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Mission State Save Guide Mission State Save is a new feature that will be particularly enjoyed by those of you with basic mission-editing skills that want to play scenarios you have created and play over several sessions whilst preserving and carrying forward mission progress, without complex scripting. Mission Save works by generating a new mission file at any point during the flight. The generated save mission carries over different parameters of missions such as date/time, all units state and location and other mission state relevant parameters. We’ve also added some support for this feature on a dedicated server level. We are releasing this feature in an early Work-in-Progress state to gather actual community usage feedback, which will help us refine and prioritise future improvements. We will also be looking at requests from script creators. Let’s take a look at some details about this feature. Operation basics As was mentioned before mission state save result is just a new .miz file which is just new mission file that you can open in the mission editor for adjustments or just play right away. This concept was used by some of our amazing community content creators, and it is our variation of this approach. Mission State Save is available in multiplayer and single player. It does not work with protected paid single player campaigns, for these, a separate solution is needed. There is a new special format of mission file .sav made specifically for dedicated server just to accommodate some automation, we will see its details below. What is being saved? Making full identical save is quite hard task if done in environment of sophisticated detailed simulation so to make something usable faster we have opted for approach of saving certain parameters that matter for mission theatre. Here is the list of saved parameters with its nuances: Time and date Dead units/groups and statics removed in save Position, speed and waypoints state of groups/units saved (they will start at the same position where they were at the moment of save, save cannot include waypoint advanced parameters for now) Units/groups and statics that were activated or created with the script during mission also will be present in state save Spawn points and internal fuel state of player/client units/groups saved and move to air if you save mission while enroute. In saved mission your spawn will be at the position where you left it in the air or on another airfield. Save process will place aircraft at the minimum altitude of 150 meters if they were flying lower at the moment of save. Player/Client and AI controlled aircraft weapons state is saved (Nuance here is that for now multiple point racks like triple mavericks etc. will be considered used and spent and will be removed from plane loadout in save even if at least one weapon on them is used). Partially used fuel tanks are not accounted for in save as we don’t have partially filled fuel tanks options for aircraft loadout currently. Aircraft malfunctions are applied at the start of saved mission if there were any at the moment of save. (For this aircraft need to have on demand failures modelled and best example will be A-10C) Warehouses state is saved All scripts and triggers are saved as they were in the start of original mission. Saving process does not touch them (there can be many scenarios variations for processing these in the save but as of now there is no clear best process logic for it for us yet. For API scripts authors can take it into account and for triggers you can remove not needed triggers manually in mission editor if you think you won’t need them in next session). We will be looking at feedback to potentially adjust this in future. How to use save mission state? In single player you can find “Save Mission” button in ESC menu: It will open dialogue window where you can name and choose where to save generated save .miz Additionally same button is available in the mission debriefing screen (save time will be moment when you have quit the mission): For Multiplayer Mission State Save will be available only on server side. If you host mission not from dedicated server then as host you will have same “Save Mission” button in ESC menu. For Dedicated Server there is new button in its web GUI interface “save mission as..” which you can use at any time during mission to save current state. We have added new mission format for dedicated server: .sav. It serves only one purpose - automation for running mission autosave. .sav is essentially same as .miz, you can even rename it to be .miz and treat it as such. But dedicated server treats .sav differently and difference being “.sav” mission can be autosaved into same file when you stop server or restart mission if dedicated server option “Autosave .sav files on mission stop” is activated. That way you just need to launch same mission in list to continue from the saved state. The server has a mission list and if you are rotating through missions in list, you may have missions that you want to save automatically and some missions that should not be saved, new “.sav” format helps to differentiate between those. Later we want to add ability to save mission state while mission is running into same file and do not create new one on save for .sav files. New Scripting API: world.getPersistenceData(name) Read persistence data identified by name. Returns Lua-value stored in this miz/sav by a given name or nil if no value found. Name MUST ONLY consist of the following characters: [a-zA-Z0-9_ -], that is Latin alphabet, numbers, space, underscore and dash. This API is to be used in the initialization part of the script. During mission it will always return data stored in the original miz/sav, data is updated ONLY after simulation finishes. See world.setPersistenceHandler(name, handler) for further details. world.setPersistenceHandler(name, handler) Registers a handler for generating persistent data when saving simulation state. Name MUST conform to the same restriction described above. Handler MUST be a Lua-function which takes no arguments and returns persistent data as a Lua-value (boolean, number, string, table). The returned value must be JSON-serializable. The handler will be called every time the simulation state is being saved. Note, that saving a state during mission run-time DOES NOT update the values returned by world.getPersistenceData(name) - these will continue to return persistence data as it was on the start of this simulation. This is done in order to avoid state saving to influence the simulation. Important note about the API: the use of names as keys for persistent data allows scripts to read data from any name they know. This is intentional to support cases where some scripts and frameworks might support data saved by other scripts and frameworks. Defining common names and data formats left up to framework authors. Storage format: Inside .miz/.sav the persistence data is stored as persistence/<name>.json files. Source: https://www.digitalcombatsimulator.com/en/support/faq/scripting_engine/
