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rmk80

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Everything posted by rmk80

  1. Only the flight generated by my script count as part of the maxairborne count. Anything you'll add yourself will not count. Glad you are still enjoying this. I'm currently too busy playing Liberation Dynamic Campaign myself :) There is no newer version of Georgian Power (or a Syrian Map version) yet. Let me see, maybe I can port the latest version to these maps this weekend.
  2. Thank you for sharing your conclusion!
  3. I'm seeing the exact same thing as RampantCoyote. Already on the 20th turn, all base units and surrounding units are killed and I still haven't conquered the base. Note that I also disabled most of the performance options, to optimize gameplay in VR. I did not have this problem until I switched all these options of. EDIT: I do notice the base still mentions some frontline units, maybe those need to be killed as well.
  4. This sounds like a similar issue they had with MSFS 2020. The solution was to set cpu scheduling to background services instead of programs. This can be found in: Advanced system settings > performance > Settings’ > Tab advanced It might be worth a try.
  5. Thanks for your feedback, that is greatly appreciated :thumbup: I believe this is either because the site has been attacked and is indeed missing essential units, or they have run out of missiles and are reloading/re-arming. It is difficult to find a balance between sending out al lot of AI SEAD flights (with the risk of sites that are destroyed too fast) and a mission that is developing too slow. Maybe I need to fine tune some of the timings setting, but I recognise this behaviour. Especially if you are late to the party :smilewink: This definately should not happen. Are you sure you got the message 'AWACS from XXX'? Although I send the message before the spawning of the unit and this can take some time. Next time you notice something like this, please check your log files for any 'traceback' messages after playing. I don't believe this is possible with all differente modules. I have tried this before and failed :( I could add some to the SAM template (easy fix), but that means you also must destroy them to capture the airbase. Another option is to just spawn them and despawn them when the SAM gets destroyed. You do get a message (' Blue has SEIZED control of XXX'), but it is only visible for 10 seconds. It is easily missed. Maybe I could make some messages appear longer. True, I noticed this as well. I have been thinking about a different layout of the Blue and Red Airbases, because it is hard to activate and deactivate client slots, especially with so many modules. So far I haven't figured it out yet.
  6. Hi, The last few months I have been working on this mission and I think it is ready for release. It is similar dynamic/randomised as my previous mission (Persian Power) but has a different gameplay concept. I hope you guys enjoy it :smilewink: MISSION GAMEPLAY The goal of this mission is to capture all mission airbases. The mission airbases on the map and to which side they belong can be edited in the mission editor. The mission airbases are marked on the map by circles when the mission is running. There is a SAM site protecting every airbase that is being operated by a side (Red or Blue). When a SAM site is destroyed the airbase becomes ‘Neutral’ and both sides are able to capture the airbase. Capturing is automatically done by transport planes. As soon as a transport plane touches the runway, the airbase is captured by that side and a new SAM site is spawned for that side. By turning transport planes off in mission settings, the gameplay can be switched to instant capture. Every airbase automatically generates a maximum number of CAP and SEAD flights that can be set in the mission settings. CAP flights try to defend the airbase from which they operate. SEAD flights try to destroy the enemy SAM sites, so airbases can be captured. Flights that are killed take a lot longer to respawn then flights that return to their own airbase. Unit type of flights and spawn timers are all randomized. Your role is as you see fit. Help destroying SAM sites, engage enemy SEAD flights, protect your transport plane while capturing an enemy airbase, and so on. Progression is saved. The save file contains the mission airbases and side that is operating them. The save file also contains all SAM units. So every SAM unit you destroy is saved. All planes are not saved and are generated again every mission start. REQUIREMENTS You need to have the Persian Gulf map. I added most modules as playable slots (Cold and Hot starts). You can however easily add your own slots in the mission editor. To be able to save progression, you need to comment out (put -- in front of it) these lines in the MissionScripting.lua file in the DCS World\Scripts folder: do --sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end Forgetting to do so will result in not being able to run this mission! MISSION SETTINGS The following settings can easily be changed in the mission editor: DEBUG: Valid values are true or false. This is for testing purposes only. Leave it at false. AIskillBLUE: Valid values are "Average", "Good", "High", "Excellent" or "Random" This sets the skill level of AI units on the Blue side AIskillRED: Valid values are "Average", "Good", "High", "Excellent" or "Random" This sets the skill level of AI units on the Red side spawnType: Valid values are SPAWN.Takeoff.Air, SPAWN.Takeoff.Runway, SPAWN.Takeoff.Hot and SPAWN.Takeoff.Cold This sets how AI flights are spawned (on ramp, on runway or in air). Default is SPAWN.Takeoff.Hot which is most immersive. despawnType: Valid values are "SHUTDOWN" and “LAND” This sets how AI flights get despawned (removed). On landing or on shutdown (default). randomTarget: Valid values are true or false. If true, SEAD flights pick a random target. If false they pick the nearest target. enableConquer: Valid values are true or false. If true, the mission starts with both sides only having 1 airbase (defined as HQ in settings). If false, the mission starts with both sides having multiple airbases (as defined