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PWCG 15.11 Released


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#1 PatAWilson

PatAWilson
  • Posts: 3381

Posted 15 December 2013 - 22:22

Get the latest release at the PWCG web site

Skins for PWCG are at the PWCG Skins Page

15.11
Hanriot HD1 (Belgian)
Landings are back. Your squadron mates will not die if they prang the landing.
Great Ace status.
- Choose your own plane from any scout available.
- Choose to fly lone wolf missions
Grey out combat report button if required data is not available.
- Takes the place of error popups.
Made odds of a two seater escort configurable
- Advanced Config->Recon Mission Types->Odds Escort is Two Seaters
New skins
Bugs
Disabled Moving Front due to excessive issues.
Fixed Arthur Laumann
Fixed American campaign generation bug
Fixed transition from Esc 124 (Lafayette) to 103rd Aero
Changed use of Furnes to Coxyde (Furnes is a bad field)

15.10.1
New skin by Panthercules and Dude - too many to list
Aces Arntzen and Dannhuber by samba-liten
Bugs
Fix for circling aircraft bug


15.10
Added mission success
- Unless you die, in which case I added mission failure
Added ambient transportation
- More stuff to attack
- trains
- trucks
Added drifters in rivers
- Thanks to Fifi for mapping locations
Added battles to Intel Map
- Arrows show nation and location of assault.
Mission Time Changes
- Daylight mission times are now based on RoF calculated sunrise/sunset
- Night mission start time is between 21:00 and 02:30
- possible to start at sunset but should be dark when you are over your mission area
- Edit Mission Time
- Drop down on briefing screen
- Mission start time can be from sunrise to sunset
- Night mission start times can also be changed, but only to night time hours.
Added static planes
- Will use the plane of a squadron stationed at the base or a close substitute if possible
- Must install static planes 3 for this to work
- Will use other airfield objects if no static planes are available
- Static planes will only have generic skins
New DFW C.V, Roland C.II and Halberstadt CL.II skins by Gooseh
More skins from the historical skin pack added by Panthercules
Bugs:
Disabled victory/loss music in debrief as it was looping incorrectly. Will restore when a fix is available.
Fixed issue where player assigned pilot would not get their skin



15.9
Charging infantry
- Infantry charges across NML
- Infantry may retreat
- Infantry disappears after charge or retreat (ducks into trenches)
New music by Matt Milne
- Briefing music
- Victory song for successful missions
- Defeat song for unsuccessful missions
- Music fade before queueing a new song
Latest skin configs by Panthercules, Dude, and Gosseh
- Changes too numerous to list
Bugs
Fixed balloon claims (thanks Koziolek)
Transfer/leave bug

15.8
Added squadron skill
- The AI level of a plane will be associated with the skill of the squadron.
- Example: Will make facing Jasta 11 generally more challenging than Jasta 77.
- Squadron skill will be a factor in determining the initial AI level of your fellow pilots.
Add ability for percentage of squadrons to generate missions
- Allows more control over activity level during battles and quiet times
- Two parameters
- Advanced Config->Mission Limits->Flight Generation Odds
- Odds that a squadron generates a flight (100 is how it currently works)
- Advanced Config->Mission Limits->Flight Generation Odds Modifier
- Downward modifier if no battle is happening
Added informational text to campaign generation and transfer pages
- Squadron name, date, airfield, all aircraft currently with squadron, map (Channel, France, or both)
- Helps player to make a more informed choice for transfer and campaign creation
Added weather panel to advanced configuration
- Select your own weather probabilities
Weather tweaks
- Lowered minimum cloud deck on clear days
- Increased cloud depth in most weather conditions.
- Changed rain to snow during winter
- Added thunder storms
- Reduced turbulence a bit in heavy weather conditions.
No more defaulting to SPAD or Alb DVa - error message instead.
- Buy the plane or transfer to a squadron that flies something that you own.
Increased speed to escape WP to 225 KPH
- Faster bug out. Hope the AI listens
Bugs
Fixed non English characters in names (thanks Bucksnort)
Fixed skins not saving (campaign now saves every time you finish something).
Fixed issue where aces would end up with factory default skin
Fixed not generating AAA for neutral locations (Support for 3rd party extensions).
Fixed no Pfalz D.IIIa for Jasta 7
Fixed personal skin dates for early Pups of 54 squadron (was August 1918 - needs to be August 1917)
Fixed squadron skins for 56 squadron SE5as.


