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PWCG Unified Release 1.0 Available


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#1 PatAWilson

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Posted 13 April 2016 - 01:36

Get it here

 

The first full release of a unified PWCG is available..

 

PWCG Unified Release 1
Added generic green side panels (for those that do not like the original side panels).
Improved pilot/squadron info backgrounds on campaign display
Added delete campaign screen
Improved intel map to show all available maps
RoF: Gave most airfields on Galicia map actual names
Improved climb out pattern to be tighter
Improved intercept WPst o be the concentric circles that I had always intended
Improved ROF deploy process to bundle GUI Mod - GUI mod will now install automatically
Bug fixes:
Fixed: Config parameter descriptions were too long - squeezed data entry
Fixed: Mission briefing screen cuts off information
Fixed: transfer issue across maps
Fixed RoF: moving front
Fixed RoF: unknown" when a balloon claim is rejected
Fixed RoF: overlapping airfields on Galicia(Tarnopol) map
Fixed RoF: No enemies on the eastern front
Fixed: Removed some unused configs
Fixed: other typos
 
PWCG Unified Beta 3
GUIs redone for consistency and appearance
- Side panels resize automatically to avoid "scrunched" look
- Navigation buttons consistently on the left panel
- Control buttons on the right panel
- Support for smaller screens - auto sizing
New skin assignment screen
- Allows skin assignment to all pilots in the squadron
- Pick the pilot then assign the skins
- Accessed from the Campaign home page
Improved campaign generation page
- Campaign generation is now stp by step 
- Avoids unintended data resets
- Forces player to perform steps in the proper order
- Can go to previous step to change things
- Choosing a new service restarts the generation process
- Still only takes a few minutes at most to generate a campaign
Improved patrol waypoints
 
Bug fixes"
Increase Java memory for PWCG to avoid unexpected bugs on screen transition
Fixed: Missing the ability to select some sklns and assign them to pilots
Fixed: RoF: Need to exclude "City Broken" and "Village" from destinations
Fixed: RoF: error that could prevent credit for balloons
Fixed: Intel map right side goes away when squadron is selected
Fixed: Debrief screen transition doesn't work
Fixed: AI pilots do not die
Fixed: Player doesn't die
Fixed: Lone Wolf and Combat Report buttons do not grey out on entry into campaign
Fixed: Belgian campaign generation broken
Fixed: Kumakova airfield
Fixed: Some missions happen on the wrong side of the lines
Fixed: Restored front line recon missions
Fixed: RoF lone wolf missions
Fixed: Baizieux Airfield.
Fixed: Enemy MGs in friendly locations
 

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#2 McMinstrel

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Posted 13 April 2016 - 02:29

Thanks, Pat !

 

I went ahead and joined Esc 3 at Grivesnes (01/01/1916}.  The first mission was a patrol with 2 planes.  Neither one of us got off the ground because of crates and hangers in front of us...

 

Will try a different unit.

 

~M~


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#3 GenMarkof007

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Posted 13 April 2016 - 03:33

Wow, great stuff Pat...

Will download it for tomorrow and will start testing.

Any specific scenario you would like us to test (fighter, 2 seaters, ...)

 

Cheers,

GenMarkof


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#4 McMinstrel

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Posted 13 April 2016 - 05:45

Pat,

 

This time I tried RFC #1 at Bailleul (01/01/1916).  Same problem at takeoff; hangers and boxes in front of planes.  The flight leader didn't make it off the ground but I managed to get around some crates and flew the mission (2 plane patrol).  I ran into three groups of friendlies but no enemies.  Over NML I thought I heard flak bursts but saw none throughout the flight.

 

One thing I noticed was that the mission briefing has the route drawn in white which makes it very hard to read.  Oh, also all of the RFC pilots are starting with Military Crosses.

 

~M~


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#5 Razneff

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Posted 13 April 2016 - 08:46

Great! Thank you Pat. I'll try to make some testing this sunday and repports.

 

*edit*: ok, quit test before going to work, by creating a campaign for belgian fighter squadron in april 1917: both 10th and 9th squadron are: "squad not found for name 10/9eme N.Esc de chasse" (but I see those squad in "squadroninfo.config" thought).


