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Miguel21

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Posts posted by Miguel21

  1. And finally, since all this time, the latest release for the ScriptsMod: 20.65.365

    Download via DCE_Manager above, "Update" tab

    It should automatically offer you the download, after a day at the most ^^
     (if you don't want to wait, just delete the file /DCE_Manager/upgrade.txt)
     

    Quote


    ==:20.65.365:==

    365 add        [plane]        Add  Su-30 Su-34 (War of Beirut)
    364 fixed    [radio]        bug with the M2000 radio (loading bug) and the Apache (doesn't have the same Package frequency as the others)
    363 fixed    [builtMission]    StrikeOnlyWithEscorte  = true, it no longer worked properly
    362 fixed    [frequency]    F-15ESE, radio 2 UHF
    361 add        [plane]        Add  F-15ESE
    360 add        [METAR]        add turbulence and temperature
    359 add        [builtMission]    reduces the minscore automatically and gradually to avoid mission generation failures
    358 add        [loadout]    SA342L _ Apache : AGM-114L & loadout update
    357 fixed    [builtMission]    templates are not taken into account if firstmission.bat does not generate a mission the first time round
    356 fixed    [intercept]    no lauch
    355 mod        [weather]    inconsistency between the game weather and the season. The pHigh and pLow values of camp_ini are better taken into account
    354 add        [plane]        Add  SA342L
    353 add        [METAR]        customises the METAR for each base (just like the real thing) and also adds military colour to the METAR.
                    The METAR is also consistent for each aircraft/base in the MP game briefing.
    352 add        [plane]        Add  L-39ZA
    351 add        [METAR]        adds pressure in inches of Hg when imperial is selected
    350 add        [METAR]        adds METAR to dynamic cloud presets, where possible
    349 fixed    [weather]    very bad weather during a cold sector
    348 add     [SAR]        addition of an F10 command to list pilots, ejected, the MGRS box and ask them to activate their beacon radio
    347 add        [selfLearning]    as a result of counting aircraft losses, forced escort and/or SEAD for certain packages
    346 modified    [mission]    AIs can drop their charge if they are not escorted
    345 fixed    [debrief]    certain elements of the mission are not taken into account (e.g. ship)
    344 add        [SAR]        human SARs must now embark ejected pilots or hover over them (altitude < 45m, distance < 10m, speed < 0.2m/s)
                    Information to help the pilot is given in a message when the helicopter is less than 100m from the ejected pilot.
    343 add        [task]        Transport can be escorted
    342 fixed    [SAR]        SARs on CVN spawn and block the runway
    341 add        [selfLearning]    reveals SAMs that have already been fired, so these will be avoided or taken into account for subsequent flights
                    (M65)
    340 add        [task]        add forced tasks for a certain time if there are too many losses (in test),
                    e.g. transport planes can be automatically escorted after a certain number of kills
    339 fixed    [ejected]    ejected pilots were rarely captured
    338 fixed    [MP]        some of the plane selections were not working and were running in a loop
    337 add        [SAR]        Add ejected radio and SAR radio according to the frequencies pre-registered in the conf_mod
    336 add        [plane]        Add MB-339A

