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Starfire13

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  • Flight Simulators
    DCS World, IL2 Great Battles, Microsoft Flight Simulator 2020
  • Location
    Australia
  • Interests
    Flightsims?
  • Website
    https://github.com/dcs-retribution/dcs-retribution

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  1. No, because this image is taken in the Retribution UI, not in the DCS map editor. Retribution uses a world map with satellite imagery (so you can zoom out till you are looking at the entire planet, though there is no reason to do so), as we do not have access to DCS map data via API. The campaign itself is developed in the DCS map editor though (so strike targets in the Retribution UI match up with the actual buildings and bridges and such in the DCS map), it's just that we don't have a way to display the DCS map outside of DCS. But the satellite map is good enough to do flight planning and such.
  2. Sneak peek of the upcoming Cold War Germany campaign, Crossing the Rubicon. Currently undergoing testing. This will be a 1988 campaign, with both land based squadrons and carrier ops.
  3. Yes, you can respawn in multiplayer if you want to. Some folks choose to do so, others don't. Personal preference.
  4. Thanks so much for this! This fix has solved the problem with the AGM-158B causing DCS to lock up when it is fired by the B-21. Hopefully CH can get the fix into 1.1.8.
  5. Yes, that's exactly how it works. You do not respawn during a mission if you get shot down. But you can fly again in the next mission if you choose to. There is a permadeath option if you so choose where your pilot is gone for good if shot down (but you can pick a different pilot for the next turn if you so wish), but that's purely optional. You can also set it so that your pilot is immortal (just pretend he survives the crash and is rescued) so that even if you get shot down, you always come back. I highly recommend reading the wiki where the various options (and there are a lot of options to customise the experience) are explained.
  6. Retribution 1.4 has now released! https://github.com/dcs-retribution/dcs-retribution/releases/tag/v1.4.0 For those who on the very latest alpha, there is no need to update. For everyone else, remember that Retribution is under rapid development and new Preview Builds are released frequently. There are new alpha builds typically at least once a week, while beta versions come out once or twice a month. We strongly recommend keeping Retribution up to date via these Preview Builds to benefit from the latest features, campaign content, bug fixes, and compatibility updates with DCS. Features/Improvements [Payload Editor] Ability to configure liveries on flight/flight-member level [Factions] Support for definitions in yml/yaml format [Campaigns/Factions] Support for inline recommended faction in campaign's yaml file [Squadrons] Ability to define a livery-set for each squadron from which Retribution will randomly choose during mission generation [Modding] Updated support for F/A-18E/F/G mod version 2.2.5 [Modding] Added VSN F-106 Delta Dart mod support (v2.9.4.101) [Modding] Added OH-6 Cayuse (v1.2) mod support, including the Vietnam Asset Pack v1.0 [Modding] Added VSN EA-6B Prowler mod support (v2.9.4.102) [Modding] Added tripod3 Cold War assets mod support (v1.2) [Modding] Added VSN Mirage III mod support (2.5.7.01) [Campaign Setup] Allow adjustments to naval TGOs (except carriers) on turn 0 [Campaign Design] Ability to configure specific carrier names & types in campaign's yaml file [Mission Generation] Ability to inject custom kneeboards [Options] Extend option (so it can be disabled when fixed in DCS) to force air-starts (except for the slots that work) at Ramon Airbase, similar to the Nevatim fix in Retribution 1.3.0 [Options] New option in Settings: Default start type for Player flights. [AirWing] Expose OPFOR Squadrons, giving the ability to change liveries, auto-assignable mission types & an easy way to retrieve debug information. [ATO] Allow planning as OPFOR [Campaign Design] Support for latest maps (Kola, Afghanistan, Iraq) [UI] Zoom level retained when switching campaigns [UX] Allow changing squadrons in flight's edit dialog [Cheats] Sink/Resurrect carriers instead of showing an error during cheat-capture (use AWCD-cheat to add squadrons upon resurrection) [UI/UX] Allow changing conditions such as Time, Date & Weather [Modding] Added support for Su-15 Flagon mod (v1.0) [Plugins] Support for Carsten's Arty Spotter script [Plugins] Support for MBot's Call Artillery script (using on-map artillery) [Modding] Added support for SK-60 mod (v1.2.1) [Mission Generation] Introducing the Armed Recon flight plan, i.e. CAS against any Theater Ground Object [Doctrine] Ability to customize the startup time allocated to the player [Mission Generation] Ability to choose whether player flights can spawn on the sixpack or not [Options] New options in Mission Generator section: Limit AI radio callouts & Suppress AI radio callouts. [Options] New option to use the combat landing flag in the landing waypoint task for helicopters. [UI/UX] Sync package waypoints