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Khopa

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Everything posted by Khopa

  1. +1 I'd like to be able to do that as well, at least for ships and ground units. This would really extend the mission editor capabilities. Some mission makers are using "explosions" triggers on startup to force damage on units, but this is a dirty workaround.
  2. Thanks for your feedback @Taz1004, this is really helpful We are not changing anything in the game files, but we are including some Lua script in our generated missions, so maybe they could be overriding the values defined in these lua files from the scripting context ? I'm going to dig. Thanks again @PapaFlo Yes, it's definitely on our side and not BetterSmoke fault.
  3. Hi @Taz1004, In the 8.1 changelog you mentionned fixing an issue with glowing vehicles. We are having the same issue in the DCS Liberation mod/tools, but we are unable to determine the root cause, especially since we do not change anything related to special effects. That would be awesome if you could explain what was the action required to fix this bug for Better Smoke ? Thanks, @PapaFlo Are you running a DCS Liberation mission ? This might actually be Liberation fault.
  4. +1 And same issue with Combined Forces Red. These two factions are made to be generic, yet we cannot select appropriate skins, only the default one is available. I think all skins should be available for these two factions to give more freedom in mission design.
  5. Hello, I've had trouble putting an AI F-14A-135-GR on Al-Minhad airbase (Persian Gulf map), in the small hangar. (Slot 05) But this might be happening at other places too. The F-14A-135-GR extends its wings immediately on engine startup in this slot even though there is not enough space : Then it attempt to taxi, and break its wing : If i put an AI F-14B in the same slots, it will work fine, the AI will only extends its wing before entering the runway. Please also find here a miz file to reproduce the issue : https://github.com/Khopa/dcs_liberation/files/5589382/f14a_taxi_issue_at_al_minhad.zip Regards, Khopa
  6. Hello, First i want to say that i'm really enjoying the Syria map, it is great map that is adding a lot to DCS World ! :thumbup: However, I've been having some issues with the Khalkhalah airbase, so here is my report : Issue 1 : Map icon In the mission editor it has an icon fora "general aviation airfield" ​ Source : DCS World user manual (https://www.digitalcombatsimulator.com/upload/iblock/9ff/DCS_User_Manual_EN.pdf) This seems like an error ? Either in DCS manual or in the map ? This icon is used for other airfield on the map that looks more like helicopter bases. (Like the ones near Damascus) This icon is also used for Kuweires airbase, and it might be an error too ? Issue 2 : Unable to put some units on the airfield I'm unable to put some aircraft so that they start on parking on this airbase, even though it looks like there is enough space available for them (at least on slots 11 to 15) : - J-11A, A-10A, A-10C, MQ-9 Reaper, Mig-25PD, Mig-25RBT, Mig-3, MQ-1A Predator, Su-27, Su-30, Su-33, Su-34. This is weird, especially when big planes such as the F-14 are authorized on parking there. Other big aircrafts such as tankers and awacs cannot be setup there as well, but this is logical because the available slots are probably not big enough for these. ---------------------------------- Thanks for any help regarding these issues. Khopa
  7. Hey guys, Sorry i don't come here on the forums much. If you want a quick answer your best bet is the DCS liberation Discord, where the other community members can also help you. BTW, for anyone encountering issues with mission end, and state.json. - Double check your settings in File/Preferences are correct (Any time you update liberation, you have to re-do this config) - Please avoid installing Liberation in C:/Program Files directory or that kind of directory, it seems to cause issues with rights. If that doesn't solve your issue, please ask on the Discord server, we'll be able to help you there ------------ @Salsam 1 - No, not yet. I hope to do it one day. 2 - Not yet, but this is something we have in mind. 3 - I think it is kind of possible to enable some CTLD features with this third party plugin for liberation (VEAF framework plugin : https://github.com/VEAF/dcs-liberation-veaf-framework) (i'm not the one who made this plugin, and haven't tested it much though, but you can ask Zip on Discord if you have questions about it.)
