I think these are great ideas and I can't see any problem with putting time aside during our normal coop sessions to practice for our campaign. The mission generator we are using for normal coops can easily produce a mission for us that mimicks the PWCG ones; eg start on the ramp with engines off, etc. This should also help us understand more any problems we're having with launching our PWCG mission.
Mods? 'Feckin' mods' certainly can upset IL2 1946 but this is a completely different game. I note from Sid's post and the torpedo mod he was the actual host at the time and had this mod activated on his game and therefore his hosting machine. Our server is merely running in 'mods on' mode and does not need to nor should have any actual mods loaded. Again, this is something we can test ourselves but I would caution against getting too worried about them.
Server disconnects and joining problems; one thing Oleg really did get right is that the netcode in '46 is much more robust than GBS which would seem to me a more fragile set up but something I'm sure we can get right with a little practice and adopting a standard opperating procedure for our campaign starts. I think we're already working out what we all need to do when the mission is put up.
Comms? Wellllll.............we're Dogz............ I'm quite sure we're now all old enough and ugly enough to understand when the CO says "shut the f#ck up" what we must do! I know I've got to set up whispers on t/s as this is something I've never had to do before.
Controllers and key mapping? Yes! Everyone should go through their control assignments to check there are no potential conflicts. It's not difficult and the game shows you if you have one by the use of the little boxes described above. One more thing about about controls; if you have start up engines, throttle and mixture controls mapped to separate levers/bindings/franken boxes so you can control individual engines on a twin-engined plane.....can I ask why? There is nothing to be gained and it introduces another set of potential problems.
I've got a MSFFB stick and a custom made throttle box so I have access to five levers and four rotaries as well as a plethora of switches and buttons. If I wished I could assign everything on the JU52 and it's three engines to separate controls but in practice I would gain nothing from it. Much more reliable to have one button to start engines, one lever for throttles, one lever for rpm's, etc.
Generating a post mission report with PWCG; as we have seen, since the game has a slightly 'nebulous' net code I suspect until the time we are all on hyper-fast fibre connected directly to our backsides we will always get occasional instances of people dropping out of the game for one reason or another. To then complete a long and rewarding sortie and then find we are unable to produce a result is disappointing and I'm sure for Tom extremely frustrating.
We should ask Pat Wilson whether he can add something to his generator to deal with this. When I say 'we' I don't mean Tom or FT either - infact I'll ask him myself on the forums later tonight.
S!