15.7.2
New skins:
- Jasta 7 Alb D3
- 29 Squadron DH2
- 29 Squadron N17 British
- 29 Squadron SE5a
Bugs
Fixed season bug
Fixed nullpointer on mission create reported by Barkhorn.

15.7.1
Central powers theme song by Matt Milne
Bugs
Fixed issue where altitude would be reset to under cloud level for clear conditions
Fixed issue where spawn altitudes were bing incorrectly calculated.
Use skins from historical skin pack for 56 sq SE5a.
Fixed ace skin references
Adjusted temperatures and made temps more precise (monthly instead of seasonal). (thanks Bucksnort)

15.7
Allowed to choose from loose skins in skin assignment page.
New personal skins
- No 1 Squadron RNAS (Triplane, Camel) by Panthercules
- Esc 3 (N11, N17 Lewis, N17, SPAD VII early and late, SPAD XIII) by Panthercules
- Esc 26 (N11, N17 Lewis, N17, SPAD VII early and late, SPAD XIII) by Panthercules
- Esc 103 (N11, N17 Lewis, N17, SPAD VII early and late, SPAD XIII) by Panthercules
- Jasta 16b (Albatros D.III, D.Va, Pfalz D.IIIa, Fokker DRI, D.VII, D.VIIf) by Pat Wilson
- Jasta 7 (Albatros D.Va) by BH_thedudeWG
New Ace skins for Degelow and Jacobs by BH_thedudeWG
Improved scramble missions to ensure contact
Lowered minimum cloud level for average and clear skies and increase base level randomization.
- Clouds level will be more varied, frequently lower than before.
Added heading to mission waypoint panel
Added Lanoe Hawker
Bugs
Fixed bug that caused ambient balloons not to spawn
Fixed bug that inaccurately reported cloud level in mission report


15.6
UI Improvements
- Improved flow inside campaign
- Eliminated display of left panel when not needed
- Panel images are specific to campaign nation
- Updated other panel images
Music Improvements
- Added Allied theme song by Matt Milne
- Added music volume levels (Config on main page)
- Music plays in a loop
- In game reaction to configuration changes
- Set play music = 0 and music stops
- Change volume and it takes effect immediately
- Different songs will play
- Each song plays for at least 2 minutes
- Sounds still play over music
Added latest personal skins by Panthercules (No 1 squadron not included)
Bugs
Fixed squadron staffing issue where too many pilots were assigned
Fixed issue where an error occurred if an ace was viewed that was not currently with a squadron
Fixed error that could cause intelligence screen to fail

15.5
Added skin system

15.4
Improved Encounter Probability
- Pushed enemy flights towards player flight area
Improved Offensive patrol
- Created multiple offensive patrol types (front, transport, airfield)
- Added ground target opportunities (troops, trucks,trains)
- Added scramble flights (must be scout squadron at aerodrome)
Improved Balloon Defense
- Created enemy balloon bust flight
Music by Matt Milne
Sounds

Bugs
Fixed last names are all A and B
Fixed reversal of 9 and 10 RNAS triplane skins
Verified 70 Squadron plane assignments

15.3
Mapped SPAD 2 seaters to Strutter (was RE8)
Mapped BE2c to FE2b (was RE8, BE2e remains mapped to RE8)
Added skin references for Strutter
Bugs
Fixed sopstrb plane designation
Fixed observers not credited with missions flown.
Fixed issue where bombers would not fly to target in home defense missions
Fixed not generating home defense flights for Gothas in May.
Fixed Belgian 10eme Esc de Chasse flying default N11 skin with French Roundels.
Fixed incorrect skin for 10 RNAS Triplane
Fixed structures not there for attack and bomb missions
Fixed cannot make claim for ambient balloon kill

