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shdwp

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Everything posted by shdwp

  1. Huh, this supposedly should be fixed in 1.12 release. If you still have this issue, could you please hit [Win]+[R], type "%UserProfile%" and tell me which folder it will open? Does the log get partially written or something like that? You have to look into "world_state" dictionary in there, units which are not present there are discarded as "destroyed". Does the log gets written properly if you shut the server down after the mission? (as you should do anyway, since it'd lock the nextmission.miz preventing the application from generating a new one). Maybe it wasn't there because when you ended the mission the slots were unoccupied? Thanks for the feedback btw.
  2. It should. Normally this would differ from update to the update, but the only thing that I've added in terms of the content is Su25. As long as you don't miss it in the campaign you should be able to continue playing. A-50 should be strictly on the Russian side. Could you write a proper bug report (see https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting for the instructions) if that happens again? There was a problem with the multiplayer, could you try the most recent release and check whether it works for you? Good point, I'll spread them a little bit around the airfield, thanks.
  3. No, it's purely a numbers game in this case. You can actually see the ground vehicles that you assigned to the attack in base capture operations. It seems that I broke something in the line of yesterdays night hotfixes, so carrier ops will not start. Will fix tonight.
  4. Oops, forgot to add it. Will fix in next release. Thanks for the suggestion. Currently the whole briefing screen is lacking, but I guess I'll quickly add the default frequencies and bother with proper mission introductions later. Load out selection is a good suggestion, I have a SEAD missions which would still spawn you with default CAS loadout. About starting mid-air - you should normally start on the ground (so you'd have a chance to rearm), although if it happens that airport doesn't have enough parking slots, other groups will be spawned mid air. Currently this might happen for both player and AI aircraft, and some of the airports only have like 2 parking slots, which will put you mid-air in most of the operations anyway.
  5. This is not a mission in itself, but rather a standalone campaign that generate missions for DCS and tracks the results. This way I'm free of any limitations that DCS scripting could impose.
  6. It's a standalone (like Dynamic Campaign Engine) single player/coop dynamic campaign, in which you capture the land from the oppressor by conducting a series of various operations to weaken military base defenses and finally capture them, liberating the map bit by bit. Features: Most of the modules and maps are already supported Both sides are playable, with appropriate aircraft for each other Supports single player and co-op multiplayer! Multiple aircraft with different roles participating in the fight (Escort+CAS+Ground attack units versus Interceptors+AA+Ground defenders) A number of missions types including Strikes, CAS, Anti-AA, CAP, ship attack, interceptions, escort and troops transport, which will be conducted by both sides of the conflict Carrier operations, both transport and attack helicopter operations, AWACS (251 MHz), tanker (140 MHz) Economy system which will reward you with money for completing operations, which you could spend to buy new planes and vehicles Progression in both quality and quantity - the deeper you go into enemy territory, the more advanced planes and ground units you will encounter, and in greater quantities Large amount of customization options (also a modding guide in which you can fine tune the campaign) Dynamic weather and time for every operation, visual frontlines that move closer to the base as you lower its defenses Project has been inherited by Khopa and is currently hosted on his repository: https://github.com/Khopa/dcs_liberation/wiki/Getting-started.
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