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Miguel21

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Posts posted by Miguel21

  1. On 12/5/2023 at 9:01 AM, ldnz said:

    @Miguel21 - I've been debugging AI strikes particularly 3 issues:

    1. target and action waypoint wasn't being skipped, so AI would hang around, drop 2 bombs, then have to go back to action -> target -> egress to get out. This also meant B-52 cruise missile strikes wouldn't work as the aircraft followed the missiles in.

    2. With a multi LGB drop, it can take a couple of passes, which screws up the ETAs on egress waypoints, and sees the AI go full burner to get home, running out of fuel.

    3. LGBs can't be used on map point targets.

    Fixes attached, I don't fully understand the behavour intended, so please this is indicative only. 

    If you have a git repo, I could open a pull request which would make the changes easier to point to/discuss

    ATO_FlightPlan.lua 232.88 kB · 3 downloads CustomTasksScript.lua 103.9 kB · 3 downloads

     

    normally, the B-52 launch problems have been dealt with in the scriptmods in dev.
    For example, you can see the 405 here

    for the rest, I'll have to take a look

     

  2. 45 minutes ago, dlder said:

    Second question: can I set the max (or fixed) skill of AAA or ground units as a whole? Because DCS's units still have godlike precision and I'd like to have them at low or medium skill; especially in WW2 AA guns didn't have radar and hitting something small and fast like a fighter should involve a lot of "luck"... IMHO.

    AAA flack is one of the reasons (perhaps the only one) why Eagle stopped its campaigns.
    To change their level, you unfortunately have to go through the mission editor. But it's possible that they're already on "beginner".

  3. 40 minutes ago, dlder said:

    -> seems to me like I need to update all airports? Is that done in the "db_airbases" file?
    -> can I also add the newest airbases for Normandy 2.0?

    yes

    yes

    41 minutes ago, dlder said:

    Another question concerning my Wingman. I could talk to them, but in the .MIZ file they don't have any frequency set?

    no, frequency assignment is mandatory for players and customers (multiplayer), not for AIs.
    AIs use the ["frequency"] = xxx.xx variable, inherited from the old FC3 aircraft at the start of DCS.

  4. 35 minutes ago, dlder said:

    Now: what is like the "campaign successful" requirement? The taking of all airports? That is still quite unclear to me..

    so here's what Eagle has planned as a victory condition:
    GroundTarget["blue"].percent < 30
    or
    the sum of the aircraft of 8 or 9 squadrons (and their refueling) less than 1 (here, it could be complicated)

    defeat condition:
    number of aircraft in 352 squadron (and their reserves) < 4

    or

    the 2 naval support == 0
    it's written in cam_trigger_init (in code)

    38 minutes ago, dlder said:

    I guess I can't just play the next mission in DCS

    in all campaigns (it seems to me) to move on to the next mission (in DCS) you have to accept the result in DCS.
    So you also have to accept the result in DCE.

    yes, unfortunately it's a double follow-up ^^

  5. 1 hour ago, dlder said:

    Hey, thanks mate, really appreciate it!

    Will try all that and check out DCE_Manager.

    Cheers!

    edit: is there an easy way to download the newest stuff?

    I couldn't find "scriptsmod" or "base_mission" to DL anywhere; is there a Github or User Files link?
    Also: your DCE_Manager has a User Link download, but it's older then the one linked in your signature?

     

    yes, the link in my signature is more recent

    versions of scriptsMod and DCE_Manager are updated via ... DCE_Manager ^^

    well, in the picture, it's a bad example, there's a mini bug on the version we're testing for the release, but it seems to me that it only concerns mist and CTLD, so no big deal.

    image.png

  6. 5 hours ago, dlder said:

    Is there a way to "update" an older campaign?

    I'd like to play a P-51 campaign on Normandy 2.0, and the old one hangs: https://www.digitalcombatsimulator.com/en/files/3311297/

    DCS.log:

    2023-11-24 12:37:04.910 ALERT   LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_aircraft.lua"]:1672: attempt to index field 'callsign' (a number value)
    GUI debug.traceback: stack traceback:
    	[C]: ?
    	[string "./MissionEditor/modules/me_aircraft.lua"]:1672: in function 'getNewCallsign'
    	[string "./MissionEditor/modules/me_mission.lua"]:2283: in function 'load'
    	[string "./MissionEditor/modules/me_campaign.lua"]:1066: in function 'func'
    	[string "./MissionEditor/modules/me_waitDsbweb.lua"]:50: in function 'updater'
    	[string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40>

    Thanks!

     

    Hi
    unfortunately, Eagle no longer responds and therefore, no longer follows its campaigns.

    I'll try to help you (but no guarantee, I don't have the WW2 modules).

