Miguel21 Posted December 1, 2023 Posted December 1, 2023 1 hour ago, dlder said: Hey, thanks mate, really appreciate it! Will try all that and check out DCE_Manager. Cheers! edit: is there an easy way to download the newest stuff? I couldn't find "scriptsmod" or "base_mission" to DL anywhere; is there a Github or User Files link? Also: your DCE_Manager has a User Link download, but it's older then the one linked in your signature? yes, the link in my signature is more recent versions of scriptsMod and DCE_Manager are updated via ... DCE_Manager ^^ well, in the picture, it's a bad example, there's a mini bug on the version we're testing for the release, but it seems to me that it only concerns mist and CTLD, so no big deal. 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
dlder Posted December 1, 2023 Posted December 1, 2023 2 hours ago, Miguel21 said: are updated via ... DCE_Manager gotcha! OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer. F-15CX mod: my own take on a simple F-15C upgrade English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!
Miguel21 Posted December 3, 2023 Posted December 3, 2023 On 12/1/2023 at 11:23 AM, dlder said: gotcha! Hello, so? did you manage to get Eagle's campaign working with the elements I gave you? 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
dlder Posted December 3, 2023 Posted December 3, 2023 (edited) On 11/30/2023 at 11:27 PM, Miguel21 said: I know, it doesn't look easy, but if you tell me it works, I'll make eyes at Cef and get him to upload the updated Eagle campaigns. I've just flown the first mission. So I cannot comment on if it's truly working (I've never played a DCE campaign before), but I could finish the mission (I guess I have to land at the airfield I start from?), got scored and then... I usually exit DCS (I fly in VR) to watch TacView. So I don't know: do I have to exit DCS for the "post mission CMD" to open? Because it did and it then generated the next mission -> I guess I can't just play the next mission in DCS Now: what is like the "campaign successful" requirement? The taking of all airports? That is still quite unclear to me... what didn't work is talking to ATC ("Cricqueville-en-Bessin"). From the db_airbases it seems 119.75 is it's frequ. So it would at least be possible for the P-51 to set (it has 100 - 156 MHz). I've looked at the "first_mission.miz" and these were the set frequencies: [1] = 154.2, [2] = 119.75, [3] = 125.8, [4] = 111.9, So... it should've worked!? Strange... Got it: maybe the frequ. changed, because I just got into the ME and here this airport has 121.7 MHz!! -> seems to me like I need to update all airports? Is that done in the "db_airbases" file? -> can I also add the newest airbases for Normandy 2.0? Another question concerning my Wingman. I could talk to them, but in the .MIZ file they don't have any frequency set? [2] = { ["Radio"] = { [1] = { ["channels"] = { }, }, }, In a hand-made mission the AI Wingman don't have a "radio" setting, but just this: "frequency"] = 154.2, Second question: can I set the max (or fixed) skill of AAA or ground units as a whole? Because DCS's units still have godlike precision and I'd like to have them at low or medium skill; especially in WW2 AA guns didn't have radar and hitting something small and fast like a fighter should involve a lot of "luck"... IMHO. Thanks! Edited December 3, 2023 by dlder OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer. F-15CX mod: my own take on a simple F-15C upgrade English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!
