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Which Squadron Density Setting Do You Usually Use in Single Player Campaigns?

Full

Dense

Heavy

Moderate

Sparse



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IL2 DCG Panels
IL2 DCG Panels
Descriptions
Paul Lowengrin Sunday 19 July 2009

IL2DCG has a number of panels on which you can configure details of the campaign. An image of each panel is shown here with description of each function on that panel.




Squadron Density: The higher the density, the more squadrons DCG will use in the missions it generates. In conjunction with the Maximum Flights/Squadron setting, this setting will have the greatest impact on your computer's performance.

Column Density: The higher the density, the more tank and truck columns will appear in a mission. Columns will always appear where there is combat (at the front lines).

Stationary Object Density: The higher the density, the more stationary objects (flak, for example) will appear in a mission. Heavy flak will always appear no matter what the density.

Action Radius Setting: This setting determines how far away from the front missions will get generated and units will appear. Players who wish to have shorter, more intense missions may wish to reduce this setting. Also, players will slower computers may also wish to reduce this setting as less ground units will appear.

Squadron Balance: will determine the balance between each side. It can be set so one side or the other (or no side) has an advantage in the number of squadrons activated every mission.

Time Passage: This setting will determine how many days pass between missions. Use "Normal" for having a mission occur each day. Use "Moderate" for a mission every two days and "Fast" for a mission every three days. "Random" for one, two, or three days. "Slow" and "Very Slow" add two and three missions per day respectively.

Overall Skill Settings: Pilot skills are determined by this setting. If you select "Campaign Defaults", all pilot skills will be determined by pilot experience (which is based in part on the skill set for the squad they are in). If you set it to any other setting, this setting over-rides the defaults.

German/Axis Flight Size: The default number of planes each Axis flight will consist of. Note: each unit can have this number changed on the Squadron Edit Panel.

Russian Size: The default number of planes each Russian flight will consist of. Note: each unit can have this number changed on the Squadron Edit Panel.

British/American Flight Size: The default number of planes each Allied flight will consist of. Note: each unit can have this number changed on the Squadron Edit Panel.

Axis Plane Resupply Rate: The number of planes per day or per week that every Axis squadron will receive to their set maximum.

Allied Plane Resupply Rate: The number of planes per day or per week that every Allied squadron will receive to their set maximum.

Maximum Flights/Squadron: The maximum number of flights that DCG will create for each squadron. This number may be reduced by losses, by mission type, or by supplies.

Axis Ship Skill: The skill level of all Axis ships.

Allied Ship Skill: The skill level of all Allied ships.

Capital Ship Rate of Fire: The rate of fire of all capital ships. The smaller the number the faster the rate of fire (1.0 = normal).

Destroyer/Other Rate of Fire: The rate of fire of all minor ships. The smaller the number the faster the rate of fire (1.0 = normal).




Unit to Edit: The unit which is being displayed in the panel. Use the dropdown box to select another unit to display/edit. Note, the first unit displayed is always the player's squadron in solo play.

Active: If checked, the squadron is appears in every mission.

AI Only: This only appears in Coop Mode. If checked, all active planes are flown by the computer. Uncheck if you wish to have the squadron usable by human pilots.

Unit Name: The name of the unit. Use this dropdown box to change the name of the unit. Note: if the nationality of the unit changes, all the pilot names will change accordingly.

Squadron: The squadron number for the unit. No two units can share the same name and squadron number or an error will be generated.

Skill: The base skill level of the unit. Individual pilots may have higher skills depending on their experience.

Aircraft: The type of aircraft flown by the unit. Use this dropdown box to change the plane type. If the "Historic Production Date" are set, only planes available in that time period will appear. An error message will also appear if you try to use an AI only plane in the player's squadron.

Max. Planes: The maximum number of planes that the unit can have. This number can never be less than two nor greater than sixteen.

Min. Planes: The minimum number of planes that the unit can have. This number can never be less than zero nor greater than the maximum.

Airfield: The airfield at which the unit is based. The dropdown box will only show friendly airfields.

