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I flew a simple offensive patrol with spad XIII's and after the mission was over they dropped all their bombs outside of the home base before landing.

It slows them down and decreases their dogfight ability.

Also, I was alerted to this by a fellow forum member on the ROF site so it's not just me.

Last edited by redpiano; 01/26/12 07:37 AM.
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OK - I didn't realize that SPADs could carry bombs. I thought that was limited to some English scouts (Camel, SE5a, Dolphin). That can be fixed.

I'm surprised that this is just coming up now. Each aircraft has different load outs,so each has to be handled independently. The default load is "0", which (unfortunately) for bomb capable scouts includes bombs. For the Camel, SE5a and Dolphin I have to specify a load other than "0" for scout missions. The SPAD XIII is one of the original planes. I know that I have looked at SPADs often enough and never heard of them carrying bombs until now. Did something change or did I and everybody else really miss this for this long?

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Originally Posted By: PatrickAWilson
OK - I didn't realize that SPADs could carry bombs. I thought that was limited to some English scouts (Camel, SE5a, Dolphin). That can be fixed.

I'm surprised that this is just coming up now. Each aircraft has different load outs,so each has to be handled independently. The default load is "0", which (unfortunately) for bomb capable scouts includes bombs. For the Camel, SE5a and Dolphin I have to specify a load other than "0" for scout missions. The SPAD XIII is one of the original planes. I know that I have looked at SPADs often enough and never heard of them carrying bombs until now. Did something change or did I and everybody else really miss this for this long?



I've never flown the Spad XIII with your campaign generator, otherwise I would have noticed it. It carries its two bombs internally which makes them easy to miss.

I really wish 777 would make the scout default loadouts clean.

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Originally Posted By: RoFfan

I've never flown the Spad XIII with your campaign generator, otherwise I would have noticed it. It carries its two bombs internally which makes them easy to miss.

I really wish 777 would make the scout default loadouts clean.


lol - all this time and I never knew that. I never even knew that the SPAD XIII could carry bombs, much less carry them internally.

Another item on the "to do" list.

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Yeah I've never flown the spad with your campaign either, I was alerted by "Fifi" on ROF forums who is a total spad freak and just started flying your campaign, I immediately tested it and it was true.

If you look at the spad it has a hole on the bottom left of the fuselage where the bombs are dropped I assume by hand.

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There is a lever (or levers -- can't remember precisely) the pilot pulls to drop the bombs from the Spad XIII. They are up under the left side of the dash, approximately below the temperature gauge. They actually do move when you drop bombs.

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Hey Pat, I just made a post on the ROF forum, I encountered a Gotha bomber in a Dolphin mission with PWCG and for whatever reason the gotha tried to maneuver like a fighter. Someone replied and said that maybe it could have something to do with the mission parameters you had set for the AI gotha to perform?

Here's a track file of how the gotha behaved.
http://hotfile.com/dl/144911959/156ca5f/Desktop.rar.html

And here is the mission itself.
http://hotfile.com/dl/144914873/e4dc559/Gotha_scout_mission.rar.html

It may not have anything to do with PWCG but maybe it's worth exploring, I've also seen Two seaters try to maneuver like a scout and I've only ever seen it happen in PWCG missions so maybe the way you've setup some of the missions is affecting that.

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Thanks again. I'll add it to the 10.next list to look into.

Between work, life, and a new game (Skyrim ... yes, I do like that sort of thing :)) I have not been working on the CG lately. I do visit daily and I am taking notes on reported issues. I'll get back into it soon (probably when the next plane hits the market) and the first priority will be fixing reported bugs.

For any bugs that you find, if you could forward me the campaign and mission files it helps a lot. Just contact me via PM and I will give you my email address.

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Haha, well you better take a break if you're playing it on PC the mod tools come out soon and you'll never be able to look at CG again.

This might help you out though, the member that made the new Saint Mihiel campaign said this about it.