    First you need to use the latest scriptsmod (I'm preparing the release) 20.67.405 (download it here)

    - then replace base_mission with this one (the original one is too old, even for DCS)

    - then, in Init/path.bat :
     replace the scriptsmod version with NG, like this:
    set "versionPackageICM=NG"

    - launch DCE_Manager (download it from my signature, if you don't have it), "campaign" tab (this automatically modifies the rest of the path)

    - run FirstMission.bat once (it updates conf_mod)

    - if there is no mission generation, stop the DOS window and open the conf_mod file,
    onlyDayMission = true,
    selectLoadout = "init",

     

    - restart FirstMission.bat

    There you go, there may still be some "mini" radio frequency bug info, notably from the FW1090 (I'll have to look into that), but it should work.

    I know, it doesn't look easy, but if you tell me it works, I'll make eyes at Cef and get him to upload the updated Eagle campaigns.

    scriptsMod_405.zip base_mission.miz

    • Like 1
    • Thanks 1
  7. On 11/21/2023 at 9:45 AM, ldnz said:

    Hi, yes the behaviour of getCategory() apparently changed in the latest patch. I was getting GCIScript errors at line 180, and no interceptors launching. With the file I uploaded, its working again, but yes I'm not 100% sure its correct. @Miguel21

     

    yes, I can confirm that the getCategory() function has been debugged, but this has changed the way the old scripts work. I think a lot of programmers are going to have to rethink their scripts (mist, CTLD, etc...).

    Your file crashes if a Harm shot is fired in the detection zone. That's why you need to adopt the method I've given you:
    local objCat = Object.getCategory(targets[t].object)

    I'll also have to review all the DCE files, as a lot of getCategory() are used there, and destruction records are no longer taken into account.
    So yes, for the moment, the DCE are unplayable.
    A fix is in preparation.

     

     

    • Like 1
  8. 1 hour ago, ldnz said:

    Small fix required to GCIScript after the last getCategory() changes. Not sure if this is correct, but seems to work:

    image.png

    GCIscript.lua 26.95 kB · 1 download

    Hello,
    thanks for the update ^^
    But why modify here? was it buggy there? or the interceptors didn't work?

    However, with your modification, do you have any error messages in the dcs log, on this line?
    And do the interceptors still work?

    Because this initial Mbot code expects an object category (unit ==1, weapon == 2 etc...).
    Whereas you check a Unit category (AIRPLANE==1, HELICOPTER==2, etc...).

    as you can see, in the case of an airplane, it will always work, only the helicopter can decide between you.image.pngimage.png

  9. 7 hours ago, ldnz said:

    @Miguel21 - I think I've found a bug with the conf_mod updates. I'm trying to get my campaign generator to generate a conf_mod file, and that includes defaulting all the PruneScript behaviour to False (I don't feel its needed in these days with multithreading, and I like seeing the airbases populated!) 

    Unfortunately, as part of Util_Functions::UpdateConfMod, it seems to replace PruneScriptConf table with values in conf_mod_check, which means the PruneScript is always forced on. I think its struggling with the fact the PruneScriptConf is a table, and just replacing it wholesale instead of iterating through its contents. I'm not sure what the fix is. 

    Other parts of conf_mod seem to merge ok. 

     

    Edit: Found that by adding the EjectedPilotFrequency table I can avoid UpdateConfMod being called. This will only work until the next time a new feature is added though 🙂 

     

    hi,
    actually, at each generation, CheckConfModMaster checks if new variables have been added or deleted.

    if so, it adds them by copying the tables from conf_mod_check. it still tries to keep as many values as possible from the old conf_mod.
    (I know, it's a pretty shaky system ^^)

    for the "prune" script, yes, with MT and single player, we could do without it.
    On the other hand, in multiplayer and VR, it's still a pain.

    For example, we're playing a campaign on Beirut (MP 10 clients), with 1000 ground units and a hundred planes: we're forced to cut tacview because it eats up too much FPS.

     

     

     

    • Like 1
  10. a new version will soon be available, compatible with DCS 2.9 and taking into account the new settings for different dataLinks:
    - Link16 : FA-18 and F-16
    - SADL: A-10C2 (A-10-c single donor)
    - IDM: AH-64 Blk II

    All these datalinks are mutually incompatible

    For the moment, we know that DCE with FA-18 bugs with the current scriptMod

     

     

    • Like 3
  11. 13 hours ago, Pande4360 said:

    Hi, i noticed that online the ATC radio isnt working. Known issue?
     

     

     

    Hi,
    As the ATC is buggy and a pain in the arse during multiplayer, we've added a script to block it.

    You can change this in conf_mod:

    silenceATC = "auto",


    at
     

    silenceATC = false,

     

    • Like 1
  12. 16 hours ago, snake_61 said:

    That's why I was looking for version 20.65.365 😉

    So as I can see I have the actual version: 20.64.365 and there seems to be no newer one?

    F15E cannot be activated with the ScriptMod I have, so I thought I should be possible with the newer one 😉

     

    Thanks for help Miguel

    With the 20.64.365, everything is normally ready to use the F-15ESE,

    But it is true that we have not given an updated campaign with this F15.

