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Warthog over PG\Init\conf_mod.lua

 

 

Atleast it works in hornet campaign.

--------------

 

About "Hornet over PG" campaign (and probably other Hornet campaigns). I think there might be an issue with tacan and datalink. Sometimes I suffered lack of datalink info badly, got visual on friendlies but no any surv or ppli info. And I just remembered there are some limitations. I figured out there is GetTankerTACAN function in ATO_FlightPlan.lua that generate random tacan channel from 1 to 126 and some times it might fit the "should be avoided" range which is potentially conflicts with datalink.

However, can't test it myself right now.

 

 

Hi,

Thanks for the reminder,

So you have to choose the channels between 37-67?

 

In the meantime, you can change the values in the ATO_FlightPlan.lua file

 

 

channel = math.random(37, 67)

 

 

In the GetTankerTACAN function

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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News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Hello, had a great mission but when the cmd screen popped up at the end, i pressed "y" to continue the mission then "1" when it required "s/m" for single or multiplayer. The cmd screen said invalid and shutdown... Do I have to fly the mission again?

 

Sent from my ONEPLUS A3003 using Tapatalk

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Hello, had a great mission but when the cmd screen popped up at the end, i pressed "y" to continue the mission then "1" when it required "s/m" for single or multiplayer. The cmd screen said invalid and shutdown... Do I have to fly the mission again?

 

Sent from my ONEPLUS A3003 using Tapatalk

 

 

Hi,

Start the program DEBUG_DebriefMission.bat and give us the 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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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I can't get the catapult working in the SuperCarrier campaign. The groundcrew just stands around doing nothing, I think it's actually misaligned. All campaign settings are default, fresh install, only path.bat modified.

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I can't get the catapult working in the SuperCarrier campaign. The groundcrew just stands around doing nothing, I think it's actually misaligned. All campaign settings are default, fresh install, only path.bat modified.

 

 

Hi,

I had the same problem, and I have the impression that we have to drive further, we have to pass the parking area (sixpack).

Until your number 2 indicates that he's driving too.

 

If it doesn't work, contact the tower and ask for a start (but I'm not really sure that this is a necessary element).

 

I "drew" 2 routes,

The red one I borrowed had the same flaw that you describe.

The green works perfectly, my wingers follow me and the ground crew takes care of me.

 

Translated with www.DeepL.com/Translator (free version)

CVN_taxiing.thumb.png.f77cce308f845b68241f3fdcb9b386f3.png

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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43: attempt to call a nil value stack trace back:

 

Scriptsmod\debrief_master.lua:43: in main chunk [c]: ?

 

 

What campaign do you have this bug in?

 

Secondly, isn't it weird that you're not using two different campaigns or installations?

Because with the bug you described, you should have three temp files.

For example, with TF-71-Hornet - SuperCarrier...

In the directory: Mods\tech\DCE\Missions\Campaigns\TF-71-Hornet - SuperCarrier...

Besides the 3 .bat files, if the end of the mission crashes, you should have also

camp_status.lua

MissionEventsLog.lua

scen_destroyed.lua

 

And then, if I understood correctly, you don't have them (otherwise DEBUG_DebriefMission.bat would have started to work)

 

Translated with www.DeepL.com/Translator (free 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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Thanks for the response..

 

This is Tomcat Over PG. I'm not sure, I don't see any other files but before this error, it seems to have been plying fine and my missions were progressing well.

Okay,

 

in the Mods\tech\DCE\ScriptsMod\Mission Scripts\EventsTracker.lua file you use, delete, around line 233, that term:

 

" && exit"

 

and only that, no other characters or parentheses.

 

To be done with Notepad++ and in UTF8 or ansi

 

Start a FirstMission

Then play the mission for a few minutes

Quit

And give us the error message he gives you (take a screen)

exit.thumb.png.1876d948adbd04a3ed196434d64bd8bd.png

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Viggen strikes not going to plan

 

Hello guys,

 

 

I am currently playing Mirage over Persian Gulf. I noticed that the anti-ship attacks by the F7 Viggen squadron are suffering rather bad attrition.

 

 

In the last mission I followed a Viggen strike. First the lead Viggen fired off one RB15 but he didn't break off but continued to follow the missile in. He was flying right above that RB15 atthe same speed. The missile impacted destroying the ship but the Viggen blew up as well because he was flying right above the impact point.

 

 

 

Number two Viggen flew past the first convoy and attacked a Molnya flotilla sailing behind the convoy. It to followed it's missile in but this time the missile flew faster. As soon as the missile struck the Viggen broke off and proceeded to attack the original convoy. Again following the missile in and this time also it broke off as soon as the missile impacted. It did crash as well cause unknown but not due to enemy action. I checked the debrief screen.

 

 

 

I have no track available. Have that function disabled for performance reasons.

