Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]   Go Down

Author Topic: Sniperton's DCG Integration Tool  (Read 8631 times)

0 Members and 1 Guest are viewing this topic.

JG7_X_Man

  • Missioneer
  • member
  • Offline Offline
  • Posts: 277
Re: Sniperton's DCG Integration Tool
« Reply #24 on: May 22, 2016, 04:40:23 PM »

Thank you for your modifications! I send more time tweaking DCG files now that actually flying - but that's OK!

...If I understand correctly what you request, you also need a 2nd rund of auto-assigment of loadouts, this time specifically according to the plane type you select.

Yes please! :)
Logged

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: Sniperton's DCG Integration Tool
« Reply #25 on: May 23, 2016, 04:21:27 AM »

OK, I can do it, but I need some advice. Auto-assigment works now in a way that all the available loadout types are assigned to a corresponding slot:

slot:                   value:

default:             "X" (default)
ground attack:   any "B" if available, else default
level bomb:       any "B" if available, else default
ship attack:       any "T" if available, else "B" if available, else "Y" (empty)
air attack:         any "A" if avalable , else "Y"
long range:       any "D" if available, else "Y"

This is a pattern of "X, B(X), B(X), T(B,Y), A(Y), D(Y)"

Creating a plane type based assignment routine would involve restricting some loadout types, e.g.

fighter:      A(X), X, X, Y, A(Y), D(Y)      (no bombs or torps?)
bomber:    X, B(X), B(X), T(B,Y), Y, Y    (no fighter loadouts?)
transport:  X, X, X, Y, Y, Y                    (nothing?)
attack:      X, B(X), X, T(B,Y), Y, Y         (no level bombs, no fighter loudouts?)
recon:       X, X, X, Y, Y, Y                    (nothing?)
float:         X, ?, ?, T(?), Y, Y                 (only torps?)
dive:         X, ?, X, B(Y), Y, Y                 (only ground attack and ship attack?)

Logged

JG7_X_Man

  • Missioneer
  • member
  • Offline Offline
  • Posts: 277
Re: Sniperton's DCG Integration Tool
« Reply #26 on: May 23, 2016, 02:55:14 PM »

Thanks for addressing this issue. As this isn't a show stopper, if it's too difficult to implement - it's no big deal. We can do it manually.

I am never a fan of restricting anything so - can you do this?

fighter:      A(X), X, X, Y, A(X), D(Y) just for fighters

Any aircraft capable of completing it's assigned mission with its default load-out should be an X vs Y. If it defaults to Y = Empty, that mission type will not be generated.

Example:

fighter:      A(X),  X,  X,  Y,  A(Y), D(Y)      (no bombs or torps?)
                 OK   OK  OK OK A(X), OK

bomber:    X,  B(X), B(X), T(B,Y), Y,    Y    (no fighter loadouts?)
                     OK,   OK,   T(B,X), OK, OK

transport:  X,  X,    X,     Y,    Y,    Y                  (Paratroopers are deployed during level flight)
                    OK, B(Y), OK, OK, OK

attack:      B(X), B(X), X, T(B,Y), Y,    Y         (no level bombs, no fighter loadouts?)
                        OK,   Y, T(B,X), OK, OK

recon:       X, X, X, Y, Y, Y                    (nothing?)
                     (ALL OK)

float:        X,      ?,    ?, T(?), Y ,     Y                 (only torps?)
                       B(X), Y, B(Y), OK, OK

dive:         X, ?, X, B(Y), Y, Y                 (only ground attack and ship attack?)
                  B(X), Y, B(X), OK, OK


Hence my problem of the fighters not being assigned intercept missions as Air Attack is really any Aerial Target Intercept.
Logged

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: Sniperton's DCG Integration Tool
« Reply #27 on: May 23, 2016, 03:41:12 PM »

I am never a fan of restricting anything so - can you do this?

fighter:      A(X), X, X, Y, A(X), D(Y) just for fighters

Sure I can do that (I believe). And it's not restricting anything, it's only conforming to how DCG works. If DCG allows an X there (and it does), then we can go that way. No problem.

Regard general auto-assigment as a general template, and plane type-specific auto-assigment as a special template. You are at liberties to use this template or not, and you are at liberties to change such presets so far as you confirm to DCG's rules.

There will be a check-box "auto-assign loadouts when plane type is changed", and when checked, changing the plane type will re-assign loadouts according to some presets. You'll have a plane type-specific preset (conforming to DCG's rules) instead of a general preset (conforming to DCG's rules), but you'll be given the possibility to change this manually (so far as you conform to DCG's rules).

So as an ardent DCG-user, what presets would you prefer? Valid options are as in the general preset. Help me:

fighter:      A(X), X, X, Y, A(X), D(Y)      (no bombs or torps?)
bomber:    X, B(X), B(X), T(B,Y), Y, Y    (no fighter loadouts?)
transport:  X, X, X, Y, Y, Y                    (nothing?)
attack:      X, B(X), X, T(B,Y), Y, Y         (no level bombs, no fighter loudouts?)
recon:       X, X, X, Y, Y, Y                    (nothing?)
float:         X, ?, ?, T(?), Y, Y                 (only torps?)
dive:         X, ?, X, B(Y), Y, Y                 (only ground attack and ship attack?)

