might be flying mixed types. On the briefing screen is a pilot selection button. That screen also allows you to select your plane. You can change the plane from that screen.

Some squadrons and the dates that they fly only the Roland
Schlasta 12: Sept 1916 - June 1917
Schlasta 13: May 1917 - June 1917
Schlasta 23b: Sept 1916 - Feb 1917
FA 23: May 1916 - June 1917
FA 210: Nov 1916 - Feb 1917
FA 222: Nov 1916 - July 1917
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#27 HotTom

HotTom
  • Posts: 8177

Posted 12 September 2013 - 20:12

Weren't you the one lobbying for lower altitude bombing missions? :)

Yes, for targets beyond artillery range (deep interdiction). These RER8s were flying parallel to the German front lines and right above them. Why would they be bombing there? :?

:S!:

HT
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#28 robin100

robin100
  • Posts: 68

Posted 12 September 2013 - 20:14

Hello Pat,

got problems with the new gui mod form your Website (11.09.2013 20:11). Downloaded the last one from your page but get this error message after pressinf the PWCG Button:

Windows Script host
skript: c:\program Files (x86)\Rise of Flight\data~tmp320b2059.vbs
zeile: 16
Zeichen: 1
Fehler: Die Datei wurde nicht gefunden (File not found)
Code: 800A0035
Quelle: Laufzeitfehler in Microsoft VBScript (Runtime Error)

Any ideas ?

thanks vschoell

Hi, I have the same problem with the GUI mod:

Windows Script Host
Skrypt: D:\Gry\Rise of Flight\data\~tmp67f575a3.vbs
Wiersz: 16
Znak: 1
Błąd: Nie można odnaleźć pliku. (File not found)
Kod: 800A0035
Źródło: Microsoft VBScript - błąd czasu wykonywania
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#29 AnKor85

AnKor85
  • Posts: 1002

Posted 12 September 2013 - 20:36

Found the bug. It appeared only when using non-english OS.

Try this updated version and tell if it works now:
Attached File  PWCG_GUI_Mod_1031b-V3.zip   870.02KB   132 downloads
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#30 jeanba4

jeanba4
  • Posts: 1257

Posted 12 September 2013 - 20:37

jeanba4: The unit might be flying mixed types. On the briefing screen is a pilot selection button. That screen also allows you to select your plane. You can change the plane from that screen.

Some squadrons and the dates that they fly only the Roland
Schlasta 12: Sept 1916 - June 1917
Schlasta 13: May 1917 - June 1917
Schlasta 23b: Sept 1916 - Feb 1917
FA 23: May 1916 - June 1917
FA 210: Nov 1916 - Feb 1917
FA 222: Nov 1916 - July 1917
Thank you, I will check
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#31 mj3437

mj3437
  • Posts: 234

Posted 12 September 2013 - 20:49

I started a campaign with the No 9 Squad RNAS starting on April 1, 1917 flying the Sopwith Triplane out of Poperinghe on the Channel map. When I go to mission I am given a mission on the Western Front map. I make sure the Channel Map is ticked, but it keeps changing to the Western Front. Was the No9 Squad not stationed in Poperinghe on this date?
I'm headed for work so I'll check in later.
MJ
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#32 PatAWilson

PatAWilson
  • Posts: 3381

Posted 12 September 2013 - 21:08

Poperinghe is on the Channel map and the France map. PWCG will generate missions for both maps. Should be about 50-50 but not guaranteed. I had a similar situation only reversed - generated 8 missions in a row for Abeele east on the Channel map when I wanted to test it on the France map.

You can scrub missions and generate new ones until you get one that you want.
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#33 mj3437

mj3437
  • Posts: 234

Posted 12 September 2013 - 21:12

Thanks for the fast response, Pat.
MJ
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#34 robin100

robin100
  • Posts: 68

Posted 12 September 2013 - 22:30

Found the bug. It appeared only when using non-english OS.

Try this updated version and tell if it works now:

This works for me fine!
Thank you for the quick response.
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#35 Nightbreed

Nightbreed
  • Posts: 11

Posted 13 September 2013 - 02:50

I ran into a bug when starting a mission in the air (German patrol). The mission started above the airfield. I quickly rejoined the formation. The leader just orbited around the first waypoint. Never moving on to waypoint 2. No other planes joined the formation and we just kept orbiting.

And, what is Requiems Wound Mod? I tried forum search and Google and could not find any info on it.

Thanks,

NB
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#36 PatAWilson

PatAWilson
  • Posts: 3381

Posted 13 September 2013 - 04:33

Requiem's wound mod is a mod that makes you bleed out over time if wounded. It is optional and by default is disabled. It is in PWCG14 but I don't think I have it working just yet.

I will look into air starts.
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#37 FGTH-Fan

FGTH-Fan
  • Posts: 30

Posted 13 September 2013 - 05:21

Pat,
your Campaign Generator is a very nice piece of work and I really like it. Makes so much fun to play a Campaign in RoF!
But I have some Questions…

For my personal Taste, the Rate of Fire for the Anti-Aircraft Guns is much to heavy. Some People may like it, but it's not my kind of thing.
I was always playing RoF with my own Flak-Mod (with JSGME), this Mod was based on Steppenwolf's "Front Line Flak Mod". I've also added more Explosions to the Front Lines, etc. My Rate of Fire for the Ambient Flak was 0.5 instead of 10, and I've made some other Tweaks (decreased Radius for Explosions, changed the Altitudes for AA-Guns).

However, it was compatible with PWCG 13.10, but now it doesn't seem to work any longer with Version 14.

So my Question is:
Is there any Option in Version 14 to turn the Ambient Flak on or off?
If not, is there any Chance for this Option in your next Future Release?
If it's possible somehow, I want to play with my own Mod.

Again, I really like PWCG, and keep on the good Work!

Regards
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#38 blomsky

blomsky
  • Posts: 13

Posted 13 September 2013 - 07:37

Sorry to bother you guys with a probably stupid question, but where in the config (general or campaign) can I tell PWCG that I own the Channel map?

Thanks in advance!

blomsky
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#39 PatAWilson

PatAWilson
  • Posts: 3381

Posted 13 September 2013 - 13:44

Andy: PWCG should not interact with any ambient flak mods. I use the ambient flak suppressor and it works just fine. Any flak that you see should be real.

Along the front there used to be four guns per AAA position firing at 1x each. That has been replaced by a single gun firing at 10x. Net result is AAA is 2.5x as dense as it was previously.

I will put in an option to not use 10x on anything in the next release (about a week or so).

Blomsky: No need to tell PWCG anything. It will generate channel missions if your squadron is on the channel map. If your airfield is on both maps PWCG will randomly choose a map for the mission.
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#40 blomsky

blomsky
  • Posts: 13

Posted 13 September 2013 - 13:58

Blomsky: No need to tell PWCG anything. It will generate channel missions if your squadron is on the channel map. If your airfield is on both maps PWCG will randomly choose a map for the mission.

Thank you, Pat! I tried to follow the development stages but I must have missed this point…

best regards
blomsky
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