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Dynamic Campaign Engine


MBot

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Well the only problem I can see is if the reload takes too much time and you are not able to rejoin your package to have/be an escort to destroy the target ;)

The goal of this campaign is to survive and destroy enough targets to win the war ... and to have a good way to practice a new plane in a "war like" environment (but this campaign is still work in progress :music_whistling: )

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

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Well the only problem I can see is if the reload takes too much time and you are not able to rejoin your package to have/be an escort to destroy the target ;)

The goal of this campaign is to survive and destroy enough targets to win the war ... and to have a good way to practice a new plane in a "war like" environment (but this campaign is still work in progress :music_whistling: )

 

Thank you!

 

I was asking, because I am flying several DCE campaigns at the same time and the F-18 over Caucaus Multi-role was the question in this case. To attack SAM Sites with Mk82 is much worse than with AGM-65Fs. Of course, with the Harm will be even easier.

 

Looking forward for the Hornet Over PG to evolve and to be your tester. :-)

 

All the best and tks again,

 

Sydy

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Gents,

 

Does the pilot get penalized if we change weapons or fuel after clicking FLY?

 

Tks a lot,

 

Sydy

 

Why not just change your loadout in the mission planner pre-flight? I do this allmost every single mission to fine tune it depending on the mission and defences ill might run into

[sIGPIC][/sIGPIC]

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Why not just change your loadout in the mission planner pre-flight? I do this allmost every single mission to fine tune it depending on the mission and defences ill might run into

 

Oscar,

 

No idea how to do it...

 

Educate me, please.

 

Sydy

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Quote:

Why not just change your loadout in the mission planner pre-flight? I do this allmost every single mission to fine tune it depending on the mission and defences ill might run into

Oscar,

 

No idea how to do it...

 

Educate me, please.

 

Sydy

 

To do this, when you get the briefing before being in game, you have a "Mission Planner" button.

In this mode, you can change your waypoints and your weapon loadout (and your wingmen's) as if you were in a mission editor. (Except you can't add/delete units, of course.)

 

I have a question : how to change the number of escorting fighters when you play as a ground attack craft (playing the Su25T Red Bear campaign) ?

I'm often escorted by only two Su27s which is hardly enough when I'm facing F15 and F16.

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To do this, when you get the briefing before being in game, you have a "Mission Planner" button.

In this mode, you can change your waypoints and your weapon loadout (and your wingmen's) as if you were in a mission editor. (Except you can't add/delete units, of course.)

 

Tks a lot! Never noticed that button. I will look for it. :thumbup:

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  • 2 weeks later...

Just to let you know, I am considering of dropping formal Coop support. There is an issue with communication with ATC/AWACS not working in multiplayer which I am simply unable to solve. It works when running the mission through the ME but it doesn't when running the same mission in multiplayer. My suspicion is that the problem is related to DictKeys but I cannot track it down. There are more, minor issues in MP such as static airplanes on carriers not being oriented correctly (the same mission run though the ME is ok) and problems with aircraft selection on mission start.

 

Simply opening the mission in the ME and re-saving before launching Multiplyer solves all those problems. So if you have to go the ME for each mission anyway, you may as well set the right number of clients there. That is why I will probably disable client selection in FirstMission.bat.

 

Regular SP is completely unaffected by all this.

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Just to let you know, I am considering of dropping formal Coop support. There is an issue with communication with ATC/AWACS not working in multiplayer which I am simply unable to solve. It works when running the mission through the ME but it doesn't when running the same mission in multiplayer. My suspicion is that the problem is related to DictKeys but I cannot track it down. There are more, minor issues in MP such as static airplanes on carriers not being oriented correctly (the same mission run though the ME is ok) and problems with aircraft selection on mission start.

 

Simply opening the mission in the ME and re-saving before launching Multiplyer solves all those problems. So if you have to go the ME for each mission anyway, you may as well set the right number of clients there. That is why I will probably disable client selection in FirstMission.bat.

 

Regular SP is completely unaffected by all this.

 

 

 

 

I feel like that should be doable and simple enough for anyone runnign a server but it makes me a little nervous as having this sort of campaign in MP is SUPER awesome :). My vote (not that I have one exactly :) ) would be to proceed but try to always keep us MP folks in your heart :)

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So I run my server using DCE in coop now and it is essential to edit the mission and save it before launching it on the server.