Miguel21 Posted December 3, 2023 Posted December 3, 2023 (edited) 35 minutes ago, dlder said: Now: what is like the "campaign successful" requirement? The taking of all airports? That is still quite unclear to me.. so here's what Eagle has planned as a victory condition: GroundTarget["blue"].percent < 30 or the sum of the aircraft of 8 or 9 squadrons (and their refueling) less than 1 (here, it could be complicated) defeat condition: number of aircraft in 352 squadron (and their reserves) < 4 or the 2 naval support == 0 it's written in cam_trigger_init (in code) 38 minutes ago, dlder said: I guess I can't just play the next mission in DCS in all campaigns (it seems to me) to move on to the next mission (in DCS) you have to accept the result in DCS. So you also have to accept the result in DCE. yes, unfortunately it's a double follow-up ^^ Edited December 3, 2023 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
Miguel21 Posted December 3, 2023 Posted December 3, 2023 40 minutes ago, dlder said: -> seems to me like I need to update all airports? Is that done in the "db_airbases" file? -> can I also add the newest airbases for Normandy 2.0? yes yes 41 minutes ago, dlder said: Another question concerning my Wingman. I could talk to them, but in the .MIZ file they don't have any frequency set? no, frequency assignment is mandatory for players and customers (multiplayer), not for AIs. AIs use the ["frequency"] = xxx.xx variable, inherited from the old FC3 aircraft at the start of DCS. 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
Miguel21 Posted December 3, 2023 Posted December 3, 2023 45 minutes ago, dlder said: Second question: can I set the max (or fixed) skill of AAA or ground units as a whole? Because DCS's units still have godlike precision and I'd like to have them at low or medium skill; especially in WW2 AA guns didn't have radar and hitting something small and fast like a fighter should involve a lot of "luck"... IMHO. AAA flack is one of the reasons (perhaps the only one) why Eagle stopped its campaigns. To change their level, you unfortunately have to go through the mission editor. But it's possible that they're already on "beginner". 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
dlder Posted December 3, 2023 Posted December 3, 2023 Hi, thanks for your replies! Copy all!^^ 3 hours ago, Miguel21 said: it's written in cam_trigger_init (in code) btw, this (and other stuff) is located inside "Active" and "Init". If I want to start from scratch with a modified campaign (like more airports and stuff), then should the "Active" folder be empty? I mean, these files will get generated by the "FirstMission.bat" and get updated whenever I "Generate New Mission"? 3 hours ago, Miguel21 said: To change their level, you unfortunately have to go through the mission editor. Man, thats unfortunate! You mean to change "base_mission.miz" or every newly generated mission "WWII Normandy P-51_ongoing.miz"? I'll try to update this campaign regarding frequ. and Normandy 2.0 Is there any "developer" wiki/howto available? Cheers! OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer. F-15CX mod: my own take on a simple F-15C upgrade English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!
Miguel21 Posted December 3, 2023 Posted December 3, 2023 yes, any campaign modification must be made with the Init\ files, so the campaign must be restarted. To modify a campaign in progress, you need to modify the Active\ files, but frankly, for "beginners", I don't recommend it. 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
ldnz Posted December 5, 2023 Posted December 5, 2023 @Miguel21 - I've been debugging AI strikes particularly 3 issues: 1. target and action waypoint wasn't being skipped, so AI would hang around, drop 2 bombs, then have to go back to action -> target -> egress to get out. This also meant B-52 cruise missile strikes wouldn't work as the aircraft followed the missiles in. 2. With a multi LGB drop, it can take a couple of passes, which screws up the ETAs on egress waypoints, and sees the AI go full burner to get home, running out of fuel. 3. LGBs can't be used on map point targets. Fixes attached, I don't fully understand the behavour intended, so please this is indicative only. If you have a git repo, I could open a pull request which would make the changes easier to point to/discuss ATO_FlightPlan.lua CustomTasksScript.lua
Miguel21 Posted December 6, 2023 Posted December 6, 2023 On 12/5/2023 at 9:01 AM, ldnz said: @Miguel21 - I've been debugging AI strikes particularly 3 issues: 1. target and action waypoint wasn't being skipped, so AI would hang around, drop 2 bombs, then have to go back to action -> target -> egress to get out. This also meant B-52 cruise missile strikes wouldn't work as the aircraft followed the missiles in. 2. With a multi LGB drop, it can take a couple of passes, which screws up the ETAs on egress waypoints, and sees the AI go full burner to get home, running out of fuel. 3. LGBs can't be used on map point targets. Fixes attached, I don't fully understand the behavour intended, so please this is indicative only. If you have a git repo, I could open a pull request which would make the changes easier to point to/discuss ATO_FlightPlan.lua 232.88 kB · 3 downloads CustomTasksScript.lua 103.9 kB · 3 downloads normally, the B-52 launch problems have been dealt with in the scriptmods in dev. For example, you can see the 405 here for the rest, I'll have to take a look 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
norman99 Posted December 14, 2023 Posted December 14, 2023 Is there a Syria map DCE campaign for the Hornet available?
