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Starfire13

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Everything posted by Starfire13

  1. Currenthill's Ukraine Asset Pack support has now been added to Retribution, along with the first campaign that uses it. Install the latest commit build to get access to the asset pack and new campaign. https://github.com/dcs-retribution/dcs-retribution/actions We have also added mod support for the Mirage III, and an update to the Cold War Assets mod is nearly ready. For those of you who have been having troubles with resource site kills registering on the Kola campaign Able Archer 83 after the latest DCS update, the campaign has also been updated to fix the problem (campaign restart required).
  2. No, that's not possible. The units that are dead will have a red bar beneath the icon so you can easily identify them. If the icon disappeared entirely, you'd no longer be able to repair destroyed SAM sites and such.
  3. CH, your Ukraine Asset Pack has really helped breathe life into my Russo-Ukraine War Retribution campaign. Could I suggest adding an upgraded Su-25 to the pack? It would be a great complement to your Su-27, Su-24, and MiG-29 (which are all fantastic).
  4. Considering Retribution allows you to fly for either side in a campaign, whether a campaign supports inversion isn't really all that important any more. It is kind of a semi-obsolete feature at this point and I think helps get around the issue of requiring the campaign creator to specifically build in a layout for inversion (since many designers don't). Nowadays, you can simply switch over to OPFOR and fly for them. You can even swap back and forth on each turn if you wanted to.
  5. Map inversion is an optional feature and quite a number of map designers simply don't support it. Therefore, you get an error when you invert the map (as no airfields have been set to be available to you when the campaign is inverted). While all of my campaigns technically support map inversion (meaning you can do it and there's no error), many of them are really not intended to be played that way as it is oftentimes quite impossible to balance the campaign well both ways.
  6. Yes. As mentioned in the post up above, you should not be using the release build. It is completely outdated and will not work with the current version of DCS. Please use a preview build. Instructions are in the Getting Started Guide in the wiki. If you are planning to use Retribution, it is highly recommended you read through the wiki because otherwise you are going to get frustrated trying to figure stuff out on your own. We have a Getting Started Guide and a tutorial that walks you through setting up and running your first campaign.
  7. Which version are you on? Please make sure you are using an up-to-date build, as described in the instructions above (and on the Getting Started Guide on the wiki). If you are on an up-to-date build, the button will definitely be there. There is also a Pretense Generator guide on the wiki that I highly recommend reading. If you still have troubles, please drop by the Discord and one of us can help further.
  8. DCS Retribution has been around for a couple of years now, but we've never gotten round to making a post about it on the official forums. I think it's time we rectified that! So, here goes. Introduction Retribution is a dynamic campaign generator for DCS that provides a turn-based persistent combat environment where the outcomes of each mission influence the following turns. This creates an evolving campaign that reacts to your actions. Aircraft that are lost have to be replaced, front lines shift as ground units battle it out, and air defences can be degraded or destroyed. Your own resource sites have to be protected while you attack the enemy's. However, think carefully before you blow something up, because as you capture territory, you might miss having that oil refinery that you turned to rubble on Turn 3. Control points (airfields, FOBs, FARPs) can be captured, squadrons re-assigned to new home bases, and SAM sites repaired. You can choose to cripple your enemy by bombing their runways, or destroying their factories and ammo depots. Or perhaps you wish to cut off their resources by bombing their offshore oil rigs, bridges, or train stations. Intercept and destroy ground convoys, cargo ships, or air transports. Send in choppers to capture enemy airfields. Plan long range strikes to destroy their reserve forces on the ground. You can do all these and more. Retribution was originally started in 2022 by a group of Liberation developers and content creators who wanted to place a stronger focus on campaign customisation, mod support, and an expanded mission set. Retribution was built upon the Liberation code base, but has evolved significantly since then. We owe a great deal to former Liberation developers like