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When saving a mission objects that were not there before would appear; when reloading a save there was a stinger in a place where it never originally appears; this was also the instant action medium
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I flew the Apache in the Battle of Saipan mission. I started up on the ground, entered in 5 waypoints into the TSD, saved the mission, exited, loaded the mission and suddenly the Apache was 50 feet in the air and I crashed. I loaded and started again (the mission I'd saved with the Apache sitting on the ground), went full throttle, started the game, and flew away. All my waypoints had gone. I had also lost my wingmen, and the option to communicate with them on the radio - it was now blank. Some of my systems that had been on when I saved the mission, were now set off. Does the save mission option not work for helicopters?
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I have had several saved mission in which units seem to disappear when I load the save. Here is an example; note the MiG-25s in particular do not appear to show up in the saved mission. I am including the original mission, the saved mission, my track file, and my logs. Saved mission bug.7z
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After a long day of Mission Building Testing and lots of Saves I end up getting this message. About 3 times now after the last update. It will only Happen after you save your work and then Start to Play the Mission. I Can Save the mission Exit the Mission Editor but I must EXIT the Game and restart DCS World for this message to Stop. The mission will load fine with all the last Saved version edits. But you must exit the game because doing just a reload of the mission after exit to Main Menu will still cause this message.
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2025-08-14 09:19:32.800 ERROR LuaGUI (Main): [string "./MissionEditor/modules/me_exportToMiz.lua"]:98: [string "./MissionEditor/modules/me_exportToMiz.lua"]:1835: table index is nil same mission was working fine before last DCS update. dcs.log
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I restarted dcs. Recently. Is there a way to save progress whilst playing a campaign game? So i can stop mid mission? And resume another day?
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As title, tried to use this new feature for the first time today, saved the mission, but when I loaded it, it just had me started again from scratch..... Is it working?
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Hi. I know that the saved game features are still in development, but it would be good to see triggered assets having their waypoints and actions saved. For example, I've tested the features and if an aircraft isn't triggered it will appear on the saved game but without its actions (CAP, AWACS, etc) and without its waypoints. It means currently one has to manage these assets before loading the saved game. It's okay for simple missions but a lot of work for more complex scenarios. Anyhow, it's a great feature but could be fantastic
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state of MFDs not saved state of 'SHOW' Threat, targets, etc not saved state of CMAWS add any that seem to bug you as well.
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To bring something new to this that only ED can do, I would want to see the routes and tasks that a player gave a unit via Combined arms, saved. This provides a complete RTS game, the ability to alter the battle, then save it, rather than watch all units sit still after saving because they no longer have their original route. Similarly, the routes and tasks that are provided by scripting, should be saved, i.e. what the unit is currently doing, not what it was told at the mission start. There's been so many methods to save unit positions over the years, so many people have had their take on this, including myself. Saving positions, is something. Saving the actual AI state (not even the scripting state, i'm not asking for that) is important because thats a fundamental requirement to restore the mission that we have never had. People don't really know how to ask for this because most of them don't understand about scripting, they just want to start where they left the game and cannot volcalize their needs because they wont know that the AI is just reusing the original mission file in the save game. If they move their carrier, save the game, they will be disappointed to find it sitting still with no route after loading. But even worse, if an AI commander is moving units, these all now stop and the battle is stationary. The request is another request for the ability to getTasks() from an AI controller. There is no API for actually asking for the current task of a AI unit. Some people might be surprised to learn this, others dont really care because they assume soemone can fix something like that, they don't know the scripting API. With this API, the unit position can be saved, as before and then the units route and task can be reliably given back to the AI so it can move to where it was last sent, providing a dynamic save, one that keeps the movement and orders should they have changed. This allows scripting to work freely. Scripters still need to pick up their units control at mission start, but they dont need to task any of the groups. Doing that takes a lot of work in collecting the "orders" in a remote database and tracking all the orders for reissue. I feel this has to be said because folks generally dont provide feedback at this level, so not providing this feedback allows anyone to assume that it wasnt wanted or needed, when it has been dearly wanted for many many years.
