

bonfor
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I see. For the landing maybe a way point at the correct altitude could be added to represent the point where the descent is meant to start. Then landing could then be set to 0. For the target what about using a similar trick where 2 way points at the correct altitude are set within 10m of the target, with the target set at 0 altitude? Would this work or the very intelligent AI will try to dive to the floor within those 10m?
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Hi @Miguel21, not sure if it's just the F16 and/or the stable release however in DCS the waypoints are no longer located on the ground but at whatever elevation they're set at. The problem is that during strike missions the TGP slaves to the waypoint, which may be 15000ft above the target, making it useless. I used to change the elevation manually to 0 before takeoff, but that's a inconvenient. So in ATO_routeGenerator I changed lines 582 and 590 like this and now I get the waypoint at a useful elevation (also the landing point should be at 0 elevation) table.insert(route, {x = targetPoint.x, y = targetPoint.y, id = "Target", alt = 0}) table.insert(route, {x = basePoint.x, y = basePoint.y, id = "Land", alt = 0}) I didn't see anything strange in the behaviour of other strike missions. Is this a problem only for the F16? If not should these changes be implemented for everybody?
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Hi I'm updating an old campaign to NG, it all seems to work (so far) except the campaign icon in DCE manager next to the campaign name. The campaign picture shows up OK in DCE, but I get nothing in DCE manage. What are the requirements for it to show up in DCE manager too? Thanks
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Thanks @Miguel21. It looks like resetTask() works. Updated script attached - I tested on the 1st Viper over Caucasus mission and now when I send the "all RTB" command the escort also goes back to base. Maybe have a look that I haven't done anything stupid before you merge it.... AddCommandRadioF10.lua
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I think I found the problem(s): 1) In AddCommandRadioF10.lua, the to/from waypoints are mixed up 2) the RTB command cannot work for escorts. In CustomTaskScript the CustomeSearchThenEngage function is applied continuously and the comment says that when this is true, the group cannot receive waypoint actions. I don't know enough about lua scripting, but if someone can tell me how to stop a script I can modify AddCommandRadioF10.lua to make it work for escorts too I have also added F10 options to get strike or SEAD only packages to RTB - see attached. I tested it and as far as I can tell it works @Miguel21, if it's useful feel free to use it as you see fit AddCommandRadioF10.lua
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Hi there, I'm playing the Viper over Caucasus campaign (DCS 2.7.5, latest scripts) and noticed that the radio command to get the whole package to RTB doesn't work. I tried both radios, then F10, F4 but what was left of the package just kept flying the route. I can get my wingmen to fly back the usual way. Is there anything special I need to do to get the package to RTB? Also I have an idea / suggestion: can you please add options like "package sead rtb", "package strike rtb" etc, to get only part of the package to rtb? I was in a strike mission (1 strike and 2 escorts) where we encountered a Russian strike and escort package directed our way so we had to fight it out. In this case the right thing to do is to send our strike home, and the escorts remain to fight it out. I can't send the whole of my package home else I'll get killed
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I use a couple of tracks to benchmark VR performance, and in my testing using options.graphics.stereo_mode_use_shared_parser = true yields about 7fps gain compared to setting it to false. I've been happily using it in 2.5.6, but since 2.7 was released I noticed that the smoke in the left eye only flickers between white and black. See this video: https://1drv.ms/v/s!Avs59wC42JnAnSaejTG7e4VlIU3a?e=BXaoDb Track is attached. Is this expected? Is there anything that can be done to remove the flickering? Specs are: win 10, i9-10200x, 64Gb RAM, 1Gb M2 SSD, RTX-2070super, Oculus RiftS fps_tester_CAU_CAS.trk