in settings). This only is possible if transports are enabled. fastTransport: Valid values are true or false. If true, transport planes and their escorts spawn in air. If false, they use the global setting. enableClientESCORT: Valid values are true or false. If true, clients can request escort flights. If false, this is disabled. enableTRANSPORT: Valid values are true or false. If true, airbases are captured by transport planes and become “Neutral” when they are lost. If false, transport planes are disabled and capturing of airbases is instant (if “Blue” loses its airbase it becomes “Red”) enableESCORT: Valid values are true or false. If true, escort flights are spawned with transport planes. If false, they don’t. enableAWACS: Valid values are true or false. If true, AWACS spawns for both sides. If false, no AWACS. enableTANKER: Valid values are true or false. If true, TANKER spawns for both sides. If false, no TANKER. enableSEAD: Valid values are true or false. If true, SEAD flights spawn for both sides. If false, no SEAD flights. enableCAP: Valid values are true or false. If true, CAP flights spawn for both sides. If false, no CAP flights. enableRepair: Valid values are true or false. If true, SAM sites get repaired (=respawned) randomly between 60 to 120 minutes. If false, they don’t. enableMonitorTaxi: Valid values are true or false. If true, a script is running to try to remove wrecks/planes that get damaged when they are taxing to prevent stalling the airbase. Turn off for performance or gameplay reasons. enableWeaponsFreeSEAD: Valid values are true or false. If true, SEAD flights are weapons free and will engage other flights they encounter. This leads to much more chaos. If false, they stick to their mission. enableWeaponsFreeCAP: Valid values are true or false. If true, CAP flights are weapons free and will engage all flights they detect. This leads to much more chaos. If false, they stick to their mission. maxSeadPerAirbase: Valid values are integers (1,2,3,4,…) This defines the maximum number of SEAD flights that are operational per airbase. Change for performance/gameplay reasons. maxCapPerAirbase: Valid values are integers (1,2,3,4,…) This defines the maximum number of CAP flights that are operational per airbase. Change for performance/gameplay reasons. MENU OPTIONS Show mission status This shows all missions airbases and their current status (which side). Show mission settings This shows all mission settings as set in the mission editor. Show airbase info This gives you the option to get airbase information (status, coordinates and SAM units alive) of an specific airbase. Request ESCORT This gives you the option to request an escort. While alive, you have the option to cancel it again. Note that escorts have the same spawn timer as other flights. So once killed, it will take some time before it is available again. You will be notified of this. Select A2G target Select a SAM target and get the relevant information (coordinates). Select A2A target Select an air target and get the relevant information (distance and heading). Target menu If a target is active, use this option to get target information (like JDAM coordinates) Client Settings You have the options to disable (beep) sounds and mission messages, in case you find this annoying. CREDITS Operation Rolling Thunder is a scenario entirely made with help of the fantastic M.O.O.S.E framework (credits to FlightControl). I used an edited version of the Simple Group Saving script by Pikey May (credits to Pikey, Speed & Grimes and FlightControl) to save progression. Flying Thunder PG v092.miz
  7. Hi, no not really on purpose. When I made this mission the Viper was not released already. You can easily add one yourself if you like. It won't mess up the scripts.
  8. I had the exact same issue. It appeared my register entry pointed to the DCS openbeta folder while I am in fact running stable. Simply manually editing the correct path fixed everything. Simply do a search for DCS world and change that entry
  9. Thank you for noticing this. I didn't know this. I corrected it in version 0.79 No need to change save games from 0.78 Persian Power v079.miz
  10. Hi, I observed the same error in a mission I’m building myself. I submitted an issue here: https://github.com/FlightControl-Master/MOOSE/issues/1334 I made a quick fix in the MOOSE.lua file, by adding a ~=nil check before line 19722 gets executed. That is throwing an error if it can’t get the unit’s name.
  11. Hi Barthek, thank you for your kind words. Glad you are enjoying it. The ground units have always been spawned at random locations around the airport. I must admit this sometimes lead to funny situations like your screenshot.:megalol: I could of course manually place trigger zones in which units can spawn. However I am a rather lazy mission builder, so i'd rather generate positions by scripting. So far the placement algorithm only checks if units are placed on land, and not in water or on the runway. I'm using the same function in the new mission I'm building. Let me see if I can improve the algorithm to also look for nearby building/statics. If this works, I can easily port it to the Persian Power missions. [EDIT] There you go, version 0.78 with improved placement algorithm. Note that you must delete your save files (reset mission) to take effect of this. You shouldn't see any units on houses anymore. Persian Power v078.miz
  12. Nice to hear it works :thumbup: The spawnType only applies to AI units. If you like the client units to start from cold & dark, you need to edit the unit in the mission editor. So far I have only added hot start slots, but it might be a good idea to add some cold ones as well. The save files are indeed in the main game folder, I was referring to the location of your log files Log files look ok, no mission related issues
  13. I think Eric is right. If you commented out the lines in Missionscripting.lua all shoulld work as intended. Try if deleting the save files fixes it. Also, I designed the mission to work on stable version, Maybe that could cause some problems. If it still doesn't work, can you post your log file after running the mission? It is in the Saved Games (Opgeslagen Spellen) folder.