when primary flight's waypoints are updated and recreate other flights within the package to ensure JOIN, INGRESS & SPLIT are synced [UI/UX] Allow changing loadout on flight creation [UI] Display TOT for all waypoints in the flight plan [UI] Edit basic datalink properties for applicable aircraft [Mission Generation] Automatic datalink network setup for applicable aircraft (should in theory avoid the need to re-save the mission) [Options] New option to force-enable deck-crew for super-carriers on dedicated server. [Mission Generation] Enable Supercarrier's LSO & Airboss stations [UX] Default settings are now loaded from Default.zip [Autoplanner] Plan Air-to-Air Escorts for AWACS & Tankers [Package Planning] Ability to plan recovery tanker flights [Modding] Support for Bandit's cloud presets mod (v15) [UX] Reduce size of save-file by loading landmap data on the fly, which also implies no new campaign needs to be started to benefit from an updated landmap [New Game Wizard] Ability to save an edited faction during new game creation [Options] New option to make AI helicopters prefer vertical takeoff and landing [Campaign Design/Mission Generation] Introduction of "rebel zones" which randomly spawn units according to the campaign's definitions. [Mission Generation] Missile sites now fire at random times instead of all at the beginning of the mission [Modding] Support for CurrentHill's Chinese Asset Pack (v1.1.4) [Modding] Updated support for CurrentHill's Swedish Asset Pack (v1.1.0) [Modding] Support for CurrentHill's Russian Asset Pack (v1.2.0) [Modding] Support for CurrentHill's USA Asset Pack (v1.1.6) [Modding] Update CJS Super Hornet to 2.4.2 [Modding] Support for Cowboy's E-7A Wedgetail mod (Supports EW Script Offensive Jamming) [Modding] Support for szcz's MiG-31BM (v2.0) [Plugins] Added initial AI support for EW Script 2.0 [Options] Ability to configure certain forced-options via a file (WIP: #490). Fixes [UI/UX] A-10A flights can be edited again [Mission Generation] IADS bug sometimes triggering "no skynet usable units" error during mission generation [New Game Wizard] Campaign errors show a dialog again and avoid CTDs [UI] Landmap wasn't updating when switching to a different theater [Mission Results Processor] Squadrons of a sunken carrier are now disbanded [Mission Generation] Introduced option to switch alt-type to AMSL during mission generation to avoid helicopters wanting to submerge over certain parts of the sea.
  7. Some shots showing off the latest Afghanistan campaign, as well as the Electronic Warfare script doing its thing. In the attached screenshots, see Growlers and F22s escorting a flight of Vipers to clear out an enemy FOB before Chinooks bring in troops to secure it. We've also just added support for the E-7 Wedgetail and the MiG-31BM mods. Cold War Assets mod support has also been updated to 1.2. All these are features available in the latest alpha build.
  8. The Buk M3 is definitely in the Russia Asset Pack. I've used it before. Or do you mean it is not appearing in a mission?
  9. My standalone install also still says open beta, but that's just for compatibility reasons. Stable and open beta don't exist anymore. There is only one version, and it's been that way for a while. And yes, the CH mods "work" in the sense that you can run a mission with CH units in it. That's not the issue. The issue is that DCS will freeze up if certain CH aircraft drop certain types of ordnance. For example, the JASSMs carried by the B-21 and the MALDs carried by the MiG-29 and Su-27.
  10. Yeah, same. I've gotten kinda used to using them and now I can't for now. They add so much to the experience.
  11. I tested to see if today's DCS update might have changed anything with regard to the freezing. Sadly, no difference. DCS still freezes up when the B-21 drops its ordnance. I'm guessing it's probably something that CH will have to fix on his end.
  12. Oh, that's a shame. They're the most effective counter to the S-350 in the Russia Asset Pack. Looks like I'd better just remove the asset packs from my campaigns for now, till this gets fixed.
  13. Retribution now supports Afghanistan East and West and there is a new campaign, Clash of the Titans, that uses both sides of the map. The new campaign is available in both the Alpha and Beta builds. Retribution now also supports the EW Script 2.0 (thanks to Drexyl), allowing defensive jamming by AI aircraft, and offensive/defensive jamming by player aircraft (controlled via F10 menu). This feature is only available in the Alpha build for now. As always, if you are unsure how to download Alpha or Beta builds, please refer to our Getting Started Guide on the wiki: https://github.com/dcs-retribution/dcs-retribution/wiki/Getting-started Questions are always welcome on our discord: https://discord.gg/b4x34Bg4We For those new to Retribution, welcome. And for those already using Retribution, thanks for the continued support. You guys are the reason we do what we do.
  14. B-21s dropping JASSM-ER is causing DCS to freeze up completely. Replicated 5 times to make sure it's not something random. Deleted the B-21s and mission ran fine.
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