 

Other than Ch 1, DCE only sets the frequency of the first aircraft in a group. To get around this I switch the 2nd - 4th from client to average and back again. When you switch to client it clones the radio presets. So I suspect that it is related to Player vs Client. We also run with more than four on one side so I need to open the mission anyway.

 

Looking forward to seeing the new update!

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I agree that DCE campaign always need to be edited when played MP. It works really good in offline mod.

 

Can it be possible to have only a pilot logbook saved for each main plane human piloted so that we can keep track of each pilot participating in one campaign ?

 

I think that online players are able to edit missions to allow MP with solo missions (at least with 4 planes) but it would be cool if DCE could keep a log of each human pilots in a campaign with simple stats (like it is now) :thumbup:

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

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Hello fellow pilots! I have a question regarding the DCE and the progression of the campaign. I typically play Hornets of Caucasus with friends but for some reason after completing the ongoing mission the campaign refuses to progress past the initial mission. Any Ideas?

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What is the problem, exactly ? Do you get an error message at the end of the mission ?

 

Also, do you get a DOS prompt asking you to keep the result of the mission and "generate the next one (y/n)" ? If you don't, there's something wrong in your install.

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No unfortunately that wasn't the issue either. The file structure is correct and everything. Is it because we are playing with the full 4 players? Sometimes it says not enough aircraft to start the first mission.


Edited by Shinden
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I haven't talked a lot about new features, but here is something I would like to share. As you might be aware, since the beginning I have been using some custom tasks via scripting in order to get AI behavior that is not possible through the ME alone. Namely to let all aircraft within a flight to attack separate static/scenery objects simultaneously. This works because via scripts you can task individual units instead of just whole groups.

 

Now I think that the air-ground AI is probably the worst AI area in DCS. One thing I always disliked is how after dive-bombing from medium altitude, aircraft would linger around at low level, doing seemingly pointless maneuvering right over the target. This is mostly due to formation keeping requirements:

 

1. Immediately after dropping ordinance, AI wingmen maneuver to rejoin their leader. This alone already requires various maneuvering and since the leader is maneuvering off targets on it's own, it results in a ballet of dumb lingering over the target.

 

2. One of the *major* flaws of DCS AI is that flights cannot climb unless all wingmen are in formation. Since after dive-bombing the flight is thoroughly out of formation and rejoining takes ages, all aircraft will egress the target at 1000-ish meters and stay at this most dangerous altitude for miles and miles over hostile territory.

 

The simple solution was to extend my custom tasking from letting all aircraft individually attacking, to also sending them the the egress point individually, where the flight eventually reforms again. After dropping bombs, all aircraft now directly turn for the egress point and since they are considered single-unit groups at that moment, climb right away to their assigned altitude.

 

This has resulted in a huge improvement of efficiency and safety in medium-altitude dive bombing against defended targets. All aircraft from a flight dive into the threat zone from above, drop their bombs and climb out towards the egress point and to a safe altitude in a matter of seconds.

 

DCS AI is still causing me headaches, especially in ground attack. But dive bombing now works pretty well :)

 

As usual with custom solutions, ED has changed some things, breaking my own implementation. With 2 or 3 wingmen, AI leader will no longer climb with out-of formation wingmen even if these wingmen have their own egress tasking. The wingmen will still climb according to their own tasking but the leader will egress at 1000 m, refusing to climb without his flight in formation. Weirdly, the AI leader will climb with only one wingman though with the same setup, but not 2 or 3. So with the usual flights of 4, this means that leaders will again hang low over the target area, getting shot down frequently.

 

Very confusing and extremely frustrating, considering one month ago everything was working great.

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  • 4 weeks later...
Progress is good and steady, but it is a long way :)

Hey Mbot, how's it going? Were you able to find some time to make some progress on the Hornet DC? I'm really looking forward to that one. :)

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Things are going well. The engine updates I wanted to do are are done. The Hornet campaign is completed and in intensive play-testing for about a month now. It plays very nice and I love it :) But then I build stuff the way I do primary for my own enjoyment, so mileages may vary. There is still some polishing going on but I think a release will come soon.

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Good news indeed :) Looking forward to it.

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