15.2
Added Sopwith Strutter
-Bombing missions get single seat B version
- Others get two seat version
Added Weather Configuration
- Increases weather severity
- Advanced Config -> Flight -> Weather Severity
- Set it from 0 (same as previous PWCG) to 3, with each increase bringing more severe weather
Sounds
- Page turn sound
- Typewriter sound for reports
- Crowd for briefing/debrief
- Some others

15.1
Almost all ground units are now spawning
- Improves performance
- Creates opportunities for random ground unit encounter
Flight generation improvements
- Added randomization feature for maximum planes per side.
- Will make mission encounters and balance more varied.
- Can be disabled in advanced config mission limits tab.
- Made number of flights and chance of opposition sensitive to ongoing battles.
- Refactored encounter triggers to increase likelihood of friendly support.
- Better balance of scout and recon on both sides.
- Limited enemy plane slots to 2/3 of total to prevent only enemy planes.
Improved load time
- Optimized virtual waypoints to decrease loading time
Improved waypoints
- Made ingress and egress parallel the front lines in the general direction of your target
- Smoothed out altitudes to prevent sudden upward spikes
Improved Sea Plane missions
- More ships.
- Enemy ships will fight each other.
- Better and more varied ship type choices
- More planes on sea plane missions.
- Some new sea lanes closer to shore
- Better chance of encounter with land based squadrons.
- Improvements carry over to strategic bombing anti shipping missions
Bugs
Fixed bug where ground victories were not being recorded
Fixed missing end of war newspaper
Fixed unwanted subtitle
Fixed W12 payload (was empty)
Fixed problem where briefing map could no longer be scrolled after accepting mission
Fixed problem where pilot assignments could no longer be scrolled after accepting mission
Fixed problem where flight would not attack balloon
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#2 Barkhorn1x

Barkhorn1x
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Posted 15 December 2013 - 22:44

Let me be the first to write congrats on another fine effort.
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#3 borntoolate

borntoolate
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Posted 15 December 2013 - 22:47

Bravo!
Thank-you Pat! :S!:
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"We had a strict code of honor: you didn't shoot down a cripple and you kept it a fair fight." Wilfrid May


#4 JohnnyRingo

JohnnyRingo
  • Posts: 82

Posted 16 December 2013 - 00:12

Simply magnificent. In my experienced opinion, the combination of Rise of Flight and Pat Wilson's Campaign Generator is the finest combat flight simulation ever created. There are other great simulations, but none are better. Thank you Mr. Wilson for your masterpiece.
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#5 HotTom

HotTom
  • Posts: 8177

Posted 16 December 2013 - 00:25

Grabbed it! Will fly it Monday!
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#6 Flying_Toaster

Flying_Toaster
  • Posts: 137

Posted 16 December 2013 - 00:57

Does Pat get a free copy of each new plane? I really think he should as thanks!
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#7 Pierre2

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  • LocationAdelaide

Posted 16 December 2013 - 01:40

Well done yet again Pat, many many thanks for your efforts, you have made RoF into a legend. I sincerely hope you have been made a life member who receives every new plane, map, mod or whatever free from 777. You have certainly earned that and more for how you have enhanced this sim.
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#8 Bucksnort

Bucksnort
  • Posts: 384

Posted 16 December 2013 - 02:34

Hi Pat,

Thanks for the release of 15.1 :)

Of course the first thing I did was download it and ran a Gotha mission looking for Pups (or anything) to spawn against me. Nobody showed up.

Just one question. When you had 15.0 in the test phases I would sometimes see Pups defined in the .mission file that is passed to RoF and sometimes there would be none. On the mission I just ran there were 2 Pups defined in the .mission file. You had said there was a probability they would spawn on any given mission, not 100% of the time.