Flight Size: The maximum number of planes assigned to one flight. This number defaults to the one on the Campaign Settings Panel but can be modified here for each unit.

Radio: Whether or not the squadron uses/has a radio.

Paint Scheme: The paint scheme used by all pilots in the squadron unless they are given a "personal" paint scheme on the Pilot Editor Panel. If you change this scheme, all personal paint schemes will revert to this one so make any changes at the squadron level before making them at the pilot level.

Markings: If the paint scheme has no markings applied, select "yes" and the game will generate markings. Otherwise select "no". If you change this setting, all personal paint schemes will mirror this setting so make any changes at the squadron level before making them at the pilot level.

Uniform Schemes: Clicking this button will apply the current squadron scheme to all squadrons (including personal schemes in those squadrons) flying the same plane type.

Delete Button: Clicking on the Circle X will permanently remove the squadron from the campaign.

Active Planes: To the right of the national icon, the number of active planes and plane type are shown in green.

Pilot Information: A list of the pilots. Clicking on a name will bring you to the Pilot Editor Panel.




Pilot Name: The name of the pilot. You can type in any name or if you double click on the text "Pilot Name", a new random name will be created. Do not use characters that are not alpha/numberic (for example: * @ #).

Rank: The rank of the pilot. Rank can be changed using the dropdown box.

Missions: The number of missions flown by the pilot. A pilot can have up to 999 missions. More missions improve pilot skill and help being promoted.

Kills: The number of aerial kills. A pilot can have up to 999 kills. More kills improve pilot skill and help toward being awarded medals.

Ground Kills: The number of ground objects destroyed. A pilot can have up to 999 ground kills. More ground kills improve pilot skill and help toward being awarded medals.

Place of Birth: The pilot's place of birth. You can type in the name of any city.

Year of Birth: The pilot's year of birth. You can type in any year.

Photo: The pilot's photo. To change this you can either cycle through the defaults using the arrow keys beneath the photo or double click on the photo to select the exact path. All photos must reside in the DGen folder or in a subfolder of DGen.

Markings On?: If the paint scheme has no markings applied, check this box. Otherwise uncheck it.

Nose Art: Some planes can have nose art. If nose art is allowed, a specific image can be selected for the pilot.

Close/Save: To save the changes you have made to the pilot, you must click this button. It will return you to the Squadron Editor Panel.



Day: The day of the current campaign. Most campaigns, one mission represents one day.

Month: The month of the campaign.

Year: The year of the campaign. It is not recommended that you set this date earlier than 1939 or later than 1945.

Location of the Front: This location determines how the front line is created. In most cases, all territory to the East of this location is considered Russian and all locations West are considered German. When this location is changed, all ground units are replaced so that units do not begin behind enemy lines.

Axis Oil: The base percentage that an Axis unit will receive fuel. Armor without fuel will not advance. Squadrons without supplies will have their number of active flights reduced. The destruction of oil cars, fuel trucks, and oil tankers reduces supplies.

Allied Oil: The base percentage that an Axis unit will receive fuel. Armor without fuel will not advance. Squadrons without supplies will have their number of active flights reduced. The destruction of oil cars, fuel trucks, and oil tankers reduces fuel.

Axis Supply: The base percentage that an Axis unit will receive supplies. Supplies influence ground unit respawning chances based on the number of active static trucks vs the number of destroyed/inactive static trucks. The static trucks that can be used are: StudebeckerTruck, ZIS5_PC, Chevrolet_flatbed_US, DiamondT_US, Truck_Type94, OpelBlitz36S, OpelBlitz6700A.

Allied Supply: The base percentage that an Axis unit will receive supplies. Supplies influence ground unit respawning chances based on the number of active static trucks vs the number of destroyed/inactive static trucks. The static trucks that can be used are: StudebeckerTruck, ZIS5_PC, Chevrolet_flatbed_US, DiamondT_US, Truck_Type94, OpelBlitz36S, OpelBlitz6700A.

Axis Supply Zone: This location determines where all Axis ground reinforcements/supplies are spawn from. Capturing this location will end the current campaign.