ColonelPanic, Khopa, and ShdwPrince (who have all since moved on to other projects) who laid the original foundation. I should note that Retribution is not a replacement for Liberation, nor is Liberation dead. The Liberation code base is still being maintained by X-ray, who very generously offered to take over this task when the rest of us moved on (some to Retribution, some to other things). The Retribution dev team and X-ray still collaborate when we find major bugs that affect both. Retribution currently has over a dozen content creators with our head honchos Stoner and Ghosti at the helm, as well as a 40-man testing team that helps us test new features and squash bugs. Development is very active, with typically at least one new build per week. Just in the past week alone, we have implemented support for Currenthill's USA Asset Pack, improved 3 existing campaigns, and added a new faction. We currently have over 120 factions available, covering everything from WW2 to the modern day. If this interests you, check out our Github site below. If you wish to use Retribution, please read the Getting Started Guide on the wiki (link is below), which will walk you through the process. Please use a preview build, NOT the release build if the latest release build is more than a couple weeks old. While we do have the occasional release build, the very rapid pace of development means that any release build is just outdated within weeks. Pretty much all of our current users are on the latest alpha or beta build. We also have an active Discord community (link below), so feel free to pop in to say hi! Questions and comments are always welcome. Features Retribution is usable in singleplayer and multiplayer, supporting both PvE and PvP. We have 64 campaigns available right now, with more in development. These come in a variety of sizes and intensities, covering a broad range of eras. All official aircraft and terrain modules are supported. We support 40 different mods at the moment (including most of the popular ones like Currenthill Asset Packs, A-4E Skyhawk, Superhornet, Grinnelli's F-22A, Codename Flanker Su-30, IDF Mods, Vietnam War Vessels, OH-6, OV-10A Bronco, C-130J, UH-60L, Frenchpack, High Digit SAMs, Bandit's Weather Mod, etc). We also support a number of plugins, including CTLD, Mbot Artillery, Splash Damage, Skynet IADS, EWRS, etc. A large number of different mission types are available. Some of the mission types you can fly are BARCAP, Escort, SEAD Sweep, Armed Recon, Air Assault, Anti-Runway, DEAD, Close Air Support, Anti-ship, and Strike. You can set up squadrons with primary mission types (these come by default with the campaigns but you can change them as you wish). Each squadron has pilots that can be replaced and can level up in skill as they survive across missions. We have about 350 preset squadrons (with appropriate liveries or livery sets) available right now. Mission planning can be fully automated where you simply fly your assigned missions, or can be planned manually (for either or both sides). Mission planning is performed directly in the Retribution UI where you can create missions and set targets, click and drag waypoints, easily change loadouts, set TOT offsets, etc. You have a great deal of control over how much is automated and how much you can fine-tune manually. We offer support for multiplayer squadrons who wish to use their own livery sets, radio frequency settings, and pilot names. Retribution can be used to generate Pretense campaigns using standard Retribution campaigns as a template. This dramatically increases the number of Pretense scenarios available to Pretense users. You can create new campaigns (and submit them for inclusion in Retribution). We have a comprehensive guide on our wiki that will walk you through the entire process. No coding expertise is needed. All you need is the DCS mission editor and a text editor. Our saves are forward compatible. This means that if you are in the middle of a campaign and update to a new version of Retribution, this is no problem. Your save file will load normally and you can keep playing. Updates 15th April 2025: Retribution 1.4 has now released. Remember that Retribution has to be regularly updated to ensure compatibility with the latest DCS version. If you are reading this any time after April 2025, it is likely that you should be using a preview build instead of the release build. Links DCS Retribution Github Page Official Discord Channel Wiki with Getting Started Guide, Tutorial, Manual, and Documentation
  9. Shots from CH's USA and Russia asset pack in my Kola campaign, The Anvil of War.
  10. Just want to say thanks for your mods, Currenthill. We've recently added support for some of your asset packs in Retribution (Russia, China, and Sweden are supported right now), and it's a lot of fun playing dynamic campaigns with all these additional units in them. Loving the variety.