 

 

Maybe you guys can do something about it. Although I am assuming the wonderful DCS AI at work.

 

 

 

RedeyeStorm

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Hello guys,

 

 

I am currently playing Mirage over Persian Gulf. I noticed that the anti-ship attacks by the F7 Viggen squadron are suffering rather bad attrition.

 

 

In the last mission I followed a Viggen strike. First the lead Viggen fired off one RB15 but he didn't break off but continued to follow the missile in. He was flying right above that RB15 atthe same speed. The missile impacted destroying the ship but the Viggen blew up as well because he was flying right above the impact point.

 

 

 

Number two Viggen flew past the first convoy and attacked a Molnya flotilla sailing behind the convoy. It to followed it's missile in but this time the missile flew faster. As soon as the missile struck the Viggen broke off and proceeded to attack the original convoy. Again following the missile in and this time also it broke off as soon as the missile impacted. It did crash as well cause unknown but not due to enemy action. I checked the debrief screen.

 

 

 

I have no track available. Have that function disabled for performance reasons.

 

 

Maybe you guys can do something about it. Although I am assuming the wonderful DCS AI at work.

 

 

 

RedeyeStorm

 

All the russian stuff whether 80s or new is the same. I suspect its real. Howevee om *mission 3* of flanker over caucayses that p80 modded for me to fly jr17s enough missiles got thru to *sink a US cv and 3 dds/cvs!

Mission 2 saw seveeal bad hits. Missiom 3 saw the sinkings. I was shocked..just chance. Sometimee they just.. make it

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@p80

Flanker over caucauses

The one we switched?

Sank one carrier, 1 cruiser 1 dd, other tf to 62% on 3rd sortie.

I didnt actually sink them, first mission kia.

2nd 2 kills f14s and some missiles hit the tf that lost the stennis.

Mission 3 i bagged 3 f18s and landed. And watched backfires win the war.

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Quit mission CTD

 

Okay,

 

in the Mods\tech\DCE\ScriptsMod\Mission Scripts\EventsTracker.lua file you use, delete, around line 233, that term:

 

" && exit"

 

and only that, no other characters or parentheses.

 

To be done with Notepad++ and in UTF8 or ansi

 

Start a FirstMission

Then play the mission for a few minutes

Quit

And give us the error message he gives you (take a screen)

 

Hi, I have a pretty similar issue like Redliner7 has. I completed the steps you mentioned and that's what I've got as a result, when I clicked the quit button:

 

P.S. the issue is with the open beta client, with usual DCS World everything is fine. Could anyone tell me what I am doing wrong?(the only difference in my installing DCE for DCS world and open beta is that in the secon case I used OvGME, while in the first just edited the MissionScripting.lua)

 

P.S.S. ok I found the problem, it was just incorrect configuration of OvGME, manual correction of MissionScripting.lua in DCS Script folder helped.

Error2.thumb.jpg.0747c76badff52b709b88255fb7f9fbd.jpg


Edited by CoRBan
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Hi guys,

 

I downloaded and started playing the "Falcon over PG" campaign and it looks great but I am only getting single digit FPS once I am in the air with the other flights. Normally even on busy multiplayer servers I get around 40-50.

 

I changed the prune aggressiveness to 2 and verified that it removes static objects (it does, that is the default setting). What else can I do to increase the performance? Besides buying a new rig, of course. I checked, I have enough RAM left, my video card is idling at around 15% so I guess the bottleneck is my CPU which has its first core running at 100%, constantly.

 

Any suggestions? Any other tweaks in the campaign settings I could experiment with?

 

Thanks a lot in advance.

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Hi, I have a pretty similar issue like Redliner7 has. I completed the steps you mentioned and that's what I've got as a result, when I clicked the quit button:

 

P.S. the issue is with the open beta client, with usual DCS World everything is fine. Could anyone tell me what I am doing wrong?(the only difference in my installing DCE for DCS world and open beta is that in the secon case I used OvGME, while in the first just edited the MissionScripting.lua)

 

P.S.S. ok I found the problem, it was just incorrect configuration of OvGME, manual correction of MissionScripting.lua in DCS Script folder helped.

 

 

Hi,

 

Your problem is probably due to these possible causes:

 

 

 

 

https://forums.eagle.ru/showpost.php?p=4334520&postcount=1562

 

 

Edit: Ha okay, well, you figured it out on your own ^^

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Hi guys,

 

I downloaded and started playing the "Falcon over PG" campaign and it looks great but I am only getting single digit FPS once I am in the air with the other flights. Normally even on busy multiplayer servers I get around 40-50.

 

I changed the prune aggressiveness to 2 and verified that it removes static objects (it does, that is the default setting). What else can I do to increase the performance? Besides buying a new rig, of course. I checked, I have enough RAM left, my video card is idling at around 15% so I guess the bottleneck is my CPU which has its first core running at 100%, constantly.

