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PB0_CEF

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Everything posted by PB0_CEF

  1. New versions of Hornet over PG and IRIAF Tomcat over PG ; only aesthetic changes...:music_whistling:
  2. Not yet ... waiting for Hornet over PG tests to use his codes on every campaigns I’ve ... and maybe more to come ;) Envoyé de mon iPhone en utilisant Tapatalk
  3. New IRIAF Tomcat over PG campaign with the last Miguel mods :) I know that F-14B is not the good plane but waiting for HB f-14A version it's an interesting test against blue fighters :thumbup: Iranian weapons are not the last ones for Tomcat so that it will not be possible to have the US Navy Tomcats in front ... sorry !
  4. Brand new Hornet over PG with F-14B in the fleet and many new mods : - V9 : * New JDAM available Added new Miguel21 Mods : * More than 4 planes in carrier's squadrons : IA aircrafts will appear few minutes before take off time directly on the catapult so they will not cause collisions after wingman landing. You can add up to 12 aircrafts in squadron but it will take a long time to generate missions be careful.Defaut is 8 for player's Squadron and 6 for IA squadron. This is in test : it seems to work but there can be drawbacks : collisions with IA appearing right in front of you while taxiing or landing, bugs with catapults, etc... please report any problems on the forum. * Blue side can use EWR stations (when AWACS is missing) : their callsigns and frequencies are in the briefing now. * Intercept missions with command "Intercept_hotstart = true"in "camp_init.lua" in "Init" folder is fully working now : the player's plane will start on parking hot only when an Intercept mission is generated. * Hotstart always on with command "Hotstart = true" in "camp_init.lua" in "Init" folder is fully working now : the player's plane will always start on parking hot (defaut setting is : false) * Radio channel frequencies are duplicate on both plane's radios so player can simply put the needed channel number instead of manually entering needed frequencies on the second plane's radio. *Added Tomsk Prune Script with Miguel integration : you can turn it on or off in "Conf_mod" file in "Init" folder : PruneScript ={ present = true, -- reduce a mission by removing units } It's true by defaut, false to remove it. For more Prune script tweaks : https://forums.eagle.ru/showpost.php?p=3525106&postcount=753
  5. DCE doesn't matter if planes RTB or not and where the planes land. If the plane is not damaged or destroyed you can stop the mission at any time, it will not count as a loss :thumbup: For other questions you should wait a little :music_whistling:
  6. To see if there's a bug edit the firstmission.bat file and delate the end of the line : "& exit" to see if there's an error message...
  7. No it's a static campaign. I put some moving naval convoys to test but they use always the same way !
  8. Strange :huh: The best solution is to load the campaign again to install it like in the readme txt and test a mission with result and generation of a new mission and test this one. If it works then you can try to change oob_air_init.lua file with notepad++ (did you use it ? ) to change you squadron missions allowed : from : [11] = { name = "VF-143", --unit name player = true, --player unit type = "F-14B", --aircraft type country = "USA", --unit country livery = "VF-143 Pukin Dogs CAG", --unit livery base = "Stennis", --unit base skill = "High", --unit skill tasks = { --unit tasks ["SEAD"] = false, ["Intercept"] = false, ["CAP"] = true, ["Fighter Sweep"] = true, ["Escort"] = true, ["Strike"] = true, ["Anti-ship Strike"] = false, }, number = 4, }, to [11] = { name = "VF-143", --unit name player = true, --player unit type = "F-14B", --aircraft type country = "USA", --unit country livery = "VF-143 Pukin Dogs CAG", --unit livery base = "Stennis", --unit base skill = "High", --unit skill tasks = { --unit tasks ["SEAD"] = false, ["Intercept"] = false, ["CAP"] = false, ["Fighter Sweep"] = true, ["Escort"] = true, ["Strike"] = true, ["Anti-ship Strike"] = false, }, number = 4, }, then use Firstmission.bat file to generate a new campaign and test it to see what happen...
  9. Which campaign are you playing ?
  10. My friend Miguel is trying to solve this problem of not enough planes on CVN and LHA. :thumbup: The quick solution to destroy more targets before winning the campaign is to change this ["Campaign End Victory 1"] = { active = true, once = true, condition = 'GroundTarget["blue"].percent < 50', in the "camp_triggers_init.lua" file in Init folder You can put 30 or even 0 instead of 50 (with notepad++)
  11. Yes I noticed that too ! With my friend Miguel we are working on adapting new DCE mods on all my campaigns and I will try to update them soon (next week maybe) If you can't wait simply go to db_loadouts.lua in Init folder and change speed for KC135MPRS : vCruise = 220.66666666667, vAttack = 220.66666666667, try this or lower... You shouldn't have to restart campaign, only the last mission using SkipMission.bat file :thumbup:
  12. DCE is definitly not optimized for MP on carriers because there's only 4 planes available and it's difficult for this system to create a mission for so many planes on carriers : 99% of my solo mission are with only 1 wingman on carriers (Harrier, Hornet or Tomcat) :( The best solution is to create a one or two players campaign and to edit missions to add 3 or 2 more players giving them the same kind of names that DCE gives (Look in the Pilot section in the editor)
  13. The Tomcat positions on deck can't be changed :( I tryed to edit positions to have the second pair leader in 3rd position so that he can move without colliding with his wingman but it doesn't work : Leader of the second pair is always on the same place even if I change parking in editor :doh: Only solution would be to limit Tomcat number in Order of Battle waiting for this bug being fixed by ED ....
