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PB0_CEF

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  1. Hornet over Caucasus using Mbot Dynamic Campaign Engine modified by Miguel21. Fly the Hornet in an immersive dynamic system which will record your destructions and losses. Each mission will be different with SEAD, CAP, STRIKE, ESCORT, ANTI-SHIP STRIKES, INTERCEPTIONS, etc... Your Fleet will support you with S-3 Tankers, E-2D Hawkeyes, F-14B Tomcat and many other fighters and bombers. Beta version with new auto-update ScriptsMod NG with DCE MANAGER making installation and update quite easy ! It's for 2.7 OpenBeta only with new clouds. Please check the PDF file for installation 2003 Air War in the frontier between Georgia and Russia to prevent air attacks from Russian's aviation. F/A-18C of the VFA-106 based on CVN-71 Theodore Roosevelt will help US and allied Air forces to defeat Russian Forces. This version is a beta with a new CVN deck gestion : more planes on the deck in SP Game . We need your feedback please before releasing other campaigns updates... Not really tested in MP which should allow to use other planes but not sure it works now... For advanced users please read PDF page 5 to adapt Crisis or over PG campaigns New DCE_Manager : Version 3.8.13 : added easy Manager update - Scriptsmod NG update - First and next mission generation - Conf_init access to modify campaign options !
  2. Miguel is working on it We hope be able to update our campaigns to 2.7 soon
  3. Dear DCE users, It is likely that with the 2.7 update, DCE will no longer work correctly or not at all! One solution will be to try to play on the RELEASE version of DCS. We will try (well Miguel21 especially ) to update DCE quickly !
  4. Oops I thought you were playing the Crisis in PG campaign sorry but it's the same. I hope it will work ...until 2.7 upgrade !
  5. Can you please try something to try to avoid this ? In Init/camp_triggers_init.lua (I'm in front of my computer ) please look at this : ["TF-71 Patrol Gulf of Oman"] = { active = true, once = true, condition = 'Return.TargetAlive("Bandar-E-Jask Silkworm Battery") == 0 and Return.TargetAlive("Iranian suicide speedboat fleet-1") == 0 and Return.TargetAlive("Bandar e Jask airfield") == 0 and Return.TargetAlive("Bandar e Jask airfield Strategics") == 0', action = { [1] = 'Action.ShipMission("TF-71", {"", {"TF-71-2", "TF-71-4", "TF-71-5", "TF-71-6"}}, 12, 8, nil)', and replace by : ["TF-71 Patrol Gulf of Oman"] = { active = true, once = true, condition = 'Return.TargetAlive("Bandar-E-Jask Silkworm Battery") == 0 and Return.TargetAlive("Iranian suicide speedboat fleet-1") == 0 and Return.TargetAlive("Bandar e Jask airfield") == 0 and Return.TargetAlive("Bandar e Jask airfield Strategics") == 0', action = { [1] = 'Action.ShipMission("TF-71", {"", {"TF-71-2", "TF-71-4", "TF-71-5", "TF-71-6"}}, 10, 8, nil)', or just change the last 12 by 10 ! Save and use Nextmission.bat to generate a new mission and see if you still have this bug Not sure but it can be the reason (TF sailing too fast ). I hope it will work
  6. Sorry I was not in front of my computer It's conf_mod.lua and look at this : SC_SpawnOn = { ["F-14B"] = "deck", -- (default: "deck"), "catapult", "air" ["E-2C"] = "deck", ["S-3B Tanker"] = "deck", ["Pedro"] = "air", }, replace ["Pedro"] = "air", by ["Pedro"] = "deck", and it should be better
  7. To avoid rescue helo bug change their spawn method in conf_init : it should be air by default change for deck then use next mission.bat to generate a new mission ...
  8. By default we reduce number of aircraft on the deck to 10 because above this number players will have to wait to appear on the deck. So solo player can see 9 IA planes move on the deck but in MP the priority is for players You can change number in conf-init to test but it may cause problems for players...
  9. Did you ask for startup ? (Generally twice to obtain answer) and when beginning moving ( respecting timing nearly) did you drive near the middle of the deck ? If you start in front of the CVN (often in solo) you will go to the Cat 1 making a large turn not a tight one and you should hear your wingman moving
  10. Please try this one : Tomcat over PG-MP with our last scriptmod : 20.43.70. VF-101 and VFA 106 are on CVN-71 (SC) VF-143 and VMFA-312 are on CVN-74 (non SC) We are not able to generate missions with specific squadrons but there should be enough missions to be able to fly together choosing the good CVN for each pilots Please tell me if it's good for you then I will add it to the campaign list !