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#6 GenMarkof007

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Posted 13 April 2016 - 17:49

First report:

 

No 24 RFC

01/03/1916

Up North on the map

 

- flight leader is in front of an hangar, can't take off - will stay stuck all the mission time like this;

- boxes near the take off plane path at airfield;

- X16 accelerator seem's slow(?);

- flight path in white, I like this more, than the old green!;

- no icon for the flight path (before we had some round red circle at each intersection;

- did meet many planes in the sky;

- did kill 2 x E3 on the way to the balloon's;

- was shot down by AA near German near balloon that was getting lower - AA guns seem almost in the forest near the balloon;

- did die with the (4) setting in the config set up;

- flight path map on mission setup doesn't center near airfield and flight path, need to move the map to see this;

- same for the after mission map screen;

 

suggestions:

 

- could the ennemy balloon shoot some red flares (or yellow) if ennemy planes are near?;

- this could bring some ennemies AI near that area;

 

 

See pictures:

2016_4_13_RFC_001.jpg

2016_4_13_RFC_002.jpg

 

Will do more mission's test.

 

Gen


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#7 GenMarkof007

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Posted 13 April 2016 - 18:19

2nd report:

 

French Esc. 26

La Creche

Nieuport II C.1

01/01/1916

 

- Could not take off, my plane is in a hangar;

- One hangar over train tracks;

- One other plane in front of hangar;

 

See picture:

2016_4_13_esc_26.jpg

 

Cheers,

Gen


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#8 flightdok55

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Posted 13 April 2016 - 19:03

Thanks Pat, I'll give it some testing also.  Hey Guys, i've been using the regular ROF PWCG. for so long now, with the GUI.  interface that auto switches back to the PWCG. Java screen that i've forgotten how to switch out of ROF. after ending the misson and back to the PWCG.screen without having to end ROF.  Could someone kindly remind me the manual way to do it without having to quit the game first please. 


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#9 Razneff

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Posted 13 April 2016 - 19:09

The problem about planes in front of hangar seems general: in april 1917, i had the same with 1rst, 40th and 19th RFC squad. If the planes are actually spawning to 0°, they shoud do it at 90° i think.

 

The "Intel maps" only shows the map where the player is located: no more possibility to switch them and to see the other maps on briefing.

 

Number of mission credited set to one: it counted me 2.

 

New "ingress waypoint to climb" seems to work - even if i couldnt really test it, as my mates were never able to take of - path is showed on the briefing map though.

 

Noticed that, in debrief of one mission, i could have claimed MvRichtofen himself and another german ace; they were flying in that mission i suppose: cool new option if intended (never saw that before)

 

I'll do more test this weekend if i can.

 

@flightdok: you only need to "alt-tab" rof.


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#10 flightdok55

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Posted 13 April 2016 - 19:20

The problem about planes in front of hangar seems general: in april 1917, i had the same with 1rst, 40th and 19th RFC squad. If the planes are actually spawning to 0°, they shoud do it at 90° i think.

 

The "Intel maps" only shows the map where the player is located: no more possibility to switch them and to see the other maps on briefing.

 

Number of mission credited set to one: it counted me 2.

 

New "ingress waypoint to climb" seems to work - even if i couldnt really test it, as my mates were never able to take of - path is showed on the briefing map though.

 

Noticed that, in debrief of one mission, i could have claimed MvRichtofen himself and another german ace; they were flying in that mission i suppose: cool new option if intended (never saw that before)

 

I'll do more test this weekend if i can.

 

@flightdok: you only need to "alt-tab" rof.

 

ok, thanks RAZ....


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#11 McMinstrel

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Posted 13 April 2016 - 21:07

Since we all seem to be testing Entante' units I decided to try Central.

 

Jasta 4 @ Bonneuil Ferme on 01/01/1916.

Mission: Scramble with 4 aircraft. (with me in the 4 slot).

Trees directly in front of my plane with no way around.

Flight leader hit trees while taking off.

2 and 3 slots got off the ground with no obstructions.

Mg and AAA active.

 

General

As previously noted, mission map not centered on active unit

Would be nice to have scroll on main screen and intel screens.

 

~M~


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#12 PatAWilson

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Posted 16 April 2016 - 23:19

I have the runway thing figured out.  It was a little more than a quick tweak so it took awhile.  I'll get Beta 2 posted by tomorrow.

 

The new system will allow greater flexibility in terms of aircraft position.  Before the plane position was tied to the airfield position and orientation.  Now each airfield has an icon that designates the position of the lead plane.  If anybody encounters a problem (stand of trees in the way, etc.) the will be able to fix it themselves.