Quote:
It's defined in the mission as Finkeren said. Waypoint can have several priorities:

High - Aircraft will follow waypoints no matter what happens. They do not respond to enemies at all

Medium - For scouts: Aircraft will follow waypoints, but if an enemy is threatening him he will attack that one first/ For Recons/Bombers: Aircraft will weave & defend with rear gunner but continue to waypoint

Low - For scouts: Aircraft will follow waypoints, but if an enemy is within visual distance (8km?) he will attack that one first/ For Recons/Bombers: Same as Scouts I think.

Looks like the Gotha has a waypoint with "Low" priority.

Also, the Gotha could have an "Attack Air" command assigned, but that would make no sense.

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What is the configuration to get the missions more realistic. I mean how many flights and so on should be defined to get as close as possible to a real WW1 environment.

I don't care about performance wink

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Originally Posted By: Abbath
What is the configuration to get the missions more realistic. I mean how many flights and so on should be defined to get as close as possible to a real WW1 environment.

I don't care about performance wink


Select High.

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Hello

I have recently started using this campaign generator and I have to say, it is a huge improvement over the one in the game. I am enjoying it very much so thanks for that.

I have just started getting a bit of a problem while using it though. On some missions, the flights don't form up into a formation but sort of buzz around each other trying not to collide. They dart left and right when they come close to each other and inevitably this makes them eventually collide. This is particulaly so when there are 7 aircraft in a flight.

Very often one plane will go into the back of another and simply loose their prop and glide down and land. Sometimes though, it will be a more severe crash ionvolving several planes and they all end with fatalities.

I am flying with 56 sqn in may 1917 but have noticed this at other dates too. I also see other squadrons performing this weird dance as I fly on my mission.

Is there a setting in the configuration that controls the formations that I could tweak to stop this from happening? I have looked but can't see a likely candidate.

Cheers
Stu.

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I've noticed that as well when flying the dolphin and other TnB machines, they get very very tightly spaced until they freak out and turn away to avoid a collision.

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It can happen if either the mission generator failed to generate the formation command (software bug), failed to properly chain the formation command (software bug), or if the command did not get executed (performance issue). Every flight has its own formation command that happens shortly after takeoff. I have seen commands missed if you try to submit multiple commands simultaneously, but the mission generator commands are fired sequentially with a two or three second timer between to prevent this from occurring

Useful information:
Do you have the mission file where this happened? If yes, can you look at your formation? Is the formation command there?

Do you know how to use the mission builder? If yes, can you open the mission? Is the formation command chained properly from the mission begin command for that flight?

Does this seem to happen in formations with lots of planes? Does it ever happen with relatively few planes?

What kind of mission are you flying when this happens?

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Hi Patrick and thank you for your reply.

So far I've only noticed it happening on the allied side. I'm flying a German career at the moment and it doesn't appear to be occuring.

It's happened with large and small formations and I first noticed it when performing a balloon attack with 56 sqn. However it has also happend with line patrols.

I don't have any mission files to check at the moment as I tend to delete them once the mission is done. However, I will set up another 56 sqn career and see if I can replicate it. Should be able to take a look one evening this week.

Unfortunately I don't know anything about the mission editor so would not know what to look for in that.

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@stufer: If you get in touch via PM I'll send you my email address. That way you can email me the campaign and mission files.

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Hi, Pat I would like to ask for some minor things, if possible, to be included in future versions.
I have noticed in the Official Career beta that the flight leader is making a gesture, (the to both left and right wave),
every time he's about to pass a way point and I find that it adds a lot to immersion.
Also is it possible the transition between types to be gradual, like in real life?
Any chance adding some hint of life to just the pilot's aerodrome? WinkNGrin


WOFF UE, BOC member, Albatros pilot.

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@Elefant: I will have to see if I can do it. Not sure if there is an event trigger or something like it. If anybody has any information on the mechanics that make this happen it would be appreciated.

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Have you tried talking to Syn_Vander yet? He seems to be a good mission maker since he made the St.mihiel campaign.

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Indeed, he has done a remarkable job giving life to the default deserted looking aerodromes.
It would be awesome if some of his magic could be implemented in player's given aerodrome, in PWCG, as well!


WOFF UE, BOC member, Albatros pilot.

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