    335 fixed    [stat]            some kills are not counted
    334 fixed    [MP]            duplicate groupName
    333 fixed    [despawn]        aircraft associated with a BaseAirStart do not despawn
    332 fixed    [station]        too many Tanker/AWACS in the area at the same time
    331 modified    [station]        less fuel for Tanker/Awacs already in the area
    330 add        [loadout][Ka-50]    add Ka-50_3
    329 add        [loadout][F-1EE]    Barax added to Mirage F-1EE loadouts
    328 fixed    [IA]            AI aircraft/helicopters of the same type as yours do not attack.
    327 fixed    [SAR]            too much manhunt, FPS killer
    326 fixed    [third]            if the SC_CarrierIntoWind variable is set to "auto", the mission does not load.
    325 modified    [files][beacon]        always adds the beacon.ogg file
    324 modified    [files]            rewriting the way to integrate files and other briefing images
    323 fixed    [CTLD]            JTACAutoLase is badly implemented and crashes the mission
    322 modified    [campaignMaker]        takes into account additions/modifications to the base_mission file during the campaign
    321 add        [campaign]        automatically adds new items that appear in a new baseMission, during a campaign (such as FARP, Vehicle and Static) (in test) (M64)
    320 fixed    [parking]        static aircraft prevent the taxiing of others.
    319 fixed    [parking]        there is no more static aircraft
    318 fixed    [parking]        static aircraft do not appear on the correct car park
    317 modified    [prune][FARP]        dont prune Unit FARP if you add the term "FARP" in the unit name (unit not group name)
    316 fixed    [FARP]            does not prune units that support FARP (also put FARP in the unit name)
    315 modified    [structure][briefing]    DCS standard briefing name structure (thanks ldnz)
    314 fixed    [briefing]        no flight plan
    313 fixed    [briefing]        corrects duplicate briefings, adds the name of the radio etc...
    312 modified    [mission][Bullseye]    you can lock the Bullseye to a base, and by selecting MovedBullseye = false in the confmod
                        add in db_airbases : selectedBullseye = true,
    311 modified    [mission]        The planes escorting the helicopters will probably not be down there.
    310 fixed    [intercept]        wrong interception heading
    309 modified    [intercept]        adds a random number to the quantity of interceptors
    308 modified    [frequency][EWR]    modifies only the EWR frequency (does not affect the ADF and other FARP frequencies)
    307 add        [frequency]        frequency guard guard frequencies can be mistakenly selected for AWACS, EWR, package flights, etc.
    306 various    [frequency]        more Divert, more Coalition Freq, bug list Freq
    305 add        [frequency]        add MiG-15bis and Mosquitos, for the futur campaign (?)
    304 fixed    [frequency]        bad frequency of Bf109 and Spitfire
    303 modified    [frequency][Mig19]    allows to add all frequency ranges of airfields, so that some aircraft (Mig-19) can use it

     

     

    • Like 1
    • Thanks 1
  2. The latest release for DCE_Manager:
    DCS_Manager_V5.11.29

    https://bit.ly/3au28Lq

     


     

    Quote

     

    V5.11.29
    fix: download of .ogg files is ignored

    V5.11.28
    mod: adds green "+" icon to clone/save all campaigns
    fix: save oob_air generates a corrupt oob_air file (again !!!)

    And for CampaignMakers:

    add: selects the campaign image according to the selected player's device.
        To do this, the images must be saved in this way:
        \Images\planescreen_planescreen_default.png
        \Images\planescreen_AH-64D_BLK_II.png
        \Images\planescreen_planescreen_A-10C_2.png
        etc...

     

     

    • Like 1
    • Thanks 1
  3. 4 hours ago, Downer1 said:

    Hi Miguel

    I've run a mission last night and worked great.

    I was doing a SEAD mission and set up so that start up time was reduced so I could get in the air quicker.  I think this spawned my escort in the air about 10 or so miles ahead of me, and in this case they got to the target a few minutes before me.  While leaving the target there was an air to air battle with my flight, however the escort didn't turn back to help but just kept following their waypoints - I think this is more a DCS AI issue though?  Or is there any settings I can do to change this?

    Thanks

    hi
    Escorts have a hard time staying in place.
    Normally they're in front of the package, but they're not flying over the WPT target/attack.
    Then they wait (a bit) on the WPT egress.

    You don't have to do anything, it's at my level that I still have to increase the waiting time.

  4. 5 hours ago, samhills92 said:

    Hi guys

    I see a few pages back there is mention of running the DCE off a separate server/laptop to DCS itself - is this more for multiplayer and not single player and referring to different drives on the same PC not literal separate computers? Is there a guide on how to set this up?

    Thanks

     

    Hi, there,

    The dedicated server is largely made for multiplayer, but also for a solo player who is in need of FPS (VR for example).

    Yes, the best thing is to have it physically on a 2nd computer, that's the easiest.

    You can also install it on the same computer, but you'll need to be rigorous when it comes to placing folders and different DCS configurations.

    However, with the advent of multithreading, I'm not sure the latter option is worth it anymore.

    For tutorials, you'll find plenty on this forum or on the Internet: google is your friend 😛

     

     

    • Like 1
  5. 9 hours ago, Spartan111sqn said:

    the DCE Manager warns me about a new version available, I download it, but when execute the setup.exe, it sais "it cannot run the application because it is installed from another location", then, how can I install it?

    I have uninstalled it and installed the latest version, already working well. I will explore it, thanks!!

    thank you ^^

    However, it's written in the readme 🙂

    image.png

  6. 4 minutes ago, Pande4360 said:

    Well yeah the difference would be mainly that it´s much faster to look up during a mission also in multiplayer to have it on the kneeboard.

    Ah ok,
    We use Scratchpad and copy/paste the info from the briefing we're interested in.

    It does the same job, but it's true that you have to copy the txt first ^^.