If they are in the .mission file is there still a random probability they will or will not spawn. Or should they be spawning if they are in the .mission file.

I'm only asking to find out if I should keep trying Gotha missions. If they should be spawning if they are present in the .mission file then there is still a problem and I won't continue. But if the probability factor is in the .mission file and even if defined they may or may not spawn I'll keep trying :)

Thanks!
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#9 PatAWilson

PatAWilson
  • Posts: 3381

Posted 16 December 2013 - 03:09

I did not get to the strategic bombing side of things nor did I manage to take sea plane operations as far as I wanted. The business of adjusting mission parameters for front line missions consumed whatever bandwidth I had.

Planes will only spawn if you cross their path ata certain distance at a certain point in time. I am surprised, however, that you never see them.

As part of 15.1development I put in some more analysis tools that will help me to look at contact points in strategic and sea plane missions. hat should help in future development.
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#10 Rover_27

Rover_27
  • Posts: 301

Posted 16 December 2013 - 04:03

Thank you so much Pat. Gone flying and being happy.
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#11 Spag

Spag
  • Posts: 2167
  • LocationAustralia

Posted 16 December 2013 - 08:06

Thanks Pat,
My loading times cut from 3mins to 1min30secs.
Haven't had a chance to fly yet, but I am sure it will be great.
Much appreciated you taking all this time without financial reward Pat.
Cheers,
Spag. :)
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Bite off more than you can chew.

Then chew like Hell ! ! !


#12 jeanba4

jeanba4
  • Posts: 1257

Posted 16 December 2013 - 12:26

That looks like an impressive work !
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#13 Flying_Toaster

Flying_Toaster
  • Posts: 137

Posted 16 December 2013 - 12:44

Great fun, I've flown a few missions and had a great time.

I do have a concern/bug though, regarding 2 seater attack missions.
The AI still doesn't seem to actually start attacking ground targets. In my current DH4 campaign I'm not flight leader yet, and while I went down to bomb targets the AI started doing lazy circles. It was also quite noticeable that the AI seemed to go completely inactive while it was doing its circles - there was an Albatros attacking the DH4s, and the DH4 gunners were just sitting there daydreaming.

Is this something you can work on, or is it a 777 problem? I hope it's something you can work on, as then it might get solved.
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#14 PatAWilson

PatAWilson
  • Posts: 3381

Posted 16 December 2013 - 14:30

Great fun, I've flown a few missions and had a great time.

I do have a concern/bug though, regarding 2 seater attack missions.
The AI still doesn't seem to actually start attacking ground targets. In my current DH4 campaign I'm not flight leader yet, and while I went down to bomb targets the AI started doing lazy circles. It was also quite noticeable that the AI seemed to go completely inactive while it was doing its circles - there was an Albatros attacking the DH4s, and the DH4 gunners were just sitting there daydreaming.

Is this something you can work on, or is it a 777 problem? I hope it's something you can work on, as then it might get solved.

Agreed that this is an issue and has been for a long time. I will post some questions in the mission making forum to see what people know. The goal is to make the planes do a simple level bombing run. Sometimes they do and sometimes they don't.
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#15 Flying_Toaster

Flying_Toaster
  • Posts: 137

Posted 16 December 2013 - 15:03

Thanks! Every PWCG is an improvement. :)
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#16 PatAWilson

PatAWilson
  • Posts: 3381

Posted 16 December 2013 - 16:22

So far I am pretty happy with it as a player. There is much less of the you against the world feeling, and the mission feel is more varied.

Had a nice one in a Roland yesterday. Contact patrol. I take some bombs along to drop on whatever may be there. We fly low to the objective, passing several Fees. They are about their own business so we don't bother each other. i make contact and drop the bombs to no effect. The battle is in full swing so I make firing passes, ordering my observer to do the same. Very immersive to have him blazing away while I look for targets myself.