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#13 Panthercules

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Posted 17 April 2016 - 00:32

I have the runway thing figured out.  It was a little more than a quick tweak so it took awhile.  I'll get Beta 2 posted by tomorrow.

 

The new system will allow greater flexibility in terms of aircraft position.  Before the plane position was tied to the airfield position and orientation.  Now each airfield has an icon that designates the position of the lead plane.  If anybody encounters a problem (stand of trees in the way, etc.) the will be able to fix it themselves.

 

Glad to see it is an easy fix, but the notion of everybody having to fix it themselves seems rather frustrating/inefficient.  Perhaps someone would volunteer to work with you on this - they could maybe collect reports from users (we could create a thread for such reports here) and compile all the fixes and get them to you for inclusion in subsequent updates to PWCG?  (Or if the fixes can be made to a separate file somehow, maybe they could even post the fixes in an interim JSGME-ready package for use in between the times you get a chance to actually release an update?)


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#14 MistaMeowmas

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Posted 17 April 2016 - 06:46

Get it here

 

The download will install in the PWCGCampaign, so it will live side by side with the original in RoFCampaign.  Level of testing: I created two missions.  There's a long way to go but if I get help we'll get there much sooner.  

Pat, your site isn't working for me. I don't know if it's just me, I just know it throws me a 404 error. Also, I'm getting an issue when trying to generate a mission in RoF Uni. It says it can't find the spot that it's saving the mission, something about RoFCampaign I believe. So... Maybe my copy of the PWCG is trying to save in RoFCampaign, which I don't have since.. I can't access your site.


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#15 McMinstrel

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Posted 17 April 2016 - 11:49

Good to hear that you found a fix that doesn't mean every airfield has to be fixed manually.  Quick question; just how would the player fix additional problems themselves?

Looking forward to 2.

Great work, Pat.

 

~M~


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#16 PatAWilson

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Posted 18 April 2016 - 04:00

Glad to see it is an easy fix, but the notion of everybody having to fix it themselves seems rather frustrating/inefficient.  Perhaps someone would volunteer to work with you on this - they could maybe collect reports from users (we could create a thread for such reports here) and compile all the fixes and get them to you for inclusion in subsequent updates to PWCG?  (Or if the fixes can be made to a separate file somehow, maybe they could even post the fixes in an interim JSGME-ready package for use in between the times you get a chance to actually release an update?)

 

That wasn't what I intended to say.  Needless to say if a PWCG user fixed an airfield I would like the information to cycle the change back to the community.  The point that I was trying to make was that previously some airfields were inoperable.  Now that is no longer true.  Further, a PWCG user can take it upon themselves to edit a text file to try to correct the situation.  Previously I was the only one who could make a change.  Even if they just report the error I can post a quick fix for them rather than making them wait for another release.


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#17 Panthercules

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Posted 18 April 2016 - 06:00

That wasn't what I intended to say.  Needless to say if a PWCG user fixed an airfield I would like the information to cycle the change back to the community.  The point that I was trying to make was that previously some airfields were inoperable.  Now that is no longer true.  Further, a PWCG user can take it upon themselves to edit a text file to try to correct the situation.  Previously I was the only one who could make a change.  Even if they just report the error I can post a quick fix for them rather than making them wait for another release.

 

Cool - that's great to hear.  I think I finally have my Windows 10 testbed ready for RoF so I'm looking forward to beta2 to start testing a bit.


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#18 GenMarkof007

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Posted 22 April 2016 - 03:26

Hi Pat,

 

Just a follow up on beta 2...

Should it be posted by this weekend?

If so, I could do some more testing.

Thanks from all ROF career pilots! ;)

 

Cheers,

Gen 


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#19 PatAWilson

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Posted 23 April 2016 - 15:56

Beta 2 is available:

Fixed (most of) the airfields.  Could still be some special fields that are mucked up but the generic ones (90%) should be good.


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#20 veltjens

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Posted 23 April 2016 - 22:24

S!. Pat

 

I tried it several times (British and German).

 

The mission is very slow to load, which then transfers into the games speed.

 

It runs SO slow that almost becomes step by step frames.  Just to end it, I crashed and then watched the replay, which ran at ABSOLUTELY NORMAL SPEED and completely smooth, despite the fact that were many aircraft flying around, and ground forces making lots of AA and smoke.