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Please see link to video and track. In A-A mode the target designator box falls behind the target, then snaps back on it. This is with 2.7.5 stable, I don't think I've seen this in previous releases. Seems similar to the issue reported with the HMCS, but this is with the HUD. In the track you can also see the insane number of times the lock got dropped (when further from the target). Difficult to believe that this is the correct behaviour. https://1drv.ms/v/s!Avs59wC42JnAnSdo2cixT1KFrt7v?e=X0TIIF Designator.trk
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Hi there, I spotted a few problems during Crisis in PG (Falcon), here they are: 1) wingmen declare bingo fuel, then immediately after they eject... It happened more than once, for example in the mission here (too big for attachment) https://1drv.ms/u/s!Avs59wC42JnAnSTARNTR3F558NHc?e=4ZNIQn not sure this is AIs being dumb or a DCE problem. 2) I got a few intercept missions where the inbound target was 270 miles out.... it also happens to AI flights, I like to use F2 and see what's going on when I saw 2 F-14s flying over the Iranian desert. Wondered wtf they were doing there...it was an intercept mission and their route looked smtg like this, flying into the unknown :) Maybe there needs to be a check on how far out targets are before setting a flight off? 3) I spotted an F-18 anti ship strike where the route looks something like this, with steerpoint 1 marked as attack point. The target were ships roughly where shown below They got there, fired their AGM 84D, and guess what? The only thing they killed were some goats, as the AGM 84 slammed into the mountains. Maybe the F-18 need to fly higher? Or there needs to be a check as to what is between the attack location and the target. 4) not sure why, but I got 6 or 7 intercept missions one after the other. Choices were CAP or intercept, but no strikes. 5) I played this campaign in 2.5.6 and now in 2.7.3 (all stable), and my impression is that the blue coalition is much less efficient at taking targets out. Was there a change in the campaign design? 6) this must be AIs being dumb....but you tell them to engage bandits and what do they do? They DO engage them with no regards of their own safety! This means they end up flying over SAMs and being regularly shot down.... I am using DCS 2.7.3, DCE 20.47.112 and the campaign version is 5.0 Many thanks!
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Thanks Miguel, that sorted it. In general, if I am halfway through a campaign and you release an updated version of the scripts, should I update the scripts? Or should I wait until I'm done with the campaign before doing so? Just asking as I saw that with NG there is only one version installed And one last thing: in DCE manager, update, there is drop down menu with a choice of server 1,2,3. Is that the server where the scripts are downloaded from or something else? many thanks again for your hard work - really appreciated
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I have a problem with the Falcon over caucasus (v5.1) campaign. I can play the 1st mission and generate the 2nd one, but upon starting it DCS gets stuck on the splashscreen that says "loading". Repeated twice, same issue. I am using DCS 2.7.2 (stable) Opening the mission (attached) in ME and trying to fly it also results in the same issue The latest DCS log entries are below. Can anyone provide any advice? Meteo: Good flying weather due to influence of a high pressure system in theater of operations, expected to remain in effect for next 21 hours. METAR 060805 10006KT CAVOK NSW SKC Q1033= 2021-07-10 22:01:21.181 DEBUG LuaGUI: ERROR Not Key in dictionary: 2021-07-10 22:01:21.181 DEBUG LuaGUI: ERROR Not Key in dictionary: Falcon over Caucasus - 2 2021-07-10 22:01:21.582 ERROR EDCORE: Can't open file 'C:\Users\marco\AppData\Local\Temp\DCS\Mission/l10n/DEFAULT/' from fs. 2021-07-10 22:01:21.582 DEBUG LuaGUI: GUI Error: [string "./Scripts/dictionary.lua"]:645: fopen: Can't open file C:\Users\marco\AppData\Local\Temp\DCS\Mission/l10n/DEFAULT/ GUI debug.traceback: stack traceback: [C]: ? [C]: in function 'zipAddFile' [string "./Scripts/dictionary.lua"]:645: in function 'packMissionResources' [string "./MissionEditor/modules/me_mission.lua"]:7031: in function 'packMissionResources' [string "./MissionEditor/modules/me_mission.lua"]:3954: in function 'save' [string "./MissionEditor/modules/me_mission.lua"]:3873: in function <[string "./MissionEditor/modules/me_mission.lua"]:3856> (tail call): ? [string "./MissionEditor/modules/me_mission.lua"]:6992: in function 'play' [string "./MissionEditor/modules/me_autobriefing.lua"]:233: in function 'func' [string "./MissionEditor/modules/me_wait_screen.lua"]:101: in function 'updater' [string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40> stack traceback: [C]: ? [C]: in function 'zipAddFile' [string "./Scripts/dictionary.lua"]:645: in function 'packMissionResources' [string "./MissionEditor/modules/me_mission.lua"]:7031: in function 'packMissionResources' [string "./MissionEditor/modules/me_mission.lua"]:3954: in function 'save' [string "./MissionEditor/modules/me_mission.lua"]:3873: in function <[string "./MissionEditor/modules/me_mission.lua"]:3856> (tail call): ? [string "./MissionEditor/modules/me_mission.lua"]:6992: in function 'play' [string "./MissionEditor/modules/me_autobriefing.lua"]:233: in function 'func' [string "./MissionEditor/modules/me_wait_screen.lua"]:101: in function 'updater' [string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40> 2021-07-10 22:01:21.582 ALERT LUACOMMON: Error: GUI Error: [string "./Scripts/dictionary.lua"]:645: fopen: Can't open file C:\Users\marco\AppData\Local\Temp\DCS\Mission/l10n/DEFAULT/ GUI debug.traceback: stack traceback: [C]: ? [C]: in function 'zipAddFile' [string "./Scripts/dictionary.lua"]:645: in function 'packMissionResources' [string "./MissionEditor/modules/me_mission.lua"]:7031: in function 'packMissionResources' [string "./MissionEditor/modules/me_mission.lua"]:3954: in function 'save' [string "./MissionEditor/modules/me_mission.lua"]:3873: in function <[string "./MissionEditor/modules/me_mission.lua"]:3856> (tail call): ? [string "./MissionEditor/modules/me_mission.lua"]:6992: in function 'play' [string "./MissionEditor/modules/me_autobriefing.lua"]:233: in function 'func' [string "./MissionEditor/modules/me_wait_screen.lua"]:101: in function 'updater' [string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40> Falcon over Caucasus_ongoing.miz
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Sorry about the prob dumb question, but I've done enough trawling. I've just updated to 2.7 stable. Do I need to use dce manager now? What does NG stand for? And the only campaigns updated to 2.7 are Cef's in the 1st page, right? Thanks!
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Many thanks - I would have never found it myself. I suppose when I changed the flight type eplrs must have got activated.
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I have a strange issue with the Afghan bear trap campaign for the Viper - in all missions the datalink just doesn't work. There is no awacs, but you are still supposed to see your flight members and their targets (and yes alignment was completed OK). Then I discovered this: run the attached ...4a mission, which is what DCE creates, only with player starting hot. Jump in the plane and you can see that datalink doesn't work as you can't see the escort and SEAD flights just over the airport in the MFD then run the attached ...4b mission, which is exactly the same, but I changed the SEAD flight to a fighter sweep. Jump in the plane, and you'll see the escort and SEAD (now fighter sweep) flights in the MFD Anybody has any clue as to what's going on and how to fix this? This campain is hard enough as is, without datalink is nearly impossible. Afghan Bear Trap - Viper_ongoing4a.miz Afghan Bear Trap - Viper_ongoing4b.miz
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I see it quite simply as "you wanna live? Then don't shoot at me. You shoot? Then you die". And I really like it that with dce the next time I'm gonna fly over that place I can just go about my business
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In case you're tired of getting shot down by SAMs and unable to kill them with HARMs due to how Mbot wrote his ARM_Defence_Script, here's what I just discovered to be very effective during the (currently very annoying) Afghan Bear Trap - Viper campaign: load 1 or 2 HARMs, and some CBU-97 or other cluster bombs Make sure you have a waypoint where the SAM you want to take out is When you are LESS than 2 minutes from the target, lock up the SAM with the HARM and fire it. You now have between 2 and 4 minutes to drop the cluster bombs on the SAM without being fired at and run away This works because of the way ARM_Defence_Script is written: at the moment there is a 90% chance of your HARM being detected on launch, when this happens the SAM will be turned off for a random time between 2 and 4 minutes. This is your window to kill the fuckers without being shot at. In the last mission I had 2 SAMs nearby, so I had to shoot both HARMs I had at them in close succession to shut them up when I was 1min30 from the closest SAM. Then I could take out the closest one with the CBU-97. Then I RTB'd, reloaded, and went back to kill the other fucker with the same technique. They were SA-15 and SA-11. It will work with other SAMs too, as long as you can get to within 2 minutes from them without being shot down. Or you could just change the line if "math.random(1,10) > 1 then" to something less annoying like "if math.random(1,10) > 8 then" in ARM_Defence_Script so there is just a 20% chance of your HARM being detected on launch. Some call it cheating, I say it's an option
