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About Vendigo

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  1. Campaign updated to 3.101! Main changes listed below: New ”readme” file! Please read it before playing! New mission (No.25 “Another day, another sortie”) added, bringing the total number of missions to 26. New AI controlled entities (U-2VS, Hs 129 B-2, Sd.Kfz. 7/1) added in some of the missions. Outro cutscene added in the end of the final mission (you must complete the mission in order to see it). Where applicable, durability of static objects has been adjusted, making them destructible as they are supposed to be. Generic skins with swastika added to all German aircraft. Translation to French, German, Polish and Spanish languages added (courtesy of Google Translate, so don’t expect too much, sorry). Please re-download Campaign from the Google drive link in the first post of this thread (file size: 221Mb). I have revised a number of bugs and errors but some may still be there, so feel free to report when something's not right! Enjoy!
  2. Yes, I need to place the landing lights that will illuminate the runway for landing, and these are the objects that I can't get to work. I can make the bonfires work, also the searchlights are working fine, but not the landing lights. Thanks for creating your groups for me, I am checking the one that has landing lights for allied planes but I hate to say it is not working within my mission. So I have a couple questions - I notice you didn't tick the "Enabled" box for any of the objects and as far as I can see they are not triggered to activate/spawn, so they don't show within the mission at all. I also notice you place "searchlight" objects rather than "landlight" objects, seems to be the wrong object to use to illuminate the runway? But even after I edited your group to enable the objects and changed them to "landlights", it is still not working! Can you please tell me whether you tested this group in mission and does it work for you? Because from what I can see, the command "ForceComplete" doesn't turn on/off the landinglights anymore.
  3. Brief description: the runway lights don't work after updating! Detailed description, conditions: in my mission where the lights illuminate the runway after sunset it was working properly until recent update, now the lights don't work. The command to trigger the lights is "ForceComplete" with "Low" priority, object linked to the light entities, it seems not working any more.
  4. Thanks but it's not working, I get the error message "failed to resave group"
  5. I can't open the "Runway light and beacons" group within the mission builder, "Error reading group file" message pops up and it won't open! Can you double check if it's still working. Any help appreciated!
  6. Actually what I have in the works now is another I-16 campaing on a different map. Btw a new campaign of Lagg-3 in Stalingrad has been posted in the Russian forum, maybe someone will translate it. Glad you are enjoying it! There will be a couple more heavy populated missions towards the end, when you'll return to action over Stalingrad just as it is engulfed in street fighting. Hope they will run smoothly for you!
  7. Wow, thanks! Judging by the looks of your I-16, you had a hell of a flight! Did you destroy that bridge? As I can see you didn't make it to the airfield, crashlanding near the frontline, but I think the campaign let you progress to the next mission nonetheless, right?
  8. Thanks for the feedback guys, I am glad you have enjoyed the campaign! Indeed it is strange because mission 10 ("unfriendly sky") is not heavy at all, with less than a dozen aircraft (both red and blue included) involved in the actual dogfight right over the Player's airfield. This is one of the missions where I never had a slightest slowdown or any FPS drop whatsoever; I will re-try it as I think recent patches might have changed it.
  9. I am talking about my own mission, where the following scenario is not working any more: the mission starts on the runway with a group of AI-controlled I-16's - including the Player as a wingman - and a few seconds after they start the takeoff run they are strafed by enemy Bf-109's, before the I-16's can get airborn. Hereby I attach the mission which worked exactly like this before 3.011, but now the B109's that used to lock onto the I-16's just after the mission started and proceeded to strafe the I-16's much to the Player's surprise, as the Player was supposed to be focused on taking off when he was suddenly fired upon. Now Bf-190's do not engage the I-16's till the Ratas are already in the air. BoomZoomTest.rar
  10. Thanks, I am the author of the missions and from what I see, the AI's behaviour has been changed so much I can't re-create the scenario that used to work well under earlier versions. I have reported this as a bug and it remains to be seen whether the devs will ever address it.
  11. Brief description: missions where the Player (or an AI-controlled aircraft) starts on the ground and is immediately "boom zoomed" by enemy AI's do not work properly since 3.011. Detailed description: The feature described as "AI pilots correctly attack landed or taking off enemy planes" has ruined the older scripted missions that start with the Player being "boom zoomed" by enemy AI's fighter planes while still on the runway, to simulate taking off under enemy strafing fire. The AI's used to attack immediately after mission start﻿; now they circle around untill the target takes off.
  12. The feature that was added a couple of updated back, I am talking about "AI pilots correctly attack landed or taking off enemy planes" has ruined the older scripted missions that start with the Player being "boom zoomed" by enemy AI's fighter planes while on the runway. The AI's used to attack immediately; now they circle around till the target takes off. I realize most of the people here are hardcore online junkies, but we have an offline scenario - which would fit Bodenplatte mission so well - ruined by AI change. Could this be addressed please?
  13. Thank you for posting and yes, I have plans to update the campaign although I am not sure whether simply cutting down on the smokes alone would benefit the performance on "weaker" PC's. I think the devs have made some wrong decision about game engine, if having a couple dozen of aircraft in a mission forces the game engine to slow down. But we have to deal with it. Now, due to family matters the time that I can spend on IL-2 is very limited, and I have a new campaign in development so I hope to finish it frist and then I will update "Fortress Stalingrad", too! But I would again note that I tend to use my own PC as a benchmark to test the missions performance.
  14. Blooddawn1942 I was making the missions based on my own PC performance, hope you can understand! So some of the missions are somewhat "heavy" but I presume the better hardware you have, the smoother they run. However, not all the missions are as populated as the first two, in fact the majority of them are smaller, so they should run better. I hope you will still be interested to try this campaign sometime in the future after you upgrade your system! Btw I did some quick testing and it appears that the recent update has ruined the missions in which the Player is "boom zoomed" by Bf109's right at the mission start. The AI's are supposed to attack immediately; now they circle around waiting for the opponent to compelte the take off run.
  15. Thanks for your feedback, it is a pity you experience the slow downs, would you mind posting your PC specs? Mine are shown in the readme file, and I am able to run all the missions quite smoothly; an insignificant slow down occurs when I am flying in the midst of Ju-88 formation in the second mission but as soon as I break, the mission is running normally again. Also, mission No.3 is less populated compared to 2nd mission, and still you are experiencing the slowdowns? I hope time will come when the devs find time and resources to address the "this game can't handle 30+ bombers simultaneously" issue.
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