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So here is the problem --i have saved all my aircraft input folders -- bought a new computer win 11 --reinstalled DCS -- as expected all input bindings are back to stock ... so now no mater where i replace my saved input folders , either in the saved game folders or the ED core folders . still have stock binding .. saved files did not change anything ---so it looks like spendings hours and hours re-doing the bindings == PLEASE SAY IT AINT SO ? Have i done it all wrong or ?? === Not looking forward to re-binding Everything ===any ideas or Help --Thank you ...
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When I hit escape, there is no save game option. What do I have to do to enable it?
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I'm liking the new mission generator. However, for some reason, if I try to save the mission after the enemy units are not included. With no enemy units the script ends the mission immediately. If I open the mission file with the mission editor, same issue, no enemy units.
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Hello! I managed to resurrect my 11 year old ED account and found my modules to be there, got some new one's and everything was dandy, until... I have searched far and wide for a .pr0 or an in-game profile for a Logitech X56 HOTAS (and Saitek Pro flight pedals), for the FC2024 planes, but no cigar. I just got the FC2024, and thought it would be a better starting point, to get back into the game after a long time, instead of my full fidelity models (A-10C, A-10CII, Mi-8, and Black Shark 2 & 3). I read that the X56 is considered a "good mid range option" for DCS, so if some more experienced pilot would help me (and all the other people on the web looking for the same thing) to get flying, I would be super grateful. It's daunting, to say the least, to try to figure out what to map and where, not having the slightest clue about what is needed, and so on. I know the FC2024 planes are not full fidelity, but that is just salt in the wounds, trying to figure out what is necessary to get up and in the air, with the least hassle, has proven a task beyond my capabilities. Anyway, if there is someone kind enough, and has the time to put togeher a profile/guide for this, it would be greatly appreciated, thank you. Happy landings!
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When trying to save a second save game state, even when changing the title in the save dialog, it is not saved. However, I can overwrite the initial save game as I progress through the mission by using the same label. Is this intended?
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08 August 2025 Dear Fighter Pilots, Partners and Friends, It is with great pleasure that we share a more complete list of the modules coming to the Pacific Theatre of Operations (PTO) Assets Pack. In parallel with other modules like the DCS: F4U-1D Corsair, the free DCS: Marianas WWII Map, and the upcoming DCS: F6F-3 Hellcat, the PTO Assets Pack is designed to provide a rich and detailed array of United States and Imperial Japanese air, ground, and naval units in the summer of 1944 PTO. Many of these units are finished, and others are still in progress; we look forward to your feedback. We are steadily progressing on our earlier released Mission Save State function. Please read the report below to learn about how we are improving this very useful feature. Additionally, we have added several fantastic modules to our Free Trial Program. You can try these aircraft and maps at no cost or obligation. Take them for a spin today! Thank you for your passion and support. Yours sincerely, Eagle Dynamics Pacific Theatre of Operations 1944 Assets Pack Update Since the release of the free DCS: Marianas WWII map and the Magnitude 3 DCS: F4U-1D Corsair, we want to provide an update on the extensive effort being devoted to bringing this scenario to life with the PTO Assets Pack. Learning from some of the European Theatre of War scenarios, the PTO scenario is focused on providing an extensive order of battle for both US and Imperial Japanese forces in the summer of 1944 and to offer an accurate representation of the battle for the Mariana Islands and the Battle of the Philippine Sea. New player aircraft coming for this scenario will include both the F6F-3 Hellcat and the A6M5 Zero. Since our last update on this project, we can now share with you the specific air, land, and sea units being developed for the PTO Assets Pack, which owners of the existing World War II Assets Pack will be able to purchase with a 30% discount: PTO AI Assets: United States Aircraft F6F “Hellcat” SB2C “Helldiver” TBF “Avenger” SBD-5 “Dauntless” PBY “Catalina” P-38L “Lightning” United States Ships Enterprise aircraft carrier Casablanca-class light aircraft carrier Independence-class light aircraft carrier New Orleans-class heavy cruiser Baltimore-class heavy cruiser Cleveland-class light cruiser Fletcher-class destroyer Liberty-class transport Cimmaron-class oiler United States Ground Forces M4A2 Sherman M3A1 “Stuart” light tank LVT-4 tracked landing vehicle LVT(A)-4 tracked landing vehicle DUKW-353 amphibious truck US Marine Corp infantryman US Navy Carrier personnel US Navy seaman Imperial Japanese Aircraft A6M5 “Zero” D4Y “Judy” D3A “Val” B6N “Jill” Imperial Japan Ships Shokaku aircraft carrier Chitose light aircraft carrier Kongo battleship Mogami heavy cruiser Agano-class light cruiser Yugumo-class destroyer Kagero-class destroyer Kashino-class transport Imperial Japanese Ground Forces Type 94 Tankette Type 95 Ha-Go tank Kurogane Type 95 car Type 97 Te-Ke tank Type 97 Chi-Ha tank Type 97 ShinHoTo tank Type 2 Ka-M amphibious tank Type 1 47mm anti-tank gun Type 98 20mm anti-aircraft gun Type 91 10cm towed artillery Type 92 70mm towed artillery Type 10 120mm anti-aircraft gun Imperial Japanese Army Infantryman Japan Navy seaman Mission State Save Development Progress Following the initial release of the Mission Save state feature, we have gathered your feedback for further improvements. Based on this, we delivered an API feature request to our talented scripting community which was well received. Moving forward, a common request has been saving destroyed unit states on the battlefield. We have now tackled this issue, and destroyed static objects will be created in place of each destroyed ground vehicle, aircraft, infantry unit, or static building (not terrain/map buildings) in the Mission Save state. In this sense, the battlefield wreckage remains where the destruction took place. With the Mission Editor, these objects will be automatically given a "hidden" parameter to not clutter the map view. However, if you want to remove them from the mission because of your plot choice, you can find them in the Mission Editor units list and delete them. We will be releasing this improvement in an upcoming update once testing is fully complete. Based on your feedback, our next task for Mission Save state improvements will be to save a group’s waypoint parameters. This work is ongoing and includes the ability to save specific ground vehicles parameters such as ROE and more. New Free Trial Modules Explore new aircraft and terrains for free To help you explore new content, we are expanding our Free Trials Program. You can now try the additional following modules free of charge for 14 days every six months. New modules on Trial: South Atlantic Map Kola Map Sinai Map CH‑47F F‑5E Remaster NS 430 F‑5E Flaming Cliffs MiG‑15bis Flaming Cliffs F‑86F Flaming Cliffs Flaming Cliffs 2024 Simply navigate to the Try ‘n’ Buy page in the Launcher and look out for a TRY button! You can also activate free 14 day licenses from the Free Trials on the DCS website. Once you've made your selection, proceed to install the chosen module through our module manager. For more details read the How to install Modules guide. We hope you enjoy this opportunity to explore new modules and terrains completely free. Thank you again for your passion and support, Yours sincerely,
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Ship Disposition/Formation Save for Way-points: Like the preloaded Aircraft formations, but modifiable/saveable for ships. A mission Carrier Strike Group will typically operate on a 1+15 Cycle (75 min.), and consist of the following disposition: 1 - Carrier (center/guide) 1 - CG (300°R at 3,000 yds) 1 - Plane Guard DDG (171°R at 4,000 yds) 1 - Lead Destroyer DDG (010°R at 14,000 yds) 1 - Picket Destroyer DDG (090/270°R to Threat Axis at 30,000 yds) Fine for Foxtrot Corpen and the initial launch/Recovery phase of the cycle. But, after the 180° turn and sprint down wind to regain sea for the next cycle? - Carrier is fine, on reciprocal heading. - CG is on the opposite side but corrects quickly. - Plane Guard follows and corrects fairly quickly. - Lead Destroyer is 28,000 yds out of position to a Carrier sprinting at 27 kts away from it. - Picket Destroyer is 60,000 yds out of position and racing Away from the Threat Axis. A Waypoint Disposition Change - would allow: - Carrier to proceed. - CG to proceed, or remain on the same side. - Plane Guard could become Lead Destroyer, now only 10,000 yds out of position and ahead of the Carrier. - Lead Destroyer could become Plane Guard, now only 10,000 yds out of position and behind the Carrier. - Picket Destroyer could remain on the Threat Axis and simply reverse course. Pretty slick. Please consider. Bowie