Allied Supply Zone: This location determines where all Allied ground reinforcements/supplies are spawn from. Capturing this location will end the current campaign.

Key Axis Location: If Allieds units capture this location, the current campaign will end.

Key Allied Location: If Axis units capture this location, the current campaign will end.

Locations/Allegiance: The top right portion of the panel allows users to change the allegiance of each location on the campaign map. You can select the specific location from the Locations dropdown box and which side controls it in the Allegiance dropdown box immediately below. A "contested" location is controlled by neither side.

Maximum Troop Number: The maximum number of (abstract) troops that can defend any one location. The default is "1000".

Contact Distance Level: The number of waypoints back from the default positions for columns (tanks and trucks) will spawn at the start of the mission.




German/Axis Transit Altitude: The altitude that Axis aircraft will fly between their airfield and the target. This can be set to a specific altitude in meters or left random.

Russian/Allied Transit Altitude: The altitude that Allied aircraft will fly between their airfield and the target. This can be set to a specific altitude in meters or left random.

Take Off Path: The user can set which aircraft types will initially circle the base or proceed directly to their target.

Ingress/Egress Coordinates: The user can specify whether or not these waypoints will be used or ignored by specific types of aircraft.

Player Squadron Transit Altitude: The altitude that player's squadron will fly between their airfield and the target. This can be set to a specific altitude in meters or left random.

Target Ingress Altitude: The second waypoint before the target is the Target Ingress. The player squadron can have this point set to a specific altitude or can default it to the transit altitude.

Initial Point Altitude: The first waypoint before the target. The player squadron can have this point set to a specific altitude or can default it to the transit altitude.

Target Egress Altitude: The first waypoint after the target. The player squadron can have this point set to a specific altitude or can default it to the transit altitude.

Target Ingress Altitude: The distance in meters between the Target and the Target Ingress. The player squadron can have this point set to a specific distance or can use the default.

Initial Point Altitude: The distance in meters between the Target and the Initial Point. The player squadron can have this point set to a specific distance or can use the default.

Take Off Step Altitude: The step in altitude between each of the initial waypoints in the circle about the airfield. The player squadron can have this point set to a specific distance or can use the default.




Custom Mission Preference: Click on the radio button for the mission you wish to fly. Note: you can not fly missions that your plane was not meant too. DCG will warn you if the mission you select is not possible.

Destination: Select the destination/target of your mission with this dropdown box. Note: some mission types you are not able to select your destination.

Set Enemy: The user can select one enemy fighter squadron to intercept the player squadron.

Intercept Chance: The user can set the chance that the player squadron will be intercepted.

Best Conditions: The user can select the best weather conditions for the mission/campaign.

Worst Conditions: The user can select the worst weather conditions for the mission/campaign. DCG will generate weather between the range set by the best and worst conditions.

Day/Night: The user can select whether missions will occur during daylight hours or night hours.

Start Time: The user can set the earliest time to have a mission start. If not set to "Random", this setting over-rides the Day/Night setting.

End Time: The user can set the latest time to have a mission start. If not set to "Random", this setting over-rides the Day/Night setting.

Cloud Height: The user can select the height of the clouds in meters.

Player's Squadron Fuel: The user can select the fuel amount for the player's squadron.

Briefing Sound File: The user can select the background sounds for the briefing screen or turn off the sound.

Save and Save/Close: One of these button must be pressed to save the options. These options will effect all missions generated from this point onwards. If you select the Save/Close option, the panel will close upon saving.




Aircraft Type: The type of aircraft for which all other information on this panel is displayed for.

Upgrade Type: The type of aircraft that current type will be upgraded for when the upgrade type becomes available.

Downgrade Type: The type of aircraft that squadrons the current type are being used by will use should their available aircraft dip below the minimum required by the mission. For example, a squadron has the Hurricane IIb as it's current type and a downgrade type of Hurricane Is. If the mission calls for two flights of four Hurricane IIb and their are only six available, the flights will be fly the Hurricane I instead.