 

Any suggestions? Any other tweaks in the campaign settings I could experiment with?

 

Thanks a lot in advance.

 

 

Hey,

If there are too many planes (>70) you can try to reduce them by decreasing the mission time in

Init/camp_init.lua

mission_duration

 

 

EDIT:

 

 

And restart the campaign with FirstMission.bat, otherwise the change will not be taken in consideration.

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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@p80

Is therean easyvn way to assign my jf17s to a su25 or su24 squadron andngive kutaisi backnto flankers? The jeff rlly shines.in precision strike and ASM

The air to air i learned to fight and kill the USN and actually would live maybe half the time.

Muuuch harder against tomcats.

If dcs js like.real life for real the USN REALLY lost somme a3a ability with the aim54 gone. Rwr shows f18s concern but not rlly

F14s? Constant stress about when ill g3t the warning meamont.th3 m8ssiles alrey about to hit..

Of course amraams putbull. But i can almost match their range with sd10s.

Aim54s? Theyve shot 20 miles.before i have often

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Hey,

If there are too many planes (>70) you can try to reduce them by decreasing the mission time in

Init/camp_init.lua

mission_duration

 

 

EDIT:

 

 

And restart the campaign with FirstMission.bat, otherwise the change will not be taken in consideration.

 

 

Thanks for the tip. If I recall correctly, there were about 100 planes so I will definitely give this a try.

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Hey,

If there are too many planes (>70) you can try to reduce them by decreasing the mission time in

Init/camp_init.lua

mission_duration

 

 

EDIT:

 

 

And restart the campaign with FirstMission.bat, otherwise the change will not be taken in consideration.

 

Will I see the effect when I am using FirstMission.bat?

 

Originally it was set to 7200s which generated 133 planes, I switched it to 3600s first (120 planes) then to 1800s (again 133 planes). Is this something that will only have it's effect in-game?

 

And thanks again for this campaign. It really looks awesome.

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Yeah, the number of planes eating FPS.

 

You can also activate PruneStatic

 

PruneStatic = true,

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Yeah, the number of planes eating FPS.

 

You can also activate PruneStatic

 

PruneStatic = true,

 

Yes, I wanted to but it was already activated when I installed the campaign. I will give it a try tonight and see whether it is better with the limited mission time.

 

What kind of effect does the mission duration setting have? How much time the AI has to do their sorties? Will this impact the flights who are escorting me for example?

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DCE is a Mission Package Generator.

 

The longer the mission time is, the more packages there are.

 

Your escort won't be impacted since it's part of your package.

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Hi,

Thanks for the reminder,

So you have to choose the channels between 37-67?

 

In the meantime, you can change the values in the ATO_FlightPlan.lua file

 

 

channel = math.random(37, 67)

 

 

In the GetTankerTACAN function

 

37-63 to be precise. Besides, I'm not sure how does AA and TR mode correlate in AATR mode which is typical case for tankers. Probably to maximize tacan range in AATR mode and avoid datalink issues it would be better to use 37-46 or 100-109.

DCS_FA-18C_TACAN_Channels.jpg?width=1440&height=382


Edited by ZMEY-HS-
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DCE is a Mission Package Generator.

 

The longer the mission time is, the more packages there are.

 

Your escort won't be impacted since it's part of your package.

 

Hi Miguel,

 

Sorry to bother you again. I tried to set the mission_duration first to 3600s and then to 600s (the minimum setting I think), I didn't notice any changes in-game. I still had 170 planes flying on the map (static planes are already removed by the prune script). Of course after saving I generated a new mission with the FirstMission.bat.

 

Am I doing something wrong? I feel the solution will be really to limit the 170 planes to something what my PC can actually handle, just trying to figure out why is that number not going lower with the changed mission duration...

 

Thanks in advance!

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Hi Miguel,

 

Sorry to bother you again. I tried to set the mission_duration first to 3600s and then to 600s (the minimum setting I think), I didn't notice any changes in-game. I still had 170 planes flying on the map (static planes are already removed by the prune script). Of course after saving I generated a new mission with the FirstMission.bat.

 

Am I doing something wrong? I feel the solution will be really to limit the 170 planes to something what my PC can actually handle, just trying to figure out why is that number not going lower with the changed mission duration...

 

Thanks in advance!

 

 

 

A radical solution can be to reduce the squadron number in this campaigns. For example you can cut off Harrier, Mirage 2000c one Falcon squadron, reduce naval squadrons : only one Hornet and one Tomcat squadron instead of two... etc

To do that modify Oob_init.lua but be careful to the listing number : it must stay in good order so you will have to change numeration. Then look in the trigger file to adapt reinforcements deleting the squadrons missing ( save original files )

I will study a light version myself

 

 

Envoyé de mon iPhone en utilisant Tapatalk

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Last DCE news : Crisis in PG - Blue version

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