On the way home I spot a lone FE2b above me. He is well over my altitude but heading behind my lines. I start the long stalk, staying with him and climbing to his altitude. As he reaches his target he drops some alt just as I am reaching him. He finishes his run and turns for home, but now I am above him. I dive on him and the first pass is a good one. His engine is smoking and streaming vapor. His gunner returns fire but nothing telling. I make another pass and another, and then I am out of ammo and he is still in the air. My rear gunner still has a couple of drums so i start making passes underneath and to the side while my gunner fires away. Two drums later it looks like we have finally hit the pilot and he falls into the forest.
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#17 Codifer

Codifer
  • Posts: 192

Posted 17 December 2013 - 00:49

Thank you Pat,

I will see if this iteration allows me to access "simple config" and "advanced config"… 15.0 did not. But that is probably something that I am doing wrong. No sweat.

I wish that I could buy you a pint but simple logistics probably prohibit that. I figure that you already have all the available aircraft so I suggest this.

Since this is Christmas I will donate ten bucks to: The Red Cross or the Salvation army or the American Association for the Prevention of Cruelty to Animals or to the next old homeless man who has a dog for a partner. Let me know your choice and it shall be done.

Cheers and thanks again for your vast improvement to RoF.
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#18 Bucksnort

Bucksnort
  • Posts: 384

Posted 17 December 2013 - 02:16

I did not get to the strategic bombing side of things nor did I manage to take sea plane operations as far as I wanted. The business of adjusting mission parameters for front line missions consumed whatever bandwidth I had.

Planes will only spawn if you cross their path ata certain distance at a certain point in time. I am surprised, however, that you never see them.

As part of 15.1development I put in some more analysis tools that will help me to look at contact points in strategic and sea plane missions. hat should help in future development.

Ok, Pat, thanks for letting me know.

I'll keep my fingers crossed for a fix in 15.2 :S!:
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#19 PatAWilson

PatAWilson
  • Posts: 3381

Posted 17 December 2013 - 03:22

Simple and Advanced config got moved to the campaign level,so you can access them from your campaign. Configs are now campaign specific to allow you to adjust on a campaign basis.
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#20 HotTom

HotTom
  • Posts: 8177

Posted 17 December 2013 - 16:17

Simple and Advanced config got moved to the campaign level,so you can access them from your campaign. Configs are now campaign specific to allow you to adjust on a campaign basis.

This was a good idea, Pat. Thank you! :S!:
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#21 PatAWilson

PatAWilson
  • Posts: 3381

Posted 17 December 2013 - 16:25

Simple and Advanced config got moved to the campaign level,so you can access them from your campaign. Configs are now campaign specific to allow you to adjust on a campaign basis.

This was a good idea, Pat. Thank you! :S!:

Giving credit where it is due - it wasn't mine :). Unfortunately I can't properly credit it because I don't remember who suggested it. Jeanba maybe?
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#22 karnak

karnak
  • Posts: 59

Posted 18 December 2013 - 21:29

Thank you very much again for your effort. I will try it at the weekend :-)
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#23 flightdok55

flightdok55
  • Posts: 61

Posted 20 December 2013 - 02:50

Anyone know if a ROF. GUI. for PWCG. is available for the new version 1.32 yet?
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#24 flightdok55

flightdok55
  • Posts: 61

Posted 20 December 2013 - 15:52

AnKor85 has updated the ROF. GUI. for PWCG for version 1.32 ROF GUI Mod for PWCG Released…..thankyou sir…….:)……..
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#25 Trooper117

Trooper117
  • Posts: 3411

Posted 20 December 2013 - 19:34

Pat… how soon before we can get the Strutter in PWCG? :)
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#26 PatAWilson

PatAWilson
  • Posts: 3381

Posted 20 December 2013 - 20:56

15.2 probably this weekend. Strutter and I managed to get in some sound effects. Need to do some tests on the Strutter.

At the moment I only assign the "Strutter" to squadrons, then I decide which one based on the mission type. If the mission is a bombing mission you will get a Strutter B single seater instead of the Strutter two seater (A1?). For all other missions you will get the Two Seater.