  8. The new release with Syria support is here ;) https://github.com/Khopa/dcs_liberation/releases/tag/2.1.0
  9. Thanks, sorry i forgot to mention that here, but RC9 save files are not compatible with 2.0.10. :( You will have to finish your campaign running the RC9 version or start a new one in 2.0.10 Happy to hear that and to see that you have resolved the issues. Have fun ! :thumbup:
  10. @Fisu_Mad I'm really sorry to hear you're experiencing such issues... :/ DCS Liberation will only modify a single file in your DCS installation directory, which is <dcs_installation_directory>/Scripts/MissionScripting.lua But I don't see how it could have broken your install in such a way... :( Did you mess with registry keys ?
  11. Hey, 2.0.10 is finally out ! https://github.com/Khopa/dcs_liberation/releases/tag/2.0.10 I did my best to test it, and I hope there will be no game-breaking bugs for you guys. If that is the case please let me know. So what you should expect from this release ? Bug fixes ! A-4EC and MB339 mod support (and factions for them) UI improvement (new UI theme brought by @Deus ) New maps backgrounds Faction are not restricted to bluefor or redfor only (You can now setup a Russia vs China scenario, or UK vs USA for instance) A JTAC is added on each frontline (for modern factions that have access to NATO laser guided weaponry) (it's a drone hovering the frontline usings Ciribob's JTACAutolase script, that most of you guys are probably familiar with) A lot of smaller changes You have access to a full changelog on the release page.
  12. Hello guys, Do you mean that they are all starting up, taxying, and taking off at the beginning of the mission ? It should not happen, but I do have already seen this happening during testing when there were errors in the generated mission file. What was the scenario and the map, and did you got any error messages window in DCS when loading the mission ? Also, be aware, that from version RC8, by default all the aircraft will be spawned on a parking slot at the beginning of the mission. However, they should be in uncontrolled state, and will only start up and take off when they are supposed to. But if you want to get the old behaviour with late activation triggers and AI starting in the air, you can disable this option in the settings menu : Thanks for reporting that, i was able to fix it in 2.0RC9 :) ==================================== For the issue with the bullseye being incorrect, i still don't have a fix, but i have only noticed it on this part of the map, not sure what is wrong yet. ==================================== New release 2.0RC9 RC9 is available here : https://github.com/Khopa/dcs_liberation/releases/tag/2.0RC9 It features two bug fixes, and new icons from Discord user Deus. I know it is a bit early but i will be on vacation in a place with almost no internet and unavailable for a few days, so better release this now. :smilewink: And save files from RC7 and RC8 are compatible with this version.
  13. If you chose battle of Britain on the Channel map with WW2 factions, then it's normal. You won't have any valid SEAD target, since there are no units group with radars. And even though technically attacking the german flak sites could be considered a DEAD mission, you have to use the STRIKE mission generator instead. It can be a bit confusing. And on this map (Battle of Britain on The Channel map), there is no frontline with ground units, hence why the CAS mission generator list is empty as well. My bad, i don't have the P-47 so i couldn't launch the generated mission to test, and you're right the frequency is wrong and it appears red in the editor as it is not a valid frequency for WW2 aircraft. I fixed it in RC8. ======================================================== I finally figured it out, fixed in RC8. ======================================================== If you are using faction "BLUEFOR modern", then it is normal since I included most popular modules in this one (even non bluefor ones). Just don't recruit them if you don't want them :) The wiki is still incomplete and will need updates with the new version. Basically : Defensive: Units will wait in line for the enemy units Ambush: Same as defensive but with generally smaller units groups Aggresive: Each player ground units group will attack the nearest enemy groups Elimination: Each player ground units group will try to attack up to 3 enemy groups Breakthrough: Each player ground units group will try to move forward fast ignoring the enemy group position. (If succesful, you will gain quite a lot of ground) Retreat: Your units will move back, but you will lose terrain Generally, tanks and IFV will be on the front, and less armored units will be in second line. Some units, such as artilery units will never move toward the enemy. You will gain ground, if you have selected an offensive strategy and if the kill ratio on the frontline is in your favor. ======================================================== And version RC8 (bugfixes) is available here : https://github.com/Khopa/dcs_liberation/releases/tag/2.0RC8 Save game from RC7 should be compatible. Fixes: [Mission Generator] Frequency for P-47D-30 changed to 124Mhz (Generated mission with 251Mhz would not work) [Mission Generator] Reduced the maximum number of uboat per generated group [Mission Generator] Fixed an issue with the WW2 LST groups (superposed units). [uI] Fixed issue with the zoom