  7. 5 minutes ago, Pande4360 said:

    I think those 2 are quite helpful to quickly look up during a mission. Idk if it would be hard to implement or not. Cheers.

    it's true that it's very clean ^^

    But the DCE info is already there, except for the GPS positions.

    • Like 1
  8. 1 hour ago, Pande4360 said:

    Hi is it possible to have a Kneeboard generated with a list of Targets? Just so we can see what to is part of the objective. Like it is done in Liberation. Cheers!

    Hello,
    there's already a list of targets in the briefing.

    But I don't know how it's presented in "liberation".

  9. 6 hours ago, airnox said:

    Hello, I'm looking for an Apache Campaign, I've already played Campaign Crisis in Persian Gulf Apache GC 22: (NG)!

     

    Is there another one?

     

    we played on our side in MP on the campaign "Cyprus Incident-GC22".

    As well as WOC "War Over Caucasus", but this one needs to be "pruned" and updated before release (replace the AH-64A by the AH-64D_BLK_II), and it's also more MP oriented, but well, in SP it should be fun too.

    Note that future campaigns will be released on one or 2 versions, so it's up to you to choose which aircraft you want to play it on using DCE_Manager.


    @PB0_CEF ?

    image.png

    • Like 2
  10. Quote

     

    ==:20.65.355:==
    known bug: IA SA342 dont fire (DCS bug)

    355 mod        [weather]    inconsistency between the game weather and the season. The pHigh and pLow values of camp_ini are better taken into account
    354 add        [plane]        Add  SA342L
    353 add        [METAR]        customises the METAR for each base (just like the real thing) and also adds military colour to the METAR.
                    The METAR is also consistent for each aircraft/base in the MP game briefing.
    352 add        [plane]        Add  L-39ZA
    351 add        [METAR]        adds pressure in inches of Hg when imperial is selected
    350 add        [METAR]        adds METAR to dynamic cloud presets, where possible
    349 fixed    [weather]    very bad weather during a cold sector
    348 add     [SAR]        addition of an F10 command to list pilots, ejected, the MGRS box and ask them to activate their beacon radio
    347 add        [selfLearning]    as a result of counting aircraft losses, forced escort and/or SEAD for certain packages
    346 modified    [mission]    AIs can drop their charge if they are not escorted
    345 fixed    [debrief]    certain elements of the mission are not taken into account (e.g. ship)
    344 add        [SAR]        human SARs must now embark ejected pilots or hover over them (altitude < 45m, distance < 10m, speed < 0.2m/s)
                    Information to help the pilot is given in a message when the helicopter is less than 100m from the ejected pilot.
    343 add        [task]        Transport can be escorted
    342 fixed    [SAR]        SARs on CVN spawn and block the runway
    341 add        [selfLearning]    reveals SAMs that have already been fired, so these will be avoided or taken into account for subsequent flights
                    (M65)
    340 add        [task]        add forced tasks for a certain time if there are too many losses (in test),
                    e.g. transport planes can be automatically escorted after a certain number of kills
    339 fixed    [ejected]    ejected pilots were rarely captured
    338 fixed    [MP]        some of the plane selections were not working and were running in a loop
    337 add        [SAR]        Add ejected radio and SAR radio according to the frequencies pre-registered in the conf_mod
    336 add        [plane]        Add MB-339A