  14. Well, I'm actually working on a new and slightly different mission concept. But I understand your request :) Here you go, Persian Power 0.77 Changes are: - Supercarrier added - Updated Moose - Limited some of the AI units types (I commented out some of the the older types of aircraft in the script) - Set AI ROE to Weapons Free (so AI will easier attack each other) I haven't thoroughly tested, so maybe you can guys can do this :thumbup: If it all works well I could also port it to Georgian Power. Persian Power v077.miz
  15. Hi, you can change them in anything you like. It won't effect the mission. You can add as many as you like.
  16. Hi, thank you for your effort :thumbup: I also like these type of missions myself. It's always nice to have them all listed together. I didn't know 2 & 3 so I'm definitely going to try these out. I appreciate you are also listing the mission I created myself (nr 5). Currently I'm scripting a similar but different mission concept that also meets the requirements of this line-up. It is still early development but I now have a working proof of concept where 2 AI factions can actually capture, lose and re-capture airbases.
  17. Thank you for your reply. I tried looking at the RAT code to see how it's done, but I can not find the essential difference. Also the RAT code is very complex al together. I noticed this problem does not only apply to helo's. I also can't have an aircraft land at a different airbase compared to the one it spawned. It is as if the spawn airbase is pinned to the group/unit if I use the SpawnAtAirbase function. Or maybe I'm completely misunderstanding the waypoint/routing system?
  18. Hi, I'm scripting a mission where helo's are dynamically spawned and get assigned waypoints to land at a different airbase. The problem is that (depending on the spawn type) they won't land, but instead turn around and fly back to the airbase where they spawned. Note that I spawn the helo's using SpawnAtAirbase. If i use SPAWN.Takeoff.Cold or SPAWN.Takeoff.Hot they won't land and fly back. If I use SPAWN.Takeoff.Runway or SPAWN.Takeoff.Air they do land at the designated airbase. I can't figure out what's causing the difference. If I create this in the mission editor they land as intended. I tried to mimic the code but with no succes yet. This is the code I'm using to assign the waypoints, but have tried multiple variations already: function routeHELO (GROUP,FROMAIRBASE,TOAIRBASE) -- ROUTE local route = {} -- SPEED & ALTITUDE local speed = math.random( 150, 250 ) -- CURRENT local currentCoordinate = GROUP:GetCoordinate() local currentWaypoint = currentCoordinate:WaypointAir("RADIO",COORDINATE.WaypointType.TakeOffParking,COORDINATE.WaypointAction.FromParkingArea,speed,true,FROMAIRBASE,nil,"TAKEOFF") route[#route+1] = currentWaypoint -- AIRBASE local landingCoordinate = TOAIRBASE:GetCoordinate() local landingWaypoint = landingCoordinate:WaypointAir("RADIO",COORDINATE.WaypointType.Land,COORDINATE.WaypointAction.Landing,speed,true,TOAIRBASE,nil,"LAND") route[#route+1] = landingWaypoint GROUP:Route( route, 1 ) end Does anybody have a clue as what might be the reason for this behaviour? Why is spawnType causing a difference?
  19. I received order #3671 today. Installment was very easy. What an improvement, love it!
  20. Does this trick also work when you haven’t purchased DCS through Steam?
  21. Seriously? Still no update on #3671. Can’t be that long anymore :)
  22. Yes, I was not able to fix it. Only by physically disconnecting and reconnecting the PCB cable inside the throttle. You should try this to see if the hardware has really failed or not. In the end i accidentally fixed it by reinstalling my whole PC. I have no clue what could have really been the problem and believe me i tried all I could think of
  23. Yes, I have had exactly that problem as well. At first I thought it was broken. However after opening the throttle and disconnecting and reconnecting the cable, it was functioning again ( for a while). Then suddenly it stopped working again. This went on for a while untill I had a faulty C: disk and had to install everything including windows again. Never had the issue ever again, still functioning as of today. This makes me believe it is a software issue instead of a hardware failure.
  24. You can add the image as an attachment to your post
  25. I’m really having a blast so far. Seeing the B52’s do their attack run with AGM 54’s is quite spectacular. Although I had to up the prune settings to be able to keep up my framerate in VR. Thanks for all your work. Im hoping you are doing a PG or Nevada version of your campaign as well
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