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Sorry if I've missed something here, but does anyone know how the saving of the visible area of the map works? It seems that whenever you click save, the area that is visible is what comes up when the mission is loaded into the ME the next time. But what if you subsquently work in another resolution or aspect ratio? Then it doesn't appear to be. Wouldn't it be preferable for either the selected vertical or horizontal extent to be saved and then presented no matter in which res or ar the mission is reloaded? And what about what is presented in the mission planner to the player when they load the mission? I can't see any logic to that at all. Surely this should be definable by the mission creator? I find that I can be working in the ME, click the launch mission icon, go into the mission planner, find that the extents are different, and then if I exit back into the ME, the extents have now changed to be the same as what I saw in the planner. Why?
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Only yesterday I started testing the new Save Mission options, but, so far, it has been no joy. If I land the plane, leave it running at the end of the runway and save the mission, then, when I load it again, the plane ALWAYS appears cold and dark parked in one of the parking spots, usually the first one. Saved Mission - 02.miz Saved Mission - 01.miz
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The Save Game feature is finally here. It's a great step in the right direction, and I'm sure it will be improved down the line and make DCS a more user friendly experience. BUT You need to remember that I have the same access to DCS as you: the mission editor. I can guarantee that my missions work, but I cannot guarantee that the save game feature does. Based on official communication this first iteration is currently aimed more at simple missions, not extremely complex ones like my campaigns, where all sorts of triggers and scripts are firing all the time. So please do not post any bug reports that happened AFTER you saved and loaded a mission, because I'll have no way of figuring it out. I'm sure ED will keep improving the feature based on user feedback and one day you'll be able to save the most complex missions at any time. And that will be a real game changer. Thanks!
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So I created a F16 DTC profile in the mission editor. When I went to multiplayer and selected the DTC, that profile was not in the dropdown (dropdown empty). Are saved profiles suppose to be available in MP missions ?
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Hello, I found at last time to fly your great campaign and so went to mission 02 (for which I had some pain to start some triggers due to my lack of mastery of the F4, but this is why your campaign is so great, it makes us progress). I saw there are 6 missions 02a to 02f, so I took my time and relax when in the 02b, and even did not finish the full 02 missions. I was thinking the next time I'll launch the campaign I'll have the capacity to refly the part of 02a I'll have finished. But finally there is only "02a Departure" and then 03a departure...No "02b - Pure Pursuit" and so on... I copied the missions into my mission folder because the ramp start and go to fly is boring to redo a lot, so I hope I'll be able to refly them. But is this situation normal ?
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I'm trying to change the FOV setting for a few aircraft. But, when I click my button to set zoom back to normal, its setting the FOV back to the default for that module. i.e. I'm trying to fix the FOV for the Phantom and when I zoom in and out then click to reset zoom, it defaults to 105 deg. After I have changed it to 80 deg in the UI. Is there a way to save or lock the FOV to a custom setting?
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Hi, Firstly I'm very much enjoying the challenge but I think there maybe an issue with mission 13. The issue:- On approach to the refuelling tanker both baskets are already deployed. On the first refuel, the mission advice suggests using the starboard basket. I approach the starboard basket following the pre-contact message. I cannot connect, I get the breakaway advice - which I ignore - but I still cannot connect. It looks to me that I should have a successful connection. My wingman makes no attempt to refuel on the left basket. I move across to the left basket and successfully refuel. I disconnect but again my wingman makes no move to refuel. Ultimately the game times out with a mission fail. Your thoughts? Regards BK.