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Posted

Patrick seems to be very busy in real life and doesn't do much work on PWCG anymore.

Posted

 

6 hours ago, Flashy said:

BTW, I am already using ultra-low for AA, and still getting an unsurvivable level of AA over some targets... 

I'm really surprised by that. PWCG does AA for airfields, along the front lines, near bridges and near railroads in the existing code. Even with the logic error, with CONFIG_LEVEL_ULTRA_LOW it skips doing AA for bridges and railroads, both of which are usually responsible for extreme AA proliferation. Using that AA setting, you should see two AA units at the player airfield (only - none for the non-player ones) and a unit every 8000 meters or so along the front lines and that's it. If you are seeing a lot more than that, something I don't understand is going on. 

Pat is aware of the issue/fix if he was looking at the old forum, but while the logic error is an easy fix the rest of it is less so. I changed the whole way the map content is stored as part of other changes, but in short I had to pre-process the map content to group all "nearby" rail and bridge units into a single "rail station" or "bridge" and then use that to place AA units. There are probably other ways of solving the issue.

 

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Posted (edited)
14 hours ago, AeroCrab said:

 

I'm really surprised by that. PWCG does AA for airfields, along the front lines, near bridges and near railroads in the existing code. Even with the logic error, with CONFIG_LEVEL_ULTRA_LOW it skips doing AA for bridges and railroads, both of which are usually responsible for extreme AA proliferation. Using that AA setting, you should see two AA units at the player airfield (only - none for the non-player ones) and a unit every 8000 meters or so along the front lines and that's it. If you are seeing a lot more than that, something I don't understand is going on. 

Pat is aware of the issue/fix if he was looking at the old forum, but while the logic error is an easy fix the rest of it is less so. I changed the whole way the map content is stored as part of other changes, but in short I had to pre-process the map content to group all "nearby" rail and bridge units into a single "rail station" or "bridge" and then use that to place AA units. There are probably other ways of solving the issue.

 

Did you solve the issue of AA on water or sea with your approach? 

Also, how you guys do night missions in PWCG especially landing ? Fire flares to locate the runway? Kind of struggling on the occasional night missions during landing in VR without cheating( autopilot,end mission in flight or adjust gamma). Its pitch dark!

Edited by AcesDarthBubu
Posted

@AcesDarthBubu No, I still have the same river guns as everybody else. As far as I can see, solving that would either require a separate "all these spots are invalid for AA" map, or the converse - a map that defined where AA was possible. The actual game must have some solution, and maybe it is something I haven't thought of. In any case, it all seems like more work than I care to put into it, so I just deal with the occasional silliness.

As far as night missions go, PWCG currently tries to put fire pots along the runway at night, but there are some bugs that prevent it all from working correctly. I have fixed all that locally but even so - there's no shame in setting the gamma to something sane for your headset. We're supposed to be enjoying this and if "sit there in the darkness for half an hour" is not your thing, well, there you go. I'm on a Q3 and if I get a night mission that is overcast I'm not above adjusting the gamma to suit.

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Posted

You can also change the time in PWCG to something more reasonable.  It's at the top of the "Waypoints" screen when you create a mission.

AcesDarthBubu
Posted
8 hours ago, TheNappingMan said:

You can also change the time in PWCG to something more reasonable.  It's at the top of the "Waypoints" screen when you create a mission.

Yup, aware that that can be done. Wanted to play as is to experience night flying was the reason didn't wanted to adjust much to compensate. 

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