  14. Hello guys, The new pre-release is finally available here :smilewink: I have really been delaying it, cause play-testing takes so much time, and i always end up running into some issue that i want to fix before release. Once again, i have changed a lot of things in the campaign save structure, so this version is not compatible with the previous save files. (But you can still use the old version to finish your old campaigns.) This has only been tested on my PC, but hopefully there should not be any environment issues. Please report them if it happens so i can provide a hotfix. But what to expect from this version you'd ask me ? Bug fixes Configurable path for the Saved Games and DCS installation directory Improved WW2 campaign, Channel map and P47 support. Mission planner can auto-generate basic missions for you. AI units will spawn uncontrolled on parking instead of appearing with late activation trigger (I'm not using as much late activation trigger as i did before, so it will reduce freeze). This mean you can bomb enemy aircraft on their airfield before they take off. More performance oriented settings A proper log file. Here is the raw list of changes : Features/Improvements : [units/Factions] Added P-47D-30 for factions allies_1944 [units/Factions] Added factions : Bluefor Coldwar, Germany 1944 Easy [Campaign/Map] Added two campaigns in the Channel map [Campaign/Map] Changed the Normandy campaign map [Campaign/Map] Added new campaign Normandy Small [Mission Generator] AI Flight generator has been reworked [Mission Generator] Add PP points for JF-17 on STRIKE missions [Mission Generator] Add ST point for F-14B on STRIKE missions [Mission Generator] Flights with client slots will never be delayed [Mission Generator] AI units can start from parking (With a new setting in Settings Window to disable it) [Mission Generator] Tacan for carrier will only be in Mode X from now [Mission Generator] RTB waypoints for autogenerated flights [Flight Planner] Added CAS mission generator [Flight Planner] Added CAP mission generator [Flight Planner] Added SEAD mission generator [Flight Planner] Added STRIKE mission generator [Flight Planner] Added buttons to add autogenerated waypoints (ASCEND, DESCEND, RTB) [Flight Planner] Improved waypoint list [Flight Planner] WW2 factions uses different parameters for flight planning. [settings] Added settings to disallow external views [settings] Added settings to choose F10 Map mode (All, Allies only, Player only, Fog of War, Map Only) [settings] Added settings to choose whether to auto-generate objective marks on the F10 map [info Panel] Added information about destroyed buildings in info panel [info Panel] Added information about destroyed units at SAM site in info panel [Debriefing] Added information about units destroyed outside the frontline in the debriefing window [Debriefing] Added destroyed buildings in the debriefing window [Map] Tooltip now contains the list of building for Strike targets on the map [Map] Added "Oil derrick" building [Map] Added "ww2 bunker" building (WW2) [Map] Added "ally camp" building (WW2) [Map] Added "V1 Site" (WW2) [Misc] Made it possible to setup DCS Saved Games directory and DCS installation directory manually at first start [Misc] Added culling performance settings Fixed issues : [units/Factions] Replaced S3-B Tanker by KC130 for most factions (More fuel) [units/Factions] WW2 factions will not have offshore oil station and other modern buildings generated. No more third-reich operated offshore stations will spawn on normandy's coast. [units/Factions] Aircraft carrier will try to move in the wind direction [units/Factions] Missing icons added for some aircraft [Mission Generator] When playing as RED the activation trigger would not be properly generated [Mission Generator] FW-190A8 is now properly considered as a flyable aircraft [Mission Generator] Changed "strike" payload for Su-24M that was ineffective [Mission Generator] Changed "strike" payload for JF-17 to use LS-6 bombs instead of GBU [Mission Generator] Change power station template. (Buildings could end up superposed). [Maps/Campaign] Now using Vasiani airbase instead of Soganlung airport in Caucasus campaigns (more parking slot) [info Panel] Message displayed on base capture event stated that the enemy captured an airbase, while it was the player who captured it. [Map View] Graphical glitch on map when one building of an objective was destroyed, but not the others Known issues AI units will have trouble taking off from the dunkirk airfield on Channel map as the runway is very short. If you want to recruit B17 bombers on Channel maps, please recruit them at Manston airbase, which is one of the only base they seems to be able to operate properly from. I have disabled AI units being spawned uncontrolled on carrier as i have experienced some issues with that, so AI units on carrier will still spawn in the air through late activation trigger for now to avoid taxi