Please Etiico can you tweak it so there would be more action in the mission created through the DCG engine. There where simply to many missions with little or no action through the orignal engine. Also a simpler way to change sides or maybe be able to fly in the same campaign for both sides through the same engine at the same time. in other words be able to a mission for the USA over Okinawa in the morning and doing the same flying for the Japanse in the evening through the same campaign over Okinawa.
Thank for all you have done!:ernae:
Hi miami,
I can't do any tweaking on the DCG engine. I don't have access to the DCG program. I can only tweak the DCG output, that is the "mission" file. I also have access to the DCG campaign files, as does everyone else. All the tweaking I can do is through the files. The DCG "mission" file determines what happens in the generated mission. The campaign files provide the order of battle on which the generated mission is broadly based.
The DCG engine is not designed to provide action (for the player) in every mission. To a large extent, that's up to the player, as I'll explain more later. The DCG engine will only provide a moderately realistic campaign environment in which action may or may not take place in a given mission.
You do not have to fly the mission you are assigned. You have broad latitude. For example, if you are assigned a dull CAP mission, you can break off and head for one of the bad guys hangouts as soon as you decide the bad guys aren't coming your way. You can also tag along with any other flights headed for harms way. You can arbitrarily decide to escort a flight of bombers that doesn't have an escort, or whatever. You won't get a cussing unless you return to base missing all your wingmen. The Big Boss Guy takes a dim view of that.
The nature of the campaign also has a lot to do with how much action you see. The more dense or focused the campaign is, the more action you will see. If you want action in every mission, you can design a campaign that only has 2 airfields, one for each side, each loaded with lots of planes. I guarantee you'll see action in every mission that way because the opposing airfields have nothing to do except attack each other. Add a couple of squadrons of ships, and you'll see some anti-shipping action too. Add some other targets, and the squadrons will begin to get spread out, covering or attacking the various targets. The more spread out the squadrons are, the fewer of them you will tend to encounter in a typical mission. That's generally how it works.
If you are flying a fighter, make sure it has a rocket loadout if possible. DCG will not assign strike missions to player flight fighters unless they are rocket capable. However, bomb capable AI fighters will get strike missions.
With AIRBOSS in play, you won't get many boring CAP's if you have some bombers at your airfield and have your CAP minimum set to a low value. AIRBOSS will re-assign you to escort the bombers if DCG gives you a CAP - unless you have a high priority on CAP protection established through the CAP minimum setting. But this still doesn't guarantee action. The bandits might choose not to oppose the strike, depending on where it's headed, availability of fighters, and such. It's not a bad idea to load your escort flight with rockets. That way, you can break off the escort duty and go hunting as soon as you decide your bombers are out of harm's way.
Bear in mind, in a DCG campaign, you are the air boss (until you get killed or CFS2 finds someone better). You decide how to best deploy your squadron. The only requirement is that you must avoid consistent poor results, or you will eventually be sent home in disgrace.
Do some experimenting. You'll figure out how it works.