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Posted
14 minutes ago, Miguel21 said:

 

When you say that DCE_Manager crashes, is there an error message or not?

 

No sir, my mouse cursor spends for a second, then nothing.  

When DCE_Manager is working, I do sometimes get the error about not being able to download upgrade.txt.  I click OK and DCE_Manager starts normally. I just pick another server until DCE_Manager is happy.

Posted
3 minutes ago, Barthek said:

Didn't help, still crashing on my laptop which I use for dedicated server. Weirdly, version 3.9.17 of DCE manager opens without any issues

did you uninstall DCE_Manager beforehand?

And do you have a crash error message?

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
1 minute ago, Miguel21 said:

did you uninstall DCE_Manager beforehand?

And do you have a crash error message?

I did uninstall it beforehand. I don't get any crash error messages - the symptoms are exactly the same as those JSF_Aggie is experiencing. 

Posted
On 2/6/2023 at 12:53 PM, Barthek said:

I've recently added A-4 mod to my campaign and I can't make my EWR units (3 in total) adjust their frequencies to the plane. Is there a way to fix it? 

hop
I only just saw that you wrote (no more notifications?)

I'm looking at this
What other "playable" aircraft do you have in this campaign?

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
On 2/6/2023 at 12:53 PM, Barthek said:

I've recently added A-4 mod to my campaign and I can't make my EWR units (3 in total) adjust their frequencies to the plane. Is there a way to fix it? 


 

Communication:

Radio 1                                                                           
Package:                                     261.000 MHz   Radio 1 / Channel 1    
ATC:                Port Stanley Airbase     250.000 MHz   Radio 1 / Channel 2    
Coalition UHF(A):                            355.700 MHz   Radio 1 / Channel 3    
Coalition UHF(B):                            232.800 MHz   Radio 1 / Channel 4    
EWR:                Axeman                   265.500 MHz   Radio 1 / Channel 5    
EWR:                Darknight                332.300 MHz   Radio 1 / Channel 6    
EWR:                Warrior                  376.700 MHz   Radio 1 / Channel 7    
CAP:                Springfield51            272.100 MHz   Radio 1 / Channel 8    
CAP:                Uzi81                    277.500 MHz   Radio 1 / Channel 9    
Divert:             Mount Pleasant Airbase   250.050 MHz   Radio 1 / Channel 10   
Radio 2                                                                           
Radio 3                                                                          

Personally, on a quickly modified campaign, I managed to get the EWRs in UHF (it's automatic).

But for that, it is necessary that the A4 is designated "playable" in obb_air

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted (edited)
5 hours ago, Miguel21 said:


 

Communication:

Radio 1                                                                           
Package:                                     261.000 MHz   Radio 1 / Channel 1    
ATC:                Port Stanley Airbase     250.000 MHz   Radio 1 / Channel 2    
Coalition UHF(A):                            355.700 MHz   Radio 1 / Channel 3    
Coalition UHF(B):                            232.800 MHz   Radio 1 / Channel 4    
EWR:                Axeman                   265.500 MHz   Radio 1 / Channel 5    
EWR:                Darknight                332.300 MHz   Radio 1 / Channel 6    
EWR:                Warrior                  376.700 MHz   Radio 1 / Channel 7    
CAP:                Springfield51            272.100 MHz   Radio 1 / Channel 8    
CAP:                Uzi81                    277.500 MHz   Radio 1 / Channel 9    
Divert:             Mount Pleasant Airbase   250.050 MHz   Radio 1 / Channel 10   
Radio 2                                                                           
Radio 3                                                                          

Personally, on a quickly modified campaign, I managed to get the EWRs in UHF (it's automatic).

But for that, it is necessary that the A4 is designated "playable" in obb_air

Thank you for your reply, Miguel! The thing is, I have the A-4 labeled as "playable" in obb_air. Check it out.

image.png

Most of the time when I generate the first mission of the campaign, the EWR frequencies are below the scope of A-4. Only once or twice I was lucky enough to have the EWR frequencies correct. Weird. I've attached my oob_air_init.lua, maybe there's something wrong with it there.

oob_air_init.lua

Edited by Barthek
Posted
10 hours ago, Barthek said:

Most of the time when I generate the first mission of the campaign, the EWR frequencies are below the scope of A-4. Only once or twice I was lucky enough to have the EWR frequencies correct. Weird. I've attached my oob_air_init.lua, maybe there's something wrong with it there

ha ok
in this file, there must be one and only one playable plane.
It must be the "master" plane of the campaign, the one that appears during a solo mission.
And it is on this plane that the whole radio range tries to settle.

In MP, the other playable planes are proposed according to the availability on oob_air and the list of planes that appear in the radios_freq_compatible file.

Well, to make it simple: one and only one playable aircraft in oob_air

I know,
It's not very intuitive, but I tried to graft (clumsily) a MP system onto an essentially single player campaign.

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
20 minutes ago, Miguel21 said:

Well, to make it simple: one and only one playable aircraft in oob_air

That did the trick! Thank you! I wouldn't find that solution without your help. 🙂

21 minutes ago, Miguel21 said:

I know,
It's not very intuitive, but I tried to graft (clumsily) a MP system onto an essentially single player campaign.

You did a great job here. Once you familiarize yourself with the system it opens so many doors when it comes to multiplayer. 

Thanks! And be prepared for other questions from my side - I've gone too far with my campaign to let it go now! 😄

  • Like 1
Posted (edited)

here is finally the patch, finally ... the new version. 30.63.302

This is the complete scriptsmod, save the old one and copy this one instead.

Otherwise wait for DCE_Manager to propose an update (but the servers are more and more recalcitrant...)