issues on carrier occuring when there are too many planes. The new "culling" performance setting is really dumb for now, if you put a low value you might end up with a strike mission on an objective that did not spawn. I recommend checking the mission in the editor if you use this setting. If you want to attack an enemy airbase and destroy planes on the ground, for your targets to be registered as destroyed by DCS liberation you need to destroy them for good in DCS. Just strafing them with guns is not enough, the plane will only be seen as damaged by DCS, which is not enough to get it registered as a kill by DCS Liberation. In fact, it usually require a direct hit with a bomb to get them being destroyed.. for now. There is still no real way to capture an enemy airbase located away from the frontline. For instance if you choose the battle of Britain campaign, there is no possibility to properly capture the enemy airbases in France. Same for the full Persian Gulf map with the islands and the part of the map located in Iran) I haven't had the time to properly play-test MP with this new version. There is still no way to run the mission on dedicated servers and extract the "results".
  15. Hello guys, The next version will include a configuration windows on start up. It should make life easier for everyone. I know I have been a bit silent lately, and it has been a couple of weeks since the last version, but don't worry i'm still working on this :).
  16. Hello guys, for all people who have trouble running it, in the next version you will be able to set up the "Saved Games" directory, and "DCS Installation directory" manually in case there is an issue with the automatic resolution attempt. Hopefully this will make it much easier to run. So I'd advise to wait for the next version if you're still having issues, and not to mess around with your registry keys or your Steam library location files. Yes that would be interesting. I'll have to see how it works. But in the next version, there will be a setting to make the AI start from parking slots. So you will have parked aircrafts on your deck, if you have carrier planes scheduled for departure. Yes, i intend to add at least the P-47 for the next release. Indeed there is an issue with the FW_190A8 not being flyable. The map might take a bit longer to include. ------------------ I have less time available this week, so you might have to wait for this week end for the new release.
  17. I added the issue tracker on my Github fork. I think i'll do a new forum thread and maybe a post on hoggit when i'll feel that the experience is polished enough. For now, there are still issues that needs to be resolved. I have already a lot of feedback with the limited set of users that subscribed this thread and on the DCS Liberation Discord.
  18. It must have been annoying to edit all the triggers ! I found the issue and fixed it for the upcoming release. Thanksfor reporting that. There is a warning about that in the "Getting started" guide, as it can indeed cause security issues. But, you're entirely right, and a lot of people will probably not bother reading the guide... I'd like this to be as much automated as possible, not to bother the users with manually editing files. So i think i will add a warning window on first start, asking the users for consent regarding modification of this file. And another improvement could also be to restore the original MissionScripts.lua when the DCS Liberation program exits. I'm sorry for your custom code, i hope you did not lose anything important. :( You have to edit the file : "Scripts/MissionScripts.lua" and overwrite it by the content of the file : "<dcs_liberation_folder>/resources/Scripts/MissionScripting.lua", and then restart DCS. However, this should be automatically done by DCS Liberation, but maybe it didn't figured out your DCS installation directory. If you don't do this, the mission file cannot write on disk the status of the campaign for DCS Liberation to proceed. (This file contains info about the units/buildings that were destroyed during the mission, and base capture events.) Maybe it is also because DCS was already running when you first launched DCS Liberation ? (Then the updated file would maybe not have been loaded by DCS world Lua engine and you would run into this error)
  19. Great ! I'm really happy that people are already having fun with this, it was not all for nothing :D It depends what you bomb. Any unit destroyed will be tracked (except infantry). I have an issue right now that destroyed sams units and armored units from the airbase defense groups will not appear in the mission window log, but they should be correctly tracked anyway. If you see AI planes on the airbase that have already RTB and landed back you can destroy them and they will be properly tracked as casualty. (However it takes a really good bomb hit to have them considered destroyed, if you just strafe them with guns, they will be damaged but not destroyed, so not tracked as dead, while IRL they would probably have been dumped.) Maybe in the future i'll make it so there are some planes on the airbase parkings slots to be destroyed (and considered lost if damaged).
