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Author Topic: DCG and BAT  (Read 873 times)

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tomoose

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DCG and BAT
« on: April 15, 2021, 04:00:11 PM »

Given that DCG hasn't kept up so to speak with the major mods/maps/objects etc that are inherent in BAT, is there any way to address this?  I was able a while back to create a campaign with the WFront map.  It was a lot of work in placing routes and locations but went OK as we stuck to P-47s etc in HSFX so there were no 'surprises' for DCG if you get my meaning.

From my limited experience I believe DCG needs a certain amount of baseline info to work properly.  Such as:
The 'new' class.dcg (from BAT)
same for payloads.dcg

Additionally there are the .rds, .rls and .srd files which also provide data to add to the 'locations' and 'territory' files.

With the size of some of the maps in BAT (e.g. LaChute) is there an easier (i.e. less tedious) way to get DCG to work with a 'new' map?

Any info/advice is greatly appreciated.

regards,
Tomoose

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Shakaali

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Re: DCG and BAT
« Reply #1 on: April 16, 2021, 03:31:34 AM »

It is actually pretty easy - although tedious and time-consuming - to make DCG and BAT understand each other.

To start with see the old, but golden DCG tutorial by Scharnhorst: https://www.sas1946.com/main/index.php?topic=64869.0

The 'new' class.dcg (from BAT)

To add a plane in DCG You need to edit the class.dcg by hand using a text editor such as Notepad. Example: this line adds Heinkel He-70F to DCG:

Code: [Select]
He_70F                         Heinkel He-70                       de 1 5 1 193501 194612 None                           He-70F                              None                           3000 Meters  300.00 kph  Default     300.00 kph 
where:

He_70F = Internal aircraft name (from air.ini)
Heinkel He-70  = DCG name (ie. name that shows in briefings etc.)
de = Default country
1 = Default side (1 = blue, 2 = red)
5 = Aircraft type (1 = fighter, 2 = bomber, 3 = transport, 4 = torpedo bomber, 5 = recon, 6 =  seaplane, 7= dive bomber )
1 = cannot remember what that is  :-[
193501 194612 = available from to (note1: used only if historical prodcution dates is on; note2: DCG cannot handle dates earlier than 193001 and later than 194612)
None = Aircraft upgrade type - upgrades to this type once it becomes available if historical prodcution dates is on
He-70F = skin folder name
None = Aircraft downgrade type, used when a number of aircraft in a squadron drops to zero
3000 Meters = Default transit altitude
300.00 kph = Default transit speed
Default  = range
300.00 kph = Top speed

Then you need to add available ordnance in allpayloads.dcg. Example:

Code: [Select]
Sea_HurricaneMkIId                       B 4x250lb_Bombs
Where

Sea_HurricaneMkIId  = Internal aircraft name (from air.ini)
B  = Ordnance type (A = default, B = bombing, T = anti-shipping, D = droptank)
4x250lb_Bombs = Internal weapon name (from weapons.properties)

You need to add separate line for each weapon set you would like to use. Be careful, as the dreaded start-up explosions are usually caused by errors in allpayloads.dcg.

Payloads.dcg is easiest to create using dcg panel by choosing which weapon set is used in different mission types.

Additionally there are the .rds, .rls and .srd files which also provide data to add to the 'locations' and 'territory' files.

Makes no difference if the map is default or add-on. See the tutorial how to make these.

With the size of some of the maps in BAT (e.g. LaChute) is there an easier (i.e. less tedious) way to get DCG to work with a 'new' map?

No.





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tomoose

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Re: DCG and BAT
« Reply #2 on: April 16, 2021, 06:02:50 AM »

Thanks for the quick response.  Good info.
cheers,
Tomoose
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