Miguel21 Posted December 14, 2023 Posted December 14, 2023 4 hours ago, norman99 said: Is there a Syria map DCE campaign for the Hornet available? Hi, there, We're currently playing War Over Beirut with the GC22. I think Cef will post it "soon" ^^ 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
Miguel21 Posted December 14, 2023 Posted December 14, 2023 This command: AttackMapObject is buggy, and for once, it's not my fault ^^. It's a DCS bug that will be fixed in the next OB update. 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
norman99 Posted December 15, 2023 Posted December 15, 2023 (edited) Hi guys. I've been playing Hornets over the PG and really enjoying it, however I don't understand what's happening with the carrier in regards to turning into the wind. I've configure manual activation, min wind over deck of 27kts, and the max carrier speed of 30kts (all in m/s, maybe this has changed?). Upon selection, carrier seems to turn into the wind correctly, or maintains present heading if the wind is nill. The problem is it maintains its cruise speed of ~14kts, rather than increasing speed to generate 27kts over the deck. I know the original script is from MBot, but has anyone else experienced this, and is there a fix? Edited December 15, 2023 by norman99
Miguel21 Posted December 15, 2023 Posted December 15, 2023 7 hours ago, norman99 said: Hi guys. I've been playing Hornets over the PG and really enjoying it, however I don't understand what's happening with the carrier in regards to turning into the wind. I've configure manual activation, min wind over deck of 27kts, and the max carrier speed of 30kts (all in m/s, maybe this has changed?). Upon selection, carrier seems to turn into the wind correctly, or maintains present heading if the wind is nill. The problem is it maintains its cruise speed of ~14kts, rather than increasing speed to generate 27kts over the deck. I know the original script is from MBot, but has anyone else experienced this, and is there a fix? Hi, in the next version, I've removed the initial turns that caused multiple alignment problems for F-14s (especially in MP). I'm late to make a clean release, but if you want to test, I can offer you a "dev" version. 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
RedeyeStorm Posted December 17, 2023 Posted December 17, 2023 I am having an issue. My pilots efforts or not logged at all. Not kills, number of flights, deaths etc. Any idea?
Digitalvole Posted December 19, 2023 Posted December 19, 2023 Sorry if this has been asked recently, but do the ww2 campaigns still work? I’m in desperate need of some dynamic ww2 action.
Miguel21 Posted December 19, 2023 Posted December 19, 2023 1 hour ago, Digitalvole said: Sorry if this has been asked recently, but do the ww2 campaigns still work? I’m in desperate need of some dynamic ww2 action. https://forum.dcs.world/topic/162712-dce-campaigns/?do=findComment&comment=5339443 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
Miguel21 Posted December 19, 2023 Posted December 19, 2023 On 12/17/2023 at 4:08 PM, RedeyeStorm said: I am having an issue. My pilots efforts or not logged at all. Not kills, number of flights, deaths etc. Any idea? Hello, If you're talking about the first part of the debriefing file, yes, I'm aware of it, but (normally) destructions are taken into account in DCE. 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
RedeyeStorm Posted December 19, 2023 Posted December 19, 2023 @Miguel21, yes, and the last line that records number of flights, kills, deaths and ejectections. It is completly blank.
Miguel21 Posted December 19, 2023 Posted December 19, 2023 54 minutes ago, RedeyeStorm said: @Miguel21, yes, and the last line that records number of flights, kills, deaths and ejectections. It is completly blank. if you have a scriptsMod version prior to 405, it's the GetCategory() bug/debug that DCS fixed/removed... ^^ if you can't wait for my release, I suggest you download scriptsMod 405 on the link above 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
norman99 Posted December 20, 2023 Posted December 20, 2023 @Miguel21 Did yesterday's update just reverse this fix/change? Which version of the scriptsmod should be used now? From the changelog: Revert previous changes for getCategroy() function (subclasses is returning their own category). Now function for subclasses returning first is Object.getCategory() and second is their own category. Also added a new function getCategoryEx which returns the subclasses own category.
Miguel21 Posted December 20, 2023 Posted December 20, 2023 the last one I added seems to work anyway. That said, we're circumspect about this announcement 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
ameriveaux Posted December 20, 2023 Posted December 20, 2023 Since the new OB update, it seems all the carrier groups have vanished from all DCE campaigns. I have restarted them, and all you see is a icon for "turn into wind" or something like that, I can provide more details if needed. Check it out!
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