Category: The general "class" of the aircraft. For example, fighter, bomber, dive bomber, etc....

Transit Altitude: The default altitude at which this aircraft type will fly. This altitude can be over-ridden for the player squadron by the player settings on the Waypoint Settings Panel.

Cruise Speed: The default speed at which this aircraft type will fly. This speed can be over-ridden for the player squadron by the player settings on the Waypoint Settings Panel. DCG will over-ride the value if the speed is set too low.

Range: The maximum range that this aircraft type will fly. If the planes range is beyond the action radius or the range is set to "default", the Action Radius is used instead.

Flyable by Player(s): The user can toggle whether the plane is flyable by players or only by the computer AI. The default for this option assumes the user has FB + AEP + PF.

Start Year/Month: The date the aircraft is first available.

End Year/Month: The last date the aircraft is available. Note: if there is no upgrade type available, the end date is ignored and the plane will continue to be flown.

Ground Attack Payload: The payload selected for ground attack/anti-tank busting missions. If set to "default", only attacks against soft targets (trucks) will ever be generated for this aircraft type.

Level Attack Payload: The payload selected for attacks against factories, bridges, and other strategic targets. If set to "default", strategic attacks will be converted into reconnaissance missions.

Anti-Shipping Payload: The payload selected for attacks against ships (and submarines). If set to "none", no anti-shipping strikes will ever be generated for this aircraft type.

Interception Payload: The payload selected for fighters when tasked to intercept bombers.

Long Range (Fighter) Payload: The payload selected for fighters tasked with long-range sweeps or escorts.




Column Editor: The user has limited control over the moving tank, car, ship and train columns in the campaign. The user can change the type of unit and the location of the unit, but not whether it is active nor what allegiance it is. Those boxes are only for information purposes.

Stationary Object Editor: The user also has some control over the stationary objects. Each object can be set to active or inactive using the "Active?" dropdown box. No other changes can be made to stationary units.




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Lowengrin on 03 Sep : 13:13
ghostrider, email me.

ghostrider on 03 Sep : 10:17
Is it possible to use the version on the forums which was designed for UP 2.0 on condition I wouldn't use new planes?

Lowengrin on 03 Sep : 08:03
Rumours, rumours, rumours. The latest (as yet unreleased) version of DCG has enhancements which work with MDS.

ghostrider on 03 Sep : 01:05
Hi, Paul, I've read something about new version of DCG, which would work with UP 2.01. Is there any progress?

Lowengrin on 24 Aug : 15:03
All but Med'41. However, the Russian ones follow a German/Russian path and you may find yourself fighting in 1945 for Berlin.

D-XXI on 24 Aug : 13:51
Paul,

thx, I will try that as soon as my own computer has been fixed.

As I could select the Italian career from DCG (Med'41, Tobruk'41, Typhoon '41, Rhez '42 and Kursk, I assumed that those campaigns are linked.

Lowengrin on 22 Aug : 21:16
Further to my note below, as the winner was Italy, you need to change the "Red" to "Blue" in the first line.

Lowengrin on 22 Aug : 21:15
Med'41 is actually a stand-alone campaign. It doesn't link to anything. If you want it to link to Tobruk '41, you'll need to add the following to the grandcampaign.dcg file:

[Mediterranean41 o Tobruk41] Red
Campaign=Western_Campaign
Map=SandsOfTime
StartDate=01/12/1941
Front=Tobruk_Supply_Depot
DeHome=Bengazi_Road
RuHome=El_Alamein_Road
DeBase=Gazala_Airfield
RuBase=Gambut_Airfield
Locale1=Maleme_Airfield
Locale2=Maleme
Locale3=Bengazi_Road_Depot
Locale4=Maleme_Beachhead

D-XXI on 22 Aug : 07:08
Hello Paul,

I have a problem witk the DCG Italian Career. When the first campaign (Mediterrenean) ends because the enemy has retreated, I do not progress to the next campaign (Tobruk). I only get new missions without any enemies. Do you have any ideas?

Lowengrin on 11 Aug : 17:28
You're welcome.