Logged

JG7_X_Man

  • Missioneer
  • member
  • Offline Offline
  • Posts: 277
Re: Sniperton's DCG Integration Tool
« Reply #28 on: May 24, 2016, 07:45:32 PM »



sniperton - After messing with the "insert table" function - here is a screenshot - let me know what you think.  :-|
I am not sure with Recon missions - but as Y means that mission type will not be generated were a payload.dcg slot has "Empty" designation, your idea is better.
  • I don't think there are any dive bombers with torpedoes, so the T(B,X) should be B(X)
  • Bomber Ground Attack and Level should be B(X) and not B(Y)
  • Transport needs to be Y for Anti-Ship missions
Logged

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: Sniperton's DCG Integration Tool
« Reply #29 on: May 25, 2016, 08:43:50 AM »

According to Lo, Y is not available for the first three slots; X is not for the last; and B is a no-go for the "default" slot. (Have a look at #17 to #19 here: http://forum.jg1.org/topic/3836-dcg-349-open-beta-test/)

As to DIT, it could be made differently, but I think it's better to stick to how DCG is designed to work. (It might work differenty as well, but lot of testing should be done to confirm that.)

For the moment I suggest these:

fighter:      A(X), B(X), X, T(B,Y), A(X), D(Y)  (everything except level bombing)
bomber:    X, B(X), B(X), T(B,Y), Y, Y            (everything except aerial attack)
transport:  X, X, B(X), Y, Y, Y                        (only paradrop)
attack:      X, B(X), X, T(B,Y), Y, Y                 (only ground and see attack)
recon:       X, X, X, Y, Y, Y                             (nothing)
float:         X, X, X, T(B,Y), Y, Y                     (only sea attack)
dive:         X, B(X), X, B(Y), Y, Y                    (only ground and see attack)

What is confusing me is the ground attack type. If you look into the stock DCG class file, you'll see that they are overwhelmingly fighter-bombers, or bombers with some fighter capability, or fighters with large-calibre guns (also effective against ground targets), that is, most of them are basically "heavy fighters". I should ask Lo whether they are also used for air combat by DCG.

Code: [Select]
A_20C
A_20G
B_25J1
B5N2
B6N2
BEAU21
BF_109E4B
BF_109E7
BF_110C4B
BF_110G2
Do217_K2
FW_190A4FR
FW_190A5165ATA
FW_190A8MSTL
FW_190F8
HS_123A1
HS_123B1
HS_129B2
HS_129B3Wa
I_153_M62
I_153P
IL_2_1940Early
IL_2_1940Late
IL_2_1941Early
IL_2_1941Late
IL_2I
IL_2MEarly
IL_2MLate
IL_2T
IL_2Type3
IL_2Type3M
IL_10
JU_87G1
JU_88A4torp
JU_88A17
JU_88MSTL
LAGG_3IT
ME_210CA1
ME_262A2A
MOSQUITO6
MOSQUITO18
MXY_7
P_40SUKAISVOLOCH2B
P_40E
P_47D27
Swordfish1
TBD1
TBF1
TBF1C
TBM3
TBM3AVENGER3
TEMPEST5
YAK_9B
YAK_9K
YAK_9T
Logged

JG7_X_Man

  • Missioneer
  • member
  • Offline Offline
  • Posts: 277
Re: Sniperton's DCG Integration Tool
« Reply #30 on: May 25, 2016, 12:24:36 PM »

OK - Fair enough :)

How about this:

fighter:      A(X), B(X), X, T(B,Y), A(X), D(Y)  (everything except level bombing)

I think with the number of aircraft we have  - we can be a tad more discrete with regards to combat usage.

In an IL-2 world with the access to P-47Ds, IL-2s, Typhoons, Fw 190Fs, Fw 190Gs etc...(dedicated ground pounders) to take on ground missions, I wouldn't task a fighter with no bomb carrying ability such tasks.

So that is why I suggested B(Y) for ground attack mission, or is that the #3 slot? in which you can't use a (Y) there?

I would use the historic use of aircraft as their primary mission base.  Just because a A-20C has forward-firing weapons doesn't make it a fighter. It's historic use was as a mid altitude level bomber in the ETO/Med and while a ground attack aircraft in the PTO. So it should be an attack aircraft -same for the Beaufighter. I wouldn't put to much thought into it at all. If it looks like a duck, it's a duck (...based on it's weaponry).
Logged

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: Sniperton's DCG Integration Tool
« Reply #31 on: May 25, 2016, 02:38:56 PM »

Well, the basic problem is that types in DCG and types in the game don't overlap (hence the differences in intended and actual behaviour). DCG has distinct types, while the game has 'roles', where multiple roles can be assigned to one and the same plane. 'Roles' include Fighter, BNZFighter, TNBFighter, Stormovik (ground attack), Bomber, DiveBomber, Scout, Transport, SeaPlane, etc.

IAR_81C: Fighter, Stormovik, DiveBomber
HurricaneMkIIc: Fighter, Stormovik
FOKKERG1: Scout, Fighter, Stormovik
BLENHEIM4F: Stormovik, Fighter
BF_109K14: Fighter, BNZFighter, Stormovik
ME_210CA1: Fighter, BNZFighter, Stormovik, StormovikArmored, DiveBomber

There will never be a complete match between Il2 roles and DCG types, I'm afraid.
Anyway, I'll create some templates and you'll be allowed to change them.  ;)
Logged

JG7_X_Man

  • Missioneer
  • member
  • Offline Offline
  • Posts: 277
Re: Sniperton's DCG Integration Tool
« Reply #32 on: May 25, 2016, 06:04:16 PM »

Can't wait to see what you come up with! :)
Logged
Pages: 1 2 [3]   Go Up
 

Page created in 0.038 seconds with 26 queries.