  11. My bad first versions were with 2 squadrons on each CVN but I made lighter versions with only one CVN used ... but CVN-74 is ready and it only needs New squadrons like in Crisis campaigns (not light versions) If you want I can make one special MP version of over PG with squadrons on each CVN ?
  12. Example of loadouts : ["UH-1H"] = { ["Transport"] = { ["Default"] = { attributes = {}, weaponType = nil, expend = nil, day = true, night = true, adverseWeather = true, range = 100000, capability = 1, firepower = 1, vCruise = 40, vAttack = 40, hCruise = 500, hAttack = 500, standoff = nil, tStation = nil, LDSD = false, --- self_escort = false, sortie_rate = 5, stores = { ["pylons"] = { }, -- end of ["pylons"] ["fuel"] = "631", ["flare"] = 60, ["chaff"] = 0, ["gun"] = 100, }, }, }, ["Strike"] = { ["M134 Minigun*2, XM158*2 Door gunner M60"] = { minscore = 0.3, support = { ["Escort"] = false, ["SEAD"] = false, }, attributes = {"soft", "Parked Aircraft", "SAM"}, weaponType = "Rockets", expend = "Auto", attackType = "", day = true, night = true, adverseWeather = true, range = 80000, capability = 1, firepower = 1, vCruise = 40, vAttack = 55, hCruise = 200, hAttack = 100, standoff = nil, tStation = nil, LDSD = false, -- self_escort = false, sortie_rate = 10, stores = { ["pylons"] = { [1] = { ["CLSID"] = "M134_L", ["num"] = 1, }, [2] = { ["CLSID"] = "XM158_MK5", ["num"] = 2, }, [5] = { ["CLSID"] = "XM158_MK5", ["num"] = 5, }, [6] = { ["CLSID"] = "M134_R", ["num"] = 6, }, [4] = { ["CLSID"] = "M60_SIDE_R", ["num"] = 4, }, [3] = { ["CLSID"] = "M60_SIDE_L", ["num"] = 3, }, }, -- end of ["pylons"] ["fuel"] = "631", ["flare"] = 60, ["chaff"] = 0, ["gun"] = 100, }, }, }, },
  13. Two ways : create a whole new squadron in oob_air_unit.lua copying from a Gazelle squadron for example or replace this Gazelle squadron by Huey. Then create a loadout for Huey in db_loadout.lua (use mission editor to create a custom loadout then find it in Saved Games\DCS.openbeta\MissionEditor\UnitPayloads ) If you have problems please tell me I will help you
  14. Hum ... Warthog campaign is like Harrier or Gazelle I think : it's small squadron with only 4 aircraft in line no ? So it's better to try with Hornet and it's 16 aircraft squadron Small squadron is a known problem that we will try to fix
  15. Normally you should be able to have AI wingmen if you ask for 1 flight of 1 player because DCE doesn't like solo flight : minimum is 2 aircrafts/flights ! BUT I think when there are small squads like Gazelle or Harrier it's difficult to generate such missions I hope we will be able to find a solution
  16. No, not yet but you can meet victory conditions if you destroy enough of them. Later we will try to experiment frontline moves and maybe victory conditions links to that ...
  17. Nice I'm discovering myself all the benefits to use a dedicated server on another PC to have good FPS in VR ! It's changing my game experience mostly in Crisis in PG Gazelle where my FPS were low ! Now it's really very playable. Sadly in MP I'm not able to generate a mission with only one human flyable Gazelle so I miss an IA wingman ... but I'm sure Miguel will find the solution to this You can change role in oob_air _init.lua but be sure to have the corresponding mission aircraft loadout in db_loadouts.lua ! You will need to restart the whole campaign (or make changes in Active folder)
  18. I made this version specially for our group MP flights : Crisis over PG-Hornet-CVN-Light-GC-22 with our last Scriptmod (43.70) There are 2 CVN groups with Super Carrier and one Tomcat and Hornet squadron on each so no more rooms problems on bridges There's a VMA Harrier squadron on a LHA group too and all other ground squadrons available (Gazelle too). It's the Crisis light version for better FPS... Defaut first mission is a Strike on Khasab airbase with : - 4 Hornet Strike on CVN-73 - 4 Tomcat Escort on CVN-71 - 4 Hornet SEAD on CVN-73 It seems to work but never tested with 12 players I hope it can help you
  19. Yes I saw this bug but currently have no solutions for it Human pilot can do it well but IA alone no ... Crisis in PG Gazelle campaigns should work fine now with new 20.43.68 Scriptmod... advanced users can use it for other campaigns too : change Path.bat scriptmod version to 68 and install Gazelle campaign to have 20.43.68 new scriptmod available...