I recommend scrubbing all recon missions for now as the Strutter does not have a camera. You can still fly contact patrols which are a form of recon but do not require the camera.
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#27 Spag

Spag
  • Posts: 2167
  • LocationAustralia

Posted 21 December 2013 - 01:14

Hello Everybody,

I am over the moon with version 15.1.
Thanks so very much Pat.

I did have a problem getting it to load though.
I downloaded it to desktop, then changed the folder name to the same that is in the RoF main folder and dropped it in.
Trouble is it won't change!!
I had to delete 15.0 and just put 15.1 in by itself.

So I am obviously doing something wrong, I am pretty sure that 14.9 went in this way, any ideas guys??

Cheers,
Spag. :)
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Bite off more than you can chew.

Then chew like Hell ! ! !


#28 borntoolate

borntoolate
  • Posts: 332

Posted 21 December 2013 - 03:53

Ladders and fuel wagons on the airfield! :0o: I love it!
(I assume that ROF GUI for PWCG version 1.32 is responsible for this?)
Finally, there is something other than a staff car to avoid while taxiing. :)

Pat, I'm having so much fun with 15.1 …. very much looking forward to 15.2! :S!:
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"We had a strict code of honor: you didn't shoot down a cripple and you kept it a fair fight." Wilfrid May


#29 Dutch2

Dutch2
  • Posts: 4417

Posted 21 December 2013 - 06:49

Thanks for the 15.2
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If I wrote something in this forum that is hurting or abuse a member, organisation or country? Let me know by pm for the corrections, please do not react back by bashing/trolling/flaming or other personal attacks!

Yep I’m an 2009 Rof pre-order buyer and one of the few that did buy the Sikorsky game.

#30 PatAWilson

PatAWilson
  • Posts: 3381

Posted 21 December 2013 - 06:51

15.2
Added Sopwith Strutter
-Bombing missions get single seat B version
- Others get two seat version
Added Weather Configuration
- Increases weather severity
- Advanced Config -> Flight -> Weather Severity
- Set it from 0 (same as previous PWCG) to 3, with each increase bringing more severe weather
Sounds
- Page turn sound
- Typewriter sound for reports
- Crowd for briefing/debrief
- Some others
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#31 Major_Marvel

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  • Posts: 83

Posted 21 December 2013 - 07:11

Tanks very much,Pat ,Awesome!!!
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#32 Bucksnort

Bucksnort
  • Posts: 384

Posted 21 December 2013 - 10:09

Great job on 15.1 and 15.2, Pat!

Really like all the changes for the better. Better waypoint placement and still the aggresive AI but with the encounters spread out and much more realistic. No more "me against the world" feeling.

And the weather modifier option is great. I'm in a Belgian squad on the coast in an N11 and the coastal wind is really kicking me around making it harder to aim and turn. And there are clouds in the sky!

One question: With the Weather Modifier set to 3, does that mean it will vary between 0 and 3 type weather on a random basis…hope so!

One bug: I'm in Belgian 10eme Esc de Chasse Sept 1916 and it is giving my squad the Blond Default N11 skin with French Roundels. Has been all night, not just one mission. Random Historic Skins is turned off.
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#33 Bucksnort

Bucksnort
  • Posts: 384

Posted 21 December 2013 - 12:13

Pat,

I just had the most realistic dogfight ever in any sim "weather wise" with 15.2! I have a civilian pilot's license (the most basic Single Engine Land - VFR) including time in a Great Lakes Biplane, and grew up in the Pacific Northwest. If you wait to only fly on nice days in the Pacific Northwest you don't fly. This mission sims the same weather I've flown in so many times I can't remember.

I've attached the mission files it is so good. Anybody who wants to fly this mission just unzip these two files into your Data/Missions folder in your Rise of Flight directory and go to Missions in RoF and play it just like you would any other PWCG mission. After you take off let AutoPilot take you to the fight. You'll need the Channel map and a Nieuport 11 to fly this mission. The mission name is Willem Putten (not me, name of an ancestor from Holland). You'll be flying an N11 for Belgium in Sept 1916.