    Until CEF gives us one of these campaigns, you can modify an old campaign yourself by replacing the F-15C or F-15E with the F-15ESE, for example. (Eagle over Caucasus-CVN )

    Or by adding an F-15ESE squadron to "almost" any campaign.

    Cef has already created F-15ESE loadouts for War over Caucasus (WOC, WOC80), Crisis in PG, and Over PG campaigns.

    All you need to do is change the aircraft type in the /Init/oob_air_init.lua file

     

    And start the campaign again (yes, start it again, I don't guarantee that continuing a campaign by adding/changing an aircraft type and its loadout will be completely taken into account).


    nullnull

    image.png

    image.png

    that said,
    it's true that we're working on a new version of scriptsMod based on the "Runway Attack" task 😅

    Quote

     

    ==:20.66.370:==

    370 add        [runway]    add runway attack (M66)
                        will be integrated into the future Beyrout campaign. To integrate it into the old campaigns, wait a little longer or read the "complete" guide to the "environment" of this new task.
    369 modified    [oob_air]        add airReinforceDelay option
    368 modified    [conf_mod]        conf_mod and camp_init have been redesigned, giving you more modifiable values without having to restart the campaign
    367 fixed    [briefing]        su25 and mirage were in imperial units
    366 add        [scripts]        add (new) AirGroundAttackTask Mbot s script (M65)

     

     

    if anyone's interested, I could provide the prerelease files, but... there'll be a lot of work to do to get it taken into account in the old campaigns...

     

  13. 16 hours ago, snake_61 said:

    Hi,

    where can I get the latest ScriptsMod: 20.65.365 ?

    It is not implemented in the latest DCE-Manager 5.11.29.69

    Hi,

    DCE_Manager doesn't come with all the scriptsMod, but you can download the latest version.

    If it detects an on-line version more recent than the one you have installed, it displays the "update available" button.

     

    if you have a version lower than 20.64.365 (and not 20.65 as you wrote ^^) and it does not offer you an update:
    - change the server
    - delete the file C:\YourDocumentFolder\DCE_Manager\upgrade.txt

    and start again

    Tell me what it does.

    Have a good day

    image.png

  14. 2 hours ago, Ampyr said:

    I did notice that last night, we had a flight of 3 and another of 4. I picked the flight of 3 so we would have an ai wingman but he didn't spawn. The flight of 4 did however. No worries though, just being able to play this multiplayer at all is a godsend. Thank you so much for all your work!

    Also, is there an easy way to adjust the skins of the ai flights without going into the mission editor to do it manually? In the Cyprus campaign they all spawned with the default soviet skin.

    for skins (and this is a strange thing), install them on the server too. Sometimes it works like that, which isn't logical ^^.

    • Thanks 1
  15. 1 minute ago, Ampyr said:

    Do I need to request a flight for each player? Or can I do 1 flight with 2 players in it? When I generate a multiplayer mission this is what it shows:

     

    in the prosposed choices, it gives you the number of helicopter

    choices 1 and 3 are suitable, (flight of 4 heli), so you will have 2 MP and 2 AI

    choice 2: you only have 2 heli, so 2 MP

    null

    image.png

    • Thanks 1
  16. 6 minutes ago, Ampyr said:

    One more question about multiplayer, is there a way to have AI wingmen? I'm not exactly sure how the multiplayer setup with the flights works in the program. Can I have a flight of 2 players and some AI flights of hinds accompany us? I tried setting up a couple missions just to get a feel of how it works but I don't understand it quite yet.

    Hi, there,

    DCE provides the number of aircraft depending on the target.
    If you ask for 2 MP planes but you need 4 planes for the target, you will have 2 players and 2 AIs.

    But if you ask for 3 MP planes, you'll have 3 players and 1 AI.

    In addition, the MP aircraft request has priority, for example:
    If you only need 4 planes for the target but you request 6, then you will still have 6 MP slots to choose from.

    This is for the same flight (or almost)
    for a package it's different

    For a package, DCE will provide as much escort as it can, depending on the target and, above all, the aircraft available.
    It is therefore entirely possible to have no IA escort or, on the contrary, many more (SEAD, Escort, etc.).

    To be "almost" certain of having an escort, you need to activate the strikeOnlyWithEscorte variable in conf_mod.
    But this may reduce the number of packages

    • Thanks 1
  17. 12 hours ago, Ampyr said:

    Sorry for the confusion, I am trying to set up a coop campaign with the Cyprus Incident using a dedicated server on the same machine. I know how to load single missions but not campaign files.

    so I assume that your dedicated server is already up and running.

     

    For the campaign to be tracked correctly, you need to install DCE (and everything that goes with it) "on" the dedicated server as if it were another DCS configuration/PC:

    - DCE (with the appropriate path, using DCE_Manager)
    - mod sanitiz (DCE_Missionscript_mod)

    Then you load the 2 mission files on the dedicated server, and at the end of the mission, you will see the DCE DOS window appear to take the result into account.null

    image.png

    • Like 1
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