  14. Then look in the readme file if your installation is the same way as in the readme. Look in the campaigns folder to Tomcat over Caucasus-CVN.cmp file and in the camp_init.lua file in the init folder The campaign must be installed in the same way as in the readme file or it will not work : Installation: ------------- 1. Extract the folder "EN" in the zip file to: "DCS World OpenBeta\Mods\aircraft\F14\Missions". Ensure that the resulting folder structure is “...\F14\Missions\EN\Campaigns\Tomcat over Caucasus-CVN\...”. 2. Extract the "DCE_Missionscript_mod" folder in your Mods OvGME or JSGME folder then activate this mod. At the end of the first mission you MUST have the dos like windows or it will not generate a second new mission ...
  15. As usual be sure to have done the Missionscripting.lua file modifications after the last DCS Update (see readme file ;) )
  16. I looked to those campaigns and didn't find any problems (with mission templates) : try to reinitiate the campaigns using FirstMission.bat file for each campaign and be sure to play the second mission (if the first one worked ! ) after choosing Y in the dos windows appearing at the end of the first mission !
  17. DCE Campaigns Did the first mission end normally ? Were you asked to generate a new mission (in a dos like windows)
  18. Sorry it never worked for me :( A friend ( Miguel ) is trying to work on Intercept_hotstart ... I will try to ask him to see for hotstart too:music_whistling:
  19. No problem with that : mission planning is done for that but be careful with IA loadout for air to ground missions : if they are programmed by DCE to launch Mavericks they will have difficulties to launch iron bombs ... stay in the same weapon category [emoji6] I hope new PG update will not brake campaigns... I will have to test it Envoyé de mon iPhone en utilisant Tapatalk
  20. It works ! But it's difficult to find a good theater for helicopters because DCE is not done for CAS missions and distances are often too big for helicopters :( I tested it on my "secret" :music_whistling: Iran-irak war campaign with Iraqi Gazelle operating near a static frontline with most of static tanks (only active AA defenses to avoid too much processor's work). It's interesting but I have very low FPS so I think it's not playable like it is now. Prune script doesn't work but I will try to look at this to make it work ... I'm working on a smaller scale Normandy DCE campaign using the beautiful Frenchpack, Mirage F1, Mirage 2000C and Gazelle in their natural environment :) Only 2 bases on each side and less Squadrons and I wil try to have moving convoys.
  21. Yes :thumbup:
  22. Mbot did a marvelous global system with true logic : Intercept aircraft are ready on airbases and will react when EWR detect planes. If EWR are destroyed new CAP missions will try to prevent enemy attacks. Mbot targets priority system (look at each target in targetlist_init.lua) gives the system priorities to choose the targets : it should be something like this : EWR - SAMs - air bases - Stategic targets - Not sure I respect exactly those priorities in my targetlists because it's rather complex to dispatch all that :music_whistling: Mbot waypoint system is looking for SAM free area to enter in enemy territory and that's why SAM are often priority targets to make next missions easier ...
  23. The best way is to use mission editor : make your own configuration, give it a name and find it in saved games / mission editor / unitspayload (don’t remember the exact names) Envoyé de mon iPhone en utilisant Tapatalk
  24. DCE Campaigns You MUST keep it there or I’m not sure at all that it will work [emoji6] The only file you will have to edit after an update is missionscript.kua if you don’t use JSGME or OvGME (see readme file) Envoyé de mon iPhone en utilisant Tapatalk
  25. I always want to improve DCE campaigns :thumbup: 1 : F-117 is very difficult to handle : sometimes it works and sometimes not: in my last mission with Tomcat over Caucasus, 1 lone F-117 destroyed 2 SA-3 launchers and I often saw it destroy Structures in Airbases but it's true sometimes they don't even overfly the target ... I don't really know why :doh: It can be the same with F-15E ... 2 : the only way to do that seems to change those lines for those targets : firepower = { min = 20, max = 40, in the targetlist_init.lua in the Init folder or if you don't want to restart you campaign to change it in the targelist.lua file in the Status folder. If you put : firepower = { min = 40, max = 120, it means that at least 4 attack planes will be used to attack this target and max 12. Be careful if you change to more than 40 because FA-18C are limited to 4 on the CVN and you will not attack it anymore yourself (it can be a choice ;) ) (the firepower value for each plane configuration can be found in the db_loadout.lua file in the Init folder) 3 . I often avoid Rapier Missiles because I attack from High altitude (20 000 ft at least ) and try to launch my bombs as soon as possible so that I can climb quickly. Of course you can try to destroy Rapier battery with Harm and Mav on the first mission to attack easier on the next mission or to protect your wingman's attack...(Harm destroys the early warning radar so it's easier to find the Rapier battery :music_whistling: )
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