In PWCG the weather said "Rain with Low Overcast" or something like that (I have weather set to 3 in PWCG). You'll be in and out of a low ceiling with a light drizzle where sometimes you can see and sometimes you can't. The wind will knock you around where it is hard to aim. This mission is so good I thought I would share it. This is the end product of the PWCG v15 series and it is brilliant!

Cheers!

Attached Files


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#34 Barkhorn1x

Barkhorn1x
  • Posts: 900

Posted 21 December 2013 - 14:37

Danke Pat for 15.2!

:S!:

I see lines of red and yellow dots on the mission generation screen after I accept a mission. What do they signify?
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#35 PatAWilson

PatAWilson
  • Posts: 3381

Posted 21 December 2013 - 17:59

Danke Pat for 15.2!

:S!:

I see lines of red and yellow dots on the mission generation screen after I accept a mission. What do they signify?

It signifies that I forgot to turn off diagnostics before I wrapped it up :). It doesn't hurt anything, just TMI. I'll get a correction out.
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#36 Razneff

Razneff
  • Posts: 73

Posted 21 December 2013 - 18:15

I think I just found a little mistake, in "aircraft info", about the new strutter. I've this:
Plane
{
Id = 102120;
Desc = "Sopwith Strutter";
RoFType = "sopstr";
Purpose = 2;
Flyable = 1;
Role = "Recon";
Role = "Bomb";
Role = "Scout";
EarliestDate = 01/09/1916;
Endurance = 2.5;
Goodness = 40;
Cruise = 100.0;
}

Plane
{
Id = 102121;
Desc = "Sopwith Strutter";
RoFType = "sopstbr";
Purpose = 2;
Flyable = 1;
Role = "Bomb";
EarliestDate = 01/09/1916;
Endurance = 2.5;
Goodness = 40;
Cruise = 100.0;
}

When on bombing mission, no plane assigned to my flight, if I load the mission, i've got an "unable to load xxx object" error. If I manualy trick my flight's planes, I'm in a 2seater strutter, and mission work.
If changing:
RoFType = "sopstbr"; by RoFType = "sopstrb";
it seems to work, as I can see the planes beeing assigned automaticaly in mission/pilot selection. (but no time to launch a mission now, I'm in a hurry, already late, i'll check that and more tomorrow)
Saw also the old error about N15 frensh squad, flying Spad 7 (180) too early in war.
Also, no flyingboat squadron available, it seems.

Anyway, thank you Mr Wilson. No more performances isues since PWCG15.1, I can run it now with my pre-15.0 settings.
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#37 Barkhorn1x

Barkhorn1x
  • Posts: 900

Posted 21 December 2013 - 18:34

Danke Pat for 15.2!

:S!:

I see lines of red and yellow dots on the mission generation screen after I accept a mission. What do they signify?

It signifies that I forgot to turn off diagnostics before I wrapped it up :). It doesn't hurt anything, just TMI. I'll get a correction out.
OK TY!
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#38 Flying_Toaster

Flying_Toaster
  • Posts: 137

Posted 21 December 2013 - 18:35

Thanks Pat, speedy work is appreciated!

One possible bug (was in 15.1 at least, also in 15.2) is airfields not having buildings on them. In one case it was the airfield I was sent to attack (probably, my navigation might have been off), and in another it was an airfield just near my target.
My air settings are low, both ground settings are medium.
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#39 PatAWilson

PatAWilson
  • Posts: 3381

Posted 21 December 2013 - 19:34

I have seen that and I need to fix it. PWCG is supposed to include everything within a 10km radius of your flight path. Something is going wrong with that.
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#40 Flying_Toaster

Flying_Toaster
  • Posts: 137

Posted 21 December 2013 - 19:56

Cheers! In the meantime I'll assume that they are bases which have been evacuated. :)
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