Talon,
Thanks for the reply. You brought up a couple of interesting points.
FYI, AIRBOSS changes the DCG echelon left formations to finger four with a slightly wider spread, which sharply reduces collisions. I'm sure you're correct that the AI have far fewer collisions when they fly planes they can handle well.
Are you sure about the AI escorts? I use DCG version 6.32, and in all my testing I've never seen DCG assign anything except the player squadron to escort duty. My AI fighter squadrons always get assigned to CAP's and strikes unless I use AIRBOSS, which reassigns surplus CAP's as escorts.
i"ve never seen an AI squadron take off either. My AI squadrons are always airborne when the mission starts. The ones flying from other airfields are already approaching their objectives at mission start.
I understand the mystery surrounding DCG. I know it isn't widely known or understood. I can see how someone trying to build a DCG campaign for the first time would probably give up on it. I almost did. Some of the stock campaigns that ship with it do not showcase it's potential very well. I've seen people post about giving up on it because nothing happened in the missions they tried. They didn't know that the stock campaign they were using was starting out with no planes in the squadrons and adding planes at the rate of 1 per mission, in a "buildup" phase. So they tried a couple of missions, nothing happened because there were no planes aloft, and so they quit in the erroneous belief that nothing ever happens in a DCG campaign. Of course, as we know, nothing could be further from the truth. I've been in furballs you'd have to see to believe. Hair, teeth, and eyballs flying in all directions.
And then there are all the tricks that hardly anyone knows about, that aren't covered in the tutorial. And little bugs like DCG continuing to assign strikes to ship formations after they've all been sunk. I was sent out on that wild goose chase several times before I figured out what was going on. AIRBOSS finds and fixes that, and a couple of other minor bugs that pop up occasionally.
I only persevered with it because, like you, I like the concept of being able to fly endlessly variable campaigns with the click of a button. And, as I said, now that I know the drill I can build a DCG campaign faster than I can build a single mission with mission builder. And I don't have to test fly the missions DCG generates to see if they work. If they fly, they work.
Anyhow, if the DCG campaigns you use work to your satisfaction without the AIRBOSS tinkering, then you don't need AIRBOSS. Stick with the click-once-and-fly simplicity. With AIRBOSS, you'll have to click 3 times and fly.
But if you get bored, you might want to look into some of the options I've included in AIRBOSS, such as airfield suppression. Without going into a lot of detail, it is possible with AIRBOSS to put airfields out of action, or nearly so, by attacking them effectively. This is especially a good thing if you're attacking land bases from a carrier, for obvious reasons. The option has to be activated by a code, and the mission infrastructure has to be set up a certain way for it to work, but I think I provided an adequate explanation in the readme files.
One more thing: the versions I've uploaded are not 64-bit, so won't run on the new 64-bit Win 7 machines. I'll have to put together another package with the new 64-bit version.
End transmission. Cheers
PS: forgot to mention: have you ever wished you had escorts when your fighter squadron was flying a strike? I have. Enemy CAP's will hang over you like the sword of Damocles, wait for you to go down to attack, then follow you down, wiping out your squadron and ejecting you from the war in disgrace. Well, AIRBOSS will give you an escort in that situation, if any extra fighter squads are available at your airfield.