  20. No, not yet it's only to diversify targets and it counts to the number of targets you must destroy to win the campaign (one way to win it) Yes it should work : it depend which destruction percentage is reached. You can find (and change) valors in the conf_mod.lua file : campMod = { -- RepairTotallyDestroyed = false, -- répare (ou pas) les targets totalement détruites RepairMinimumDestroyed = 25, -- ne répare pas si le target.alive est inférieur à RepairSAM = 15, -- en %, Only CampaignMaker please RepairAirbase = 12, -- en %, Only CampaignMaker please RepairStation = 8, -- en %, Only CampaignMaker please RepairBridge = 8, -- en %, Only CampaignMaker please Repair = 2, -- en %, Only CampaignMaker please KillTargetValue = 20, -- en %, si la vie du Target est < 20%, on déclare les survivants mort, pour éviter d'y retourner. By default Totally destroyed targets are not repaired or targets under 25% alive. All targets under 20% alive are considered destroyed : it's would be a shame to launch a mission for a sole truck in a SAM site no ? Reparation speed depends on target types ...
  21. Mbot initial DCE is purely a Solo campaign. With Miguel we tryed to make an MP version but it's clearly difficult mainly because of DCS limitations. DCE campaigns are often heavy loaded with targets and planes (realistic ATO I think) so there are often bugs with connexion or server... DCE is mainly an attrition war system and there are basically no moving front or CAS managed with the pure system. We are (or we will try ) trying to introduce such features but it's really the beginning. If you want to know the exact wins or loss condition look in the camp_triggers_init.lua in the init folder : mainly the goal can be to destroy enough enemy planes or bases or ground targets and not loosing too much of your squadron's planes or your CVN for US Navy and prevent enemy to destroy enough of friendly targets. It's quite easy to define more precise targets but my main goal with those campaign was to allow enough mission to attack different targets in a logical order : SAMS, EWR, Airbases, strategical target such as bridges railways stations, etc... You can change percentages to speed up campaigns if you want To be sure to attack a specific target I think (but not sure) that you must select a strike flight for this target (even if you don't take it later I will give an example) and then other flight relatied with this strike : example : I want to attack Batumi in a TF campaign : I select Batumi airbase as a target then a flight of 4 Hornets in strike mission then 4 Tomcats in escort then 4 Hornets in SEAD mission (8 players) ... Batumi should be in the target list : If I want to be a striker I can take the 2 Hornets in strike, the 4 Tomcats in escort and the the 2 SEAD Hornets : 2 Hornets will be managed by IA for strike mission. The important thing seems to select a Strike flight at the beginning to be sure to have this target. But of course DCE uses priorities so I'm not sure you will always have targets you select if there are more important targets left ... MP is really difficult to manage... Yes, it can be difficult to have different planes in the same package. But you can try to find missions that will allow players to change missions (like CAP with escort). It's not really a problem to miss 6-9 hours campaigns : nothing happens when missions are not played This question is for Miguel Later may be but now there's no scripts to manage objectives captured like in Blue Flag... In some campaigns there can be helicopters but it's only to attack ground targets (Crisis over PG-Gazelle) you can play it in MP with planes but transport helicoptères will not be usefull... We are looking for SAR mission later ...
  22. Old Over Caucasus campaign updated ! Hornet released first for tests. Other planes will follow if there are not too much bugs
  23. You can look at Inferno, Liberation, The round Table and of course DCE dynamic campaigns (sorry if I miss others : I was just looking at the recent forun threads )
  24. Syria will come soon I hope. Few projects are going on. Personaly I wait for Map extension to see if I can try to make a campaign Miguel fixed the bug with Gazelles ... few tests then I will update campaigns
  25. Currently Crisis in PG Gazelle is bugged an IA Gazelle appears on your Gazelle ! Miguel is working hard to find the bug ! Thank you Sydy
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