  11. I actually ended up modifying my campaign (Red Sea Rising) to use Tel Nof rather than wait for a fix for Nevatim. Sinai is the only map where I've had to do this multiple times due to all the airfield issues. A great many of the major ones have been fixed (e.g. hangars half sunk into the ground, jets rolling out of hangars and exploding because the hangars were placed on a slope), but aircraft routing issues are still an unfixed issue on several airfields.
  12. It's more of an OnReTech issue than an ED one, I imagine. OnReTech has at least acknowledged it here: My issue isn't really with a lack of response. It's the fact that there have been so many airfield issues with Sinai since launch (granted, some have been fixed), and this is a pretty major one (making an entire airfield unusable) and still hasn't been fixed so many months after being identified. Unlike some of the other airfield problems on Sinai, this one shouldn't require any extensive remodelling. I'd really like to have Nevatim usable.
  13. This is still not fixed and essentially makes Nevatim unusable as it takes over 2 hours for a bunch of aircraft to take off.
  14. In accordance with real world procedures, aircraft at certain parking spots on the carrier will only be directed to certain cats. You can find diagrams on the forums here showing this as well as the taxi paths.
  15. The stutter from the OH-6 mod only occurs due to the old door gunner script (the new version no longer has this issue). You can actually delete the script completely if you don't intend to use the door gunner in multiplayer. I am experiencing this issue both without the OH-6 mod (updated) installed, and with it installed and the door gunner script removed. The performance issue is unrelated to the mod (though it might be even worse if you're using the outdated version).
  16. I really like this mod and use it a great deal. Thanks for creating it, Bandit. One suggestion I have is for more rain presets without overcast. As it is, any weather preset with overcast prevents AI aircraft from effectively performing search and engage tasks. This means if you are playing a dynamic campaign mission with AI flights performing CAS or Armed Recon, you are effectively restricted to using Light Rain 1 (which is a DCS preset), or Scattered Showers 1, 2, 3, and 5 (I think those are the only ones in the mod without overcast) if you want rainy weather. It would be great if this mod could add some more rain presets with a greater variety in rain intensity without including overcast, as this would expand the number of rain presets that can be used with AI aircraft.
  17. Ok. Will this mess up my other OVGME mods that do need to go into the program files folder?
  18. I was told that the Currenthill mods no longer work as zip files in OVGME and have to be unzipped. I unzipped them and activated them in OVGME, but it ends up getting installed in the mods folder in program files instead of the mod folder in saved games. How can I fix this?
  19. Yep. Hence the two threads at the top of this sub-forum marked "investigating". They're aware.
  20. Yep. quite a few others have been encountering this. Was really hoping for a fix in today's new update, but it's not been fixed yet. I am also getting the freeze and CTD from many explosions happening in a confined space (typically when an explosion hits multiple buildings) that IceyJones mentioned.
  21. Same. This really needs to be fixed because all mid to large scale missions (>100 aircraft) are now unplayable. I have to stick to small scale stuff to not get single digit frame rates whereas previously I could get 70+ fps in the same mission.
  22. Log file here. And yes, running multi-threading version.dcs.log
  23. I am also having this problem. Caucasus runs fine, but Afghanistan is unplayable, even though it was fine on the previous update. I've uploaded my frame counter for a Caucasus mission and an Afghanistan mission. The two have roughly similar unit numbers. Edit: I should mention that this Afghanistan mission was running fine prior to this latest update. Also, Sinai and Syria are similarly running way worse than they were prior to the update.
  24. Thanks. I was testing this in my own campaign missions, and targets are definitely assigned. It works fine once weapons are swapped. It is specific weapons that do not work.
  25. At the moment, AI F-4s will not fire Mavericks, HOBOS, or LGBs. The AI very rarely fire the occasional rocket (after multiple passes without firing), but cannot use them effectively.
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