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it was actually quite easy: I modified the mission I was going to play by hand by moving me and the wingmen to Dubai Intl and adjusted the route changed oob_air.lua so that my group appears to be based at Dubai intl played the mission (the wingmen didn't run out of fuel doh! ) accepted results and generated next mission The new mission has me and the wingmen starting from Dubai intl, and the planned route makes sense too. So there's no need to skip any mission
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I am playing Falcon over pg and the player base is set to al dhafra. Problem is that I lose more wingmen due to their inability to manage fuel so fall out of the sky than due to the enemy shooting them down, so I was going to change the base to dubai international. I saw that I can do that in oob_init.... But do I have to restart the campaign for that to work?
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Simple, the last part of the script "-w DCS.whatever" tells dcs to write the server files in saved games/DCS.whatever. You don't need any additional install. And the files written by the server are just a few small ones.
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Regarding using a dedicated server (in case someone wonders), it is not necessary to have a separate DCS install, all you need to do is to start a dedicated server (using your current install) assigning it a different folder. I have a script with a single line that does that: start "" "C:\Program Files\Eagle Dynamics\DCS World\bin\DCS.exe" --server --norender -w DCS.server1 Mind you I have 64Gb RAM so I can run both the server and the client on the same machine. The FPS gain is real and I can now play OK in VR! How to manage the server through the webUI is explained elsewhere in the forum The only (minor) issue I found is that, even if I use the same pilot name in multiplayer and single player, the campaign details like nr of missions etc do not get updated in the client UI (but debriefingNN.txt is correct). I started the campaign in single player mode.
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So, I'm playing Falcon over pg and the ato decided it was OK to generate a 2 vs 8 intercept mission. It was AWESOME! I realised that once I was out of ammo i could just rtb, rearm and go back at it. Not only that, when the 8 baddies had died I noticed other baddies going about their business. Well, what about landing and rearming again and going after these guys too? It was the best mission ever. And the campaign status was duly updated. This would not be possible without DCE so a massive thanks to mbot,cef, Miguel and whoever else contributed to this
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Just because smtg in real life is a chore it doesn't mean that the chore aspect needs to be in the game. Want full in game fidelity including chore? Great, go ahead and click all you like and fill out all the forms you like, nobody is stopping you. We'll have to agree to disagree, but it's great that DCS caters for both type of users.
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Autostart has its use: a bunch of mp servers do not offer hot start slots, and many many single missions and campaigns have you starting cold and dark. Unless you want to edit each mission, you're gonna have to start the jet yourself. I will let the DCS "hardcores" start the jet manually each time and I won't suggest ED to remove manual start either. I would also suggest said hardcores to set up a live streamed tournament to find out who's best at manually starting planes. I must be missing something by refusing to do that myself over and over again
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.. Because? Don't like it, don't use it.
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No, I'm using a rift s and t.16000m stick and throttle