  20. Yes, in fact, i'm now currently running my own version of pydcs. A part of the pydcs library has to be autogenerated regularly, in order to generates Python references representing the DCS objects. My export of pydcs has support for the latest units (including the supercarrier and the new units that you are missing.) I made a PR on pydcs. Hopefully, we'll get a new official release soon. Not exactly, in Defensive mode it will generate them all, either in group of 2,4 or 6. So you can end up with a group of 2 M1A1 and one of 4 M1A1. Or a single group of 6 M1A1 depending on rng. If you take ambush, you will have groups of either 1, 2, 4 units, but with a much higher probability to get groups of 1 or 2 units. So for instance you will have 2 groups of one unit, and 2 groups of 2 units. Long story short, "AMBUSH" is rather similar to "DEFENSE" mode for now. Then something i also forgot to mention is that different kind of units will have different kind of behaviour and positioning. Tanks and heavy vehicles will mostly charge forward the enemy units, while the other units will follow behind. And artilery units will always stay in the back.
  21. DEFENSIVE : Your units won't move. The groups will be medium sized, but it's random. AMBUSH : Same behaviour but with smaller group of units. AGGRESIVE : Each group will move toward an enemy one, then progress toward the airbase ELIMINATION : Each group will move toward up to 3 enemy group sequentially, so it's the strategy to select if you want your ground units to make a lot of damage against the enemy one. BREAKTHROUGH : Your units will just move forward, ignoring the enemy's positions. It allow to make fast progress toward the enemy base if the result is succesful. RETREAT : Your units will fall back, this is good to avoid damage against superior firepower Then in each case, you will "win" the fight if more enemy units have been destroyed than the amount you lost. But you won't win ground in a DEFENSIVE stance, and regarding the offensive stance, BREAKTHROUGH is the most rewarding. If you chose RETREAT, you will lose ground no matter what happened. This is actually a built in event in DCS engine, and i can listen to it using the MIST lua framework for DCS (i inject a few lua scripts in the generated mission file) But I believe it can be done with regular trigger as well without scripting. -------- I've read and noted your other points in your updated post. Don't worry if i don't answer to everything, but i read what is in the thread. But I have to go for tonight.
  22. Yes, i'll keep that in mind, having a way to order them how you want would be nice to have. Good idea ! Yes, it's not very practical right now. I intend to rework the base menu. Yes, it is a much needed feature, it's very annoying to configure them every time. Not really intentional, but yes, i'm aware of this, and I intend to fix it. It currently displays the "threat_range" of the units in the group. (using the highest one) So even when the radar is knocked out, it will still display the launcher max range. I had some tests with "detection_range" instead, but then it'll show a much larger circle in most case, so i wasn't satisfied with it either. Not yet, nor does the player side. I intend to make them repairable. I will first add the fog of war settings, as it is implemented in DCS. Maybe later, if i ever implement recon (and maybe even elint) missions, we could have some units visible by default, or at least notes on the F10 map at their expected location. (Not sure, if i can programtically add the note though) But it's a "maybe", we're not there yet. :D I'm not sure yet. We have to try the differents settings to figure it out. I have only tested that it correctly disable what it is supposed to disable for now. The biggest problem for CPU might be the number of aircrafts which cannot be controlled yet. But, in my experience (and others i have read from), a lot of moving ground units can be pretty tough on DCS performance; and especially in MP. But disabling them has a big impact on gameplay, and you'll need Combined Arms to at least move the units to capture the enemy airbases. The infantry generate a lot of units, but i don't think they have actually such a huge impact on performance, since i don't really make them move. Infantry is just there for "flavor", so you can disable it without worry. I'm not sure about the SAM Red alert parameter, but it makes them smarter, so i figured out that maybe it would make them use more CPU, but i'm not sure. And to be honest, i haven't noticed