 

There's got to be something that causes the speed hang.

 

My computer is very fast, and I can run Career or your original PCG flat out with no problems with speed.

 

I'm wondering if anyone else has experienced this.

 

MANY THANKS for all the time you give!

 

S! Velts


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#21 veltjens

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Posted 23 April 2016 - 23:42

S!. Pat

 

I tried it several times (British and German).

 

The mission is very slow to load, which then transfers into the games speed.

 

It runs SO slow that almost becomes step by step frames.  Just to end it, I crashed and then watched the replay, which ran at ABSOLUTELY NORMAL SPEED and completely smooth, despite the fact that were many aircraft flying around, and ground forces making lots of AA and smoke.

 

There's got to be something that causes the speed hang.

 

My computer is very fast, and I can run Career or your original PCG flat out with no problems with speed.

 

I'm wondering if anyone else has experienced this.

 

MANY THANKS for all the time you give!

 

S! Velts

 

The HANG is if the Air Activity and Structure Density is set to HIGH.

 

Setting them to MEDIUM worked perfectly!

 

It would be nice to have the HIGH activity though... :icon_e_wink:


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#22 Panthercules

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Posted 24 April 2016 - 04:14

Took Beta 2 for a spin tonight.  Started a new campaign, checked the select planes and config settings screens, and all seemed to work just fine.  The skin selection screen (using the top window for skins designed to be available for that unit and time period) appeared to work fine, and the assigned skins appeared correctly in the game.  However, I was a little surprised to see that the skins selection screens had eliminated the third/bottom window that used to allow the player to assign any skin from the whole set they happened to have in their RoF installation - I use that fairly often to be able to give myself one of my personal/fictional skins (when I feel like flying as a "visitor" to the squadron instead of one of the regular roster), so I hope that can be restored at some point.

 

The creation process for the mission seemed to work correctly while in PWCG, and I found it in the game and flew it.  It started out OK (all 6 of my flight were spawned properly on the airfield and able to take off without problems.  After completing the mission and restarting PWCG, the mission report and debriefing screens appeared to work correctly.  One thing that was a bit weird, though - it was supposed to be an escort mission where we were supposed to escort a flight until it crossed our lines, but we never saw the flight we were supposed to escort, and our flight leader brought us back home before we got anywhere near our own lines (it also said an altitude of 12,600 feet, but we only got to about 8,000 feet before our leader dove for the deck and began the approach to our home base) (see screenshots below):

 

RoF%20-%20PWCG%20escort%20mission%20ques

 

RoF%20-%20PWCG%20escort%20mission%20ques

 

Also - I assume you're still programming the AI flight members to just circle the airfield rather than landing at it, because of the landing casualty problems we were having a while back?  (That's what happened when we got back to our base, and after a lap or two I remembered you had done that at one point so I went ahead and landed).

 

Kinda got a late start and ran out of time for more testing tonight, but hopefully I can get in a few more missions tomorrow.  Looking pretty good so far :)


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#23 veltjens

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Posted 24 April 2016 - 06:04

Pilots are still NOT able to die...

 

At least a French one - who certainly did, but lived to walk away. :icon_e_salute:


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#24 Panthercules

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Posted 25 April 2016 - 04:51

Had some things come up IRL, so only had time for one test mission today.  It was a dawn patrol where the mission briefing flight plan was supposed to take us NW, then NE to gain altitude, and then back SW towards the front lines.  However, the leader never made the turn to the NW, and just led us straight NE to the front lines, where we encountered a flight of several Albatros D.IIs.  I managed to down one E.A. and one of my buddies got another one. The rest seemed to scatter, and I joined up with my buddies and our leader led us back to our base.  The post-mission claim screen and debriefing worked fine, and I was given credit for the kill (RoF had also credited me with the kill after the mission in game).

 

So, except for the fact that the flight did not follow the pre-flight mission flight plan again, everything seemed to work great.


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#25 Patronisa

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Posted 25 April 2016 - 10:30

Maybe this has been asked before, but what is the main difference between the PWCG Unified and the regular one?


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#26 GenMarkof007

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Posted 25 April 2016 - 18:16

Maybe this has been asked before, but what is the main difference between the PWCG Unified and the regular one?

Hi Patronisa,

 

Pat Wilson is working on a new version of the PWCG that will unify ROF & BOS codes.