 

==:20.63.302:==
302 fixed    [CSAR]        some ejectedPilots are missing from the MAP, and CSARs are moving to empty positions
301 modified    [loadout]    new loadout or adjustment for F-1EE, Viggen, Tchad campaign,
300 fixed    [IA strike]    strikes do not attack MAP structures
299 add        [mission]    place men looking for some ejectedPilot "Manhunt^^"
298 fixed    [campaign]    the transfer of replacement (reserve) aircraft does not take place
297 fixed    [radio]        guard frequencies are sometimes used
296 fixed    [Eventslog]    ***provisionally cancelled***use "forbidden" characters for its name DCS plant DCE.
295 fixed    [task]        simultaneous task injections freeze the intelligence of AIs ^^
294 fixed    [M2000]        Radio: the red and blue radio sets are reversed
293 add        [plane]        Add all SA342 playable
292 modified    [mission]    attempts to "dilute" all packages throughout the duration of the mission
291 modified    [MP]        all players' planes in the same target pack (where possible)
290 add        [IA]        the helicopters (all of them) try to follow the valleys (this is under test)
289 add        [plane]        Add Mirage  F-1EE
288 add        [Datacard]    makes DCE compatible with the use of programs such as Datacard Generator or CombatFlite (M63)
287 add        [third]        allows you to use third party files that Data information without being overwritten by central information updates (M62)
                --> use Init\ADD_data.lua

 

scriptsMod_20.63.302_complet.zip

Edited by Miguel21
  • Like 1
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FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted (edited)

Hello,

I've updated my scriptsMoD to the newest version by simply adding "_old" to the previous folder and copying new files. Now, when I try to generate the first mission of the campaign, I experience a strange problem. The mission generates itself without any errors:

Now, when I go to mission editor and try to open the mission, there is no file named "OPS_COLDWAR_SYRIA_first" there. The file gets corrupted and is not seen by DCS:

image.png

When I navigate to the folder with the campaigns, the file is there:

image.png

Do you have any idea what the problem might be here?

 

Cheers,

Barthek

 

EDIT: 

I randomly get this error now (maybe it will help to find the solution):

 

image.png

Edited by Barthek
Posted

Hey @Miguel21.

I forgot. If I update the scriptsmod wil the changes also effect an ungoing campaign or wil I have to restart a campaign?

PS I updated the scriptsmod trough the server, nr 3 to be precise, without any problem.

Posted

War over Tchad 1987 campaign update with new Mirage F-1EE :

Changes in V4.9
- New Mirage F-1EE replacing Mirage F-1CE
- C-135FR added to support CAP
- Old F-1CE still available if you make one manual change with Notepad ++ :
* In DCE_Manager left click on the main campaign title : War over Tchad 1987-Blue (with the green cross to the left)
* This will open the main campaign folder : select the Init folder then open the oob_air_init.lua with Notepad ++
* Just under the first squadron : name = "2-12 Cornouaille",   on the line : inactive = true, change true to false then save and quit
* Clone the campaign (green cross) selecting the Mirage F-1CE squadron
* The Mirage F-1EE and the Tanker squadron should be inactive for this cloned campaign 😉
* If you want to use again Mirage F-1EE just put back "true".

https://www.digitalcombatsimulator.com/fr/files/3327817/

 

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Posted
2 hours ago, RedeyeStorm said:

Hey @Miguel21.

I forgot. If I update the scriptsmod wil the changes also effect an ungoing campaign or wil I have to restart a campaign?

PS I updated the scriptsmod trough the server, nr 3 to be precise, without any problem.

Normally, it is not necessary to start the campaign again, you only need to regenerate a new mission (SkipMission.bat)

However, to avoid a bad surprise, save the old scriptsMod and the whole folder of your campaign

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
5 hours ago, Barthek said:

Now, when I try to generate the first mission of the campaign, I experience a strange problem. The mission generates itself without any errors:

one of the files in the .miz archive must not be complete, and so DCS does not recognise it, and does not offer it for play.

Can you transfer this mission to me?

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted (edited)

Damn, how come? It does work without any issues with the previous version of ScriptsMod. I've enabled CTLD script in my conf_mod and added the following :

image.png

to CTLD script in Saved Games\DCS.openbeta\Mods\tech\DCE\ScriptsMod.NG\Mission Scripts.

 

I'll try to disable CTLD script to see what happens. 

Edited by Barthek
Posted

I forgot to tell you that it's my fault 🙂
I try to correct 😅

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted (edited)
17 hours ago, Barthek said:

Ah, got it! 😄 Fingers crossed for a fix!  

 

well, sorry, I did something rash.
I can't even remember how to use CTLD, it's been a long time.

Edited by Miguel21

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
2 minutes ago, Miguel21 said:

well, sorry, I did something rash.
I can't even remember how to use CTLD, it's been a long time.

Wow, that was quick. Thank you for devoting your time into this. On my way to test the fixes!

Posted
15 hours ago, Barthek said:

Miguel, it is still the same. Those two files haven't made a change. I've uploaded the whole campaign this time: https://drive.google.com/file/d/1TB6YALumZ1v3SoL9tMzeqog0ViJ426RQ/view?usp=share_link. Perhaps it will be easier to debug it that way.

ok, 2nd attempt.
And thanks for your campaign, it really helped me to recover my memory 🙂

So I can tell you that:
your "modified" CTLD file in the \Init directory is useless, because DCE automatically loads MIST and CTLD which is located in scriptsMod.NG\Mission Scripts

Moreover, DCE automatically adds the JTAC in the system if:
load_CTLD = true,
and
load_mist = true,
and the JTAC names have JTAC in them (which you did, a priori)

(I'll have to document this one day ... 😛 )

Here, tell me if it works.

ATO_Generator.lua MAIN_NextMission.lua

  • Thanks 1

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
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