a perf boost disabling this for now. I know that artillery strikes can be tough on performance when performed by rocket launcher, currently if a side has a lot of artilery rocket launchers, they will fire at some point in the mission, which can cause some lag. And then, there the is the smoke trails that you can disable, probably not a huge impact on CPU, but probably a small one on GPU, because of the particles effects. But they are really useful to help locating the frontline. ------------------ Btw, there is a trello board here so you can see what is on my to do list : https://trello.com/b/1zikAeJD/dcs-liberation If you want to contribute in any way, you can join the discord there : (https://discord.gg) /bKrtrkJ
  23. Hello guys, I have a new pre-release version available here : 2.0 RC6 I have been able to fix many issues thanks to your feedback here, thank you all ! However, the old save files will not be compatible sorry.. :( If you have a campaign ongoing and want to finish, you should stay on 2.0RC5 for now. DCS Liberation 2.0RC6 Features/Improvements : [units/Factions] Supercarrier support (You have to go to settings to enable it, if you have the supercarrier module) [units/Factions] Added 'Modern Bluefor' factions, containing all most popular DCS flyable units [units/Factions] Factions US 2005 / 1990 will now sometimes have Arleigh Burke class ships instead of Perry as carrier escorts [units/Factions] Added support for newest WW2 Units [Maps] Added new theather in Caucasus (North Caucasus) [Campaign logic] When a base is captured, refill the "base defenses" group with units for the new owner. [Mission Generator] Carrier ICLS channel will now be configured (check your briefing) [Mission Generator] SAM units will spawn on RED Alarm state [Mission Generator] AI Flight planner now creates its own STRIKE flights [Mission Generator] AI units assigned to Strike flight will now actually engage the buildings they have been assigned. [Mission Generator] Added performance settings to allow disabling : smoke, artillery strike, moving units, infantry, SAM Red alert mode. [Mission Generator] Using Late Activation & Trigger in attempt to improve performance & reduce stutter (Previously they were spawned through 'ETA' feature) [uX] : Improved flight selection behaviour in the Mission Planning Window Fixed issues : [Mission Generator] Payloads were not correctly assigned in the release version. [Mission Generator] Game generation does not work when "no night mission" settings was selected and the current time was "day" [Mission Generator] Game generation does not work when the player selected faction has no AWACS [Mission Generator] Planned flights will spawn even if their home base has been captured or is being contested by enemy ground units. [Campaign Generator] Base defenses would not be generated on Normandy map and in some rare cases on others maps as well [Mission Planning] CAS waypoints created from the "Predefined waypoint selector" would not be at the exact location of the frontline [Naming] CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP) I believe the payload problem should be fixed with this version. It only happened with the release version, hence why i had not the bug on my dev version. Please do tell me if the payloads are now correctly generated. For instance, for F/A-18C the default payloads generated by DCS liberation should be : A Spamraam config for CAP/A2A missions AGM-65F for CAS/BAI AGM-88 for SEAD A mix of Mk83 + GBU-38 for Strike mission (might change that in the future) AGM-84 for Antiship missions Obviously, in the future i'd like to make the payloads depends on the available ammunition, but that's going to require quite a lot of work. (So that destroyed warehouse, would actually make you (or the enemy) lose ordnance... and so on.
  24. The current way to do it is not really intuitive. Just go the airbase you want to transfer from. Sell the units you want to transfer by clicking on '-' Then buy the unit back in the new base; And wait next turn for them to be available. So it's far from ideal right now. In the future i'd like to add a "transfer" menu for that task. And auto transfer at least part of the units to the new base when it is captured. (Also after capturing an airbase, you should really pass the turn waiting for your units to be recruited back in the new base, otherwise it will be very hard to defend it.) Especially Kobuleti on the Western Georgia map, where you are going to be attacked on two fronts.
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