This way, when modifications is needed, he will change only one code for the (2) two games.

This will bring new missions and a faster new version for all pilots!

 

Cheers,

GenMarkof ;)


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#27 GenMarkof007

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Posted 25 April 2016 - 19:42

Report 1.0 PWCG beta 2

----------------------------

 

Date: 01/03/1916

Baizeux AF

No 24 RFC with DH2

 

AI planes did not take off, the hangar and the position of the 4 planes in the first mission went to crash with the hangars.

 

Note:

Only see Air Density & Ground Unit Density in Simple Config (might have too much space between the (3) three choices? is missing one in my window).

 

 

Report 2.0 PWCG beta 2

----------------------------

 

Date: 01/10/1916

Lagnicourt

Jasta 2 flying Albatros D. II

 

No problem on take off.

Patrol did not see any enemy planes near our patrol.

All planes did land without any crashes.

 

Note: the wind pole was in the middle of the take off / landing lanes?

 

 

Cheers,

GenMarkof


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#28 PatAWilson

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Posted 26 April 2016 - 00:37

There are many improvements made during BoS development that the unified version brings to RoF.

Climb WPs to let the player get to altitude

No more enemies camping at your airfield every mission (can still happen sometimes)

Improvements in variety and distribution of enemies

Improved attack and bomb profiles

The biggest: individual aircraft WPs for each spawned AI aircraft, eliminating circling.

 

There are more.


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#29 veltjens

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Posted 26 April 2016 - 05:39

Hi Pat.

 

I have tried to fly 2-seater missions about 6 times.  At NO time have waypoints appeared, and the flight just circles.

 

I even tried to go "where" I thought the waypoint would appear but none did so.

 

I didn't note the specific squad/air fields, as it happened EACH time regardless of plane, squad or location.

 

S! Velts


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#30 veltjens

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Posted 26 April 2016 - 06:51

Hi Pat.

 

I have tried to fly 2-seater missions about 6 times.  At NO time have waypoints appeared, and the flight just circles.

 

I even tried to go "where" I thought the waypoint would appear but none did so.

 

I didn't note the specific squad/air fields, as it happened EACH time regardless of plane, squad or location.

 

S! Velts

Re-installed it and the waypoints DID show.

 

Flight pretty much normal until returning to home field.  Flight leader turned around to head back towards the front.  Nobody but me dropped their bombs - and I did so without really knowing if were over the target.  We fly at height of 3.5 meters.


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#31 Der.Mo

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Posted 26 April 2016 - 14:52

Errr...So the 'Fix for circling aircraft' means no more circling aircraft above your aerodrome? (Landing procedure, camping,etc.)

I really really was hoping for something that would fix the problem of unmotivated circling and finally crashing squadmates.

Can you tell us more Pat?
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#32 Panthercules

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Posted 28 April 2016 - 01:34

Hey Pat - created a new campaign and getting ready to try another test mission with Beta2, and i noticed this oddity in the mission briefing screen - looks like either there's a place near the front lines called "City Broken", or something went wrong with whatever is generating the text for the mission description:

 

 RoF%20-%20PWCG%20escort%20mission%20ques


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#33 Panthercules

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Posted 28 April 2016 - 02:00

Hey Pat - turned out that the City wasn't the only thing that was broken with that mission - when we tried to take off, all 3 of my AI buddies crashed into hangars (the last one almost cleared his, but his wheels hit the roof and he toppled over the other side):

 

RoF%20-%20PWCG%20escort%20mission%20ques

 

It was too bad, 'cause it was likely to be an interesting mission - as I was snapping the screenshot of their crashes, I started seeing/hearing tracers, and I looked up and our airfield was being attacked by a swarm of Fokker Dr.1s and Albatros D.Va's (it looked like about a dozen, but a few of them were actually a flight of Brisfits chasing the Germans):

 

RoF%20-%20PWCG%20escort%20mission%20ques


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#34 Panthercules

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Posted 29 April 2016 - 02:38

Created another new campaign with beta2 tonight (SPA 26 this time) - everything appeared to work just fine (mission screen below):

 

RoF%20-%20PWCG%20unified%20beta%202%20-%

 

Flew the mission (take-off was uneventful and unencumbered by hangars), managed to down one of the Albatros D.Va's we encountered before something struck my prop and I had to force-land in an open field.  Post mission debriefing, victory claim and log entry process went fine as well.