    335 fixed    [stat]            some kills are not counted
    334 fixed    [MP]            duplicate groupName
    333 fixed    [despawn]        aircraft associated with a BaseAirStart do not despawn
    332 fixed    [station]        too many Tanker/AWACS in the area at the same time
    331 modified    [station]        less fuel for Tanker/Awacs already in the area
    330 add        [loadout][Ka-50]    add Ka-50_3
    329 add        [loadout][F-1EE]    Barax added to Mirage F-1EE loadouts
    328 fixed    [IA]            AI aircraft/helicopters of the same type as yours do not attack.
    327 fixed    [SAR]            too much manhunt, FPS killer
    326 fixed    [third]            if the SC_CarrierIntoWind variable is set to "auto", the mission does not load.
    325 modified    [files][beacon]        always adds the beacon.ogg file
    324 modified    [files]            rewriting the way to integrate files and other briefing images
    323 fixed    [CTLD]            JTACAutoLase is badly implemented and crashes the mission
    322 modified    [campaignMaker]        takes into account additions/modifications to the base_mission file during the campaign
    321 add        [campaign]        automatically adds new items that appear in a new baseMission, during a campaign (such as FARP, Vehicle and Static) (in test) (M64)
    320 fixed    [parking]        static aircraft prevent the taxiing of others.
    319 fixed    [parking]        there is no more static aircraft
    318 fixed    [parking]        static aircraft do not appear on the correct car park
    317 modified    [prune][FARP]        dont prune Unit FARP if you add the term "FARP" in the unit name (unit not group name)
    316 fixed    [FARP]            does not prune units that support FARP (also put FARP in the unit name)
    315 modified    [structure][briefing]    DCS standard briefing name structure (thanks ldnz)
    314 fixed    [briefing]        no flight plan
    313 fixed    [briefing]        corrects duplicate briefings, adds the name of the radio etc...
    312 modified    [mission][Bullseye]    you can lock the Bullseye to a base, and by selecting MovedBullseye = false in the confmod
                        add in db_airbases : selectedBullseye = true,
    311 modified    [mission]        The planes escorting the helicopters will probably not be down there.
    310 fixed    [intercept]        wrong interception heading
    309 modified    [intercept]        adds a random number to the quantity of interceptors
    308 modified    [frequency][EWR]    modifies only the EWR frequency (does not affect the ADF and other FARP frequencies)
    307 add        [frequency]        frequency guard guard frequencies can be mistakenly selected for AWACS, EWR, package flights, etc.
    306 various    [frequency]        more Divert, more Coalition Freq, bug list Freq
    305 add        [frequency]        add MiG-15bis and Mosquitos, for the futur campaign (?)
    304 fixed    [frequency]        bad frequency of Bf109 and Spitfire
    303 modified    [frequency][Mig19]    allows to add all frequency ranges of airfields, so that some aircraft (Mig-19) can use it

     

     

    Hi there,
    I need some feedback on this version before publication.
    Thanks ^^

    to be installed on version 20.63.302 or later.

    Please save your old campaigns.

    355.zip

  11. 8 hours ago, Jazz_44 said:

    Yes, I can try manually (if that's the only file that needs to be in the OvGME folder. Where can I find the "DCE_Missionscript_mod" file?

    in the campaign zip file.

    Originally, DCE_Manager was simply a tool that dezipped the campaign file to add files in the right places.

    If that doesn't work, you can still do it manually.

  12. 12 minutes ago, Jazz_44 said:

    I'm pretty sure OvGME is installed correctly, I use it with other mods. Regarding folder permissions, I didn't change anything there.

    I uninstalled the application, then ran the setup again and now DCE Manager opened and it doesn't have the Install button available anymore. Does that mean that it works? I still don't see the file DCE_Missionscript_mod in the OvGME folder.

    you can install the campaign several times on itself, but to see the "install" button, you need to reselect the campaign installation file.

    I maintain, however, that the error is that DCE_Manager cannot write to the G:\Program Files\OvGME folder for a legal reason I think (root of the forbidden G?).

    Maybe you can do it manually

  13. 1 hour ago, Jazz_44 said:

    But it still gives me the second error message "Unhandled exception" when I try to install it

    Quote

    Access to the path 'G:\Program Files\OvGME\DCE_Missionscript_mod' is denied.

     

    it was trying to access (or create) this folder.

    Is your OvGME installed and configured correctly?
    You haven't set the right too high to access it? (administrator for example)

  14. 32 minutes ago, Jazz_44 said:

    Hi all,

    So I'm trying to install DCE with the latest installer (DCE_Manager_5_11_25_61) that I found in this forum post. When I run setup I get the following error message "Cannot download the application. The application is missing required files. Contact application vendor for assistance".

    I did unzip the content to a folder on my hard drive before running setup.

    Appreciate your help.

    sorry,
    there are two ways to "publish" this utility:
    - one good one: local installation, CD type
    - a bad one: installation via a website, which has never worked for me 🙂

    And sometimes, publishing is done the wrong way, sorry

    DCE_Manager_V5.11.26.62.zip

  15. the isWesternCountry function (DCS editor) is effectively restrictive. This would mean that the old ["callsign"] = 152 system still exists, but for purely Russian/Chinese countries.
    If you have the old MissionEditor\modules\me_utilities files, I'm interested.

    If not, does it bug when opening the mission in the editor? or also when loading in the game? (I don't have the DCS PC this weekend)

     

    -- returns true if country is not russia and ukraine
    function isWesternCountry(country)
        return not (
    		 (russia 		== country) or 
    		 (ukraine 		== country) or 
    		 (insurgents 	== country) or 
    		 (abkhazia 		== country) or 
    		 (south_osetia 	== country) or 
    		 (china 		== country) or 
    		 (belarus 		== country) or
    		 (USSR 			== country) or 
    		 (yugoslavia	== country) or 
    		 (GDR			== country) 
    		 
    	)
    end

     

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