 

On my way out, however, I decided to click the "PWCG Information" menu item on the main screen that I'd never clicked before, and wound up on this screen that I did not understand:

 

RoF%20-%20PWCG%20unified%20beta%202%20-%

 

Perhaps this screen is still just a WIP, but the "Stalingrad" item and the apparent front lines being drawn well east of the mud areas on the map looked definitely odd.


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#35 PatAWilson

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Posted 29 April 2016 - 04:37

That screen is intended to give people a look at the maps and squadons.  Obviously I failed to test that one properly.  Thanks for the feedback.


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#36 Panthercules

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Posted 30 April 2016 - 03:37

Created another campaign (A German one this time, with FAA1).  The campaign creation steps all went fine, but when I created the first mission I noticed a small glitch with the routine that picks up the home airfield name:

 

RoF%20-%20PWCG%20unified%20beta%202%20-%

 

When I went to check the mission briefing, I was surprised to find out that I was apparently on the Eastern Front:

 

RoF%20-%20PWCG%20unified%20beta%202%20-%

 

 

Maybe I missed something (quite possible - there still seem to be several buttons/things in PWCG that I don't remember ever clicking on), but I'm wondering if maybe there's some place that would have told me that's where that particular squadron was based?  If not, I'm thinking that might be a good idea.

 

Flying around on that map was a challenge, what with no trenches and NML areas to get clues from, but it was rather fun for a change of pace.  Our flight had no problems taking off, and seemed to follow the pre-flight briefing's flight plan pretty well, except for the matter of altitude (the mission seemed to call for over 4,000m, but our flight never exceeded 3,000m, and we never encountered any enemy aircraft so that didn't prevent reaching altitude):

 

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We met up with our recon charges we were supposed to be escorting just fine this time.  One other thing I noted though was that the cruising speed of the AI in my flight was too high - it was pretty much pedal-to-the-metal full throttle all the time, and I had real problems keeping up.  If it's at all possible I really wish the AI flight leaders could be instructed to cruise at maybe about 80% of their top speed, to give the player a better chance of staying in formation.

 

The after-mission combat report and debriefing all seemed to work just fine, as did the skin assignment process (there were none of the special, PWCG-specific personalized skins for this unit, so there was no top window to select from, but the middle window did a good job of presenting the other historical skins from the skin packs that were appropriate for this unit and time period).  I did, however, again miss the ability to assign any skins from all available ones that used to be possible in the bottom window on that screen - I hope you're going to be able to restore that capability in an upcoming version.


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New "Useful Materials" page now available: http://riseofflight....ks/#entry628960
Useful Skinning-related Info:  http://riseofflight....g-related-info/  
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#37 Der.Mo

Der.Mo
  • Posts: 1010

Posted 01 May 2016 - 13:17

Thank you Panthercules for your testing!
Maybe its helpfull to wrap up your observations in one post? It's alot of text to read you know ;)
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#38 PatAWilson

PatAWilson
  • Posts: 3381

Posted 01 May 2016 - 17:27

AircraftInfoFile - add large plane designation for ROF.  Fix cruise speed
No enemies on the eastern front
Main screen info page (PWCG Information) does not work in RoF
FAA1 airfield looks wrong
Need to exclude "City Broken" and "Village" from destinations
Baizeux: planes fly into hangars
AI pilots do not die
Player doesn't die
Missing the ability to select some sklns and assign them to pilots
Look into windsock placement - reports it is in the middle of the field.
Increase Java memory for PWCG to avoid unexpected bugs on screen transition
Incorporate Ankhor's latest GUI mod into PWCG Unified

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#39 US103_Larner

US103_Larner
  • Member
  • Posts: 462

Posted 04 May 2016 - 13:48

I'm not sure if this has been covered yet but I have a problem with my squadron mates not dying...I watched three squadmates go down in a sortie, two of them in flames, and they're still perfectly alive and well and on the roster...

(I was flying Central)

 


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 4qqm3Za.png                             tyPpSAY.png

 


#40 Der.Mo

Der.Mo
  • Posts: 1010

Posted 10 May 2016 - 13:38

Anybody noticed improvement with the 'circling aircraft' issue? You know, where your squadmates suddenly start to circle endlessly until they finally crash to the deck..

Looks like Pat adressed that issue in this latest version of PWCG but i had no time to test it yet
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