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Okay for example I will try to generate a mission using the PG A10 campaign. I will ask for 1 flight, 1 aircraft, strike mission. I tried this yesterday a few times and I only ever was assigned one wingman for a flight of 2 total aircraft. (I tried several times with the PG F18 campaign with the same result).

 

In single player on my pc (no dedicated server) this type of mission would generate a flight of 4.

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1 hour ago, Habu-z said:

Okay for example I will try to generate a mission using the PG A10 campaign. I will ask for 1 flight, 1 aircraft, strike mission. I tried this yesterday a few times and I only ever was assigned one wingman for a flight of 2 total aircraft. (I tried several times with the PG F18 campaign with the same result).

 

In single player on my pc (no dedicated server) this type of mission would generate a flight of 4.

Hum ... Warthog campaign is like Harrier or Gazelle I think : it's small squadron with only 4 aircraft in line no ? So it's better to try with Hornet and it's 16 aircraft squadron 😉

Small squadron is a known problem that we will try to fix 😉

 

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Last DCE news : Crisis in PG - Blue version

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On 3/30/2021 at 3:16 PM, Spartan111sqn said:

How can we add the huey?

Two ways : create a whole new squadron in oob_air_unit.lua copying from a Gazelle squadron for example or replace this Gazelle squadron by Huey. Then create a loadout for Huey in db_loadout.lua  (use mission editor to create a custom loadout then find it in Saved Games\DCS.openbeta\MissionEditor\UnitPayloads  ) If you have problems please tell me I will help you 😉 

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Last DCE news : Crisis in PG - Blue version

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Example of loadouts :

 

["UH-1H"] = {
        ["Transport"] = {
            ["Default"] = {
                attributes = {},
                weaponType = nil,
                expend = nil,
                day = true,
                night = true,
                adverseWeather = true,
                range = 100000,
                capability = 1,
                firepower = 1,
                vCruise = 40,
                vAttack = 40,
                hCruise = 500,
                hAttack = 500,
                standoff = nil,
                tStation = nil,
                LDSD = false,
                --- self_escort = false,
                sortie_rate = 5,
                stores = {
                    ["pylons"] =
                    {
                    }, -- end of ["pylons"]
                    ["fuel"] = "631",
                    ["flare"] = 60,
                    ["chaff"] = 0,
                    ["gun"] = 100,
                },
            },
        },
        ["Strike"] = {
            ["M134 Minigun*2, XM158*2 Door gunner M60"] = {
                minscore = 0.3,
                support = {
                        ["Escort"] = false,
                        ["SEAD"] = false,
                    },
                attributes = {"soft", "Parked Aircraft", "SAM"},
                weaponType = "Rockets",
                expend = "Auto",
                attackType = "",
                day = true,
                night = true,
                adverseWeather = true,
                range = 80000,
                capability = 1,
                firepower = 1,
                vCruise = 40,
                vAttack = 55,
                hCruise = 200,
                hAttack = 100,
                standoff = nil,
                tStation = nil,
                LDSD = false,
                -- self_escort = false,
                sortie_rate = 10,
                stores = {
                ["pylons"] = {
                [1] = {
                    ["CLSID"] = "M134_L",
                    ["num"] = 1,
                },
                [2] = {
                    ["CLSID"] = "XM158_MK5",
                    ["num"] = 2,
                },
                [5] = {
                    ["CLSID"] = "XM158_MK5",
                    ["num"] = 5,
                },
                [6] = {
                    ["CLSID"] = "M134_R",
                    ["num"] = 6,
                },
                [4] = {
                    ["CLSID"] = "M60_SIDE_R",
                    ["num"] = 4,
                },
                [3] = {
                    ["CLSID"] = "M60_SIDE_L",
                    ["num"] = 3,
                },
            }, -- end of ["pylons"]
                ["fuel"] = "631",
                ["flare"] = 60,
                ["chaff"] = 0,
                ["gun"] = 100,
                },
            },
        },
    },

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Last DCE news : Crisis in PG - Blue version

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Hello Guys! Thank you for the great dynamic campaign, as always!

 

I am trying to run latest campaign with my friends, some of them doesn't have Supercarrier.

And I saw this line of description in Tomcat over PG :

Quote

Solo play needs supercarrier module but TF-74 with Stennis is available for MP (Hornet and Tomcat)

 

But however I run firstmission.bat with multiplayer options, all the flights are from Supercarrier.

I tried to modify base of the "oob_air_init.lua" or swap the carrier units in "db_airbases.lua" but then the mission fails with "no route with timeline"

 

How do I run multiplayer with friends dont have SC?

 

Thanks!

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24 minutes ago, omskTransmash said:

Hello Guys! Thank you for the great dynamic campaign, as always!

 

I am trying to run latest campaign with my friends, some of them doesn't have Supercarrier.

And I saw this line of description in Tomcat over PG :

 

But however I run firstmission.bat with multiplayer options, all the flights are from Supercarrier.

I tried to modify base of the "oob_air_init.lua" or swap the carrier units in "db_airbases.lua" but then the mission fails with "no route with timeline"

 

How do I run multiplayer with friends dont have SC?

 

Thanks!

My bad 😞 first versions were with 2 squadrons on each CVN but I made lighter versions with only one CVN used ... but CVN-74 is ready and it only needs New squadrons like in Crisis campaigns (not light versions) If you want I can make one special MP version of over PG with squadrons on each CVN ?

 

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Last DCE news : Crisis in PG - Blue version

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Please try this one : Tomcat over PG-MP  with our last scriptmod : 20.43.70.

VF-101 and VFA 106 are on CVN-71 (SC)

VF-143 and VMFA-312 are on CVN-74 (non SC)

We are not able to generate missions with specific squadrons but there should be enough missions to be able to fly together choosing the good CVN for each pilots 😉

Please tell me if it's good for you then I will add it to the campaign list !

 


Edited by PB0_CEF

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Last DCE news : Crisis in PG - Blue version

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2 hours ago, PB0_CEF said:

Please try this one : Tomcat over PG-MP  with our last scriptmod : 20.43.70.

VF-101 and VFA 106 are on CVN-71 (SC)

VF-143 and VMFA-312 are on CVN-74 (non SC)

We are not able to generate missions with specific squadrons but there should be enough missions to be able to fly together choosing the good CVN for each pilots 😉

Please tell me if it's good for you then I will add it to the campaign list !

 

 

 

CEF, Always Great Thanks!

 

I Just tried your new version, it now has more squadrons across 2 carriers and I can select them as I see fit!!

But I see "Recovery Pack .. Route has no waypoints with locked time" error more often.

I mean "more often" because it also happens with original version.

I suspected if there are a lot of aircraft in the deck this error happens, so I tweaked conf_mod.lua to remove static aircraft, reduce the size of F14 flight etc. It does reduces the chance of making this error.

 

If you can share it's normal or not, it may help other people like us a lot.

 

Thank you as always. This is only reason why we play DCS these days.

 

Screenshot 2021-04-04 095505.png

 


Edited by omskTransmash
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7 hours ago, omskTransmash said:

 

CEF, Always Great Thanks!

 

I Just tried your new version, it now has more squadrons across 2 carriers and I can select them as I see fit!!

But I see "Recovery Pack .. Route has no waypoints with locked time" error more often.

I mean "more often" because it also happens with original version.

I suspected if there are a lot of aircraft in the deck this error happens, so I tweaked conf_mod.lua to remove static aircraft, reduce the size of F14 flight etc. It does reduces the chance of making this error.

 

If you can share it's normal or not, it may help other people like us a lot.

 

Thank you as always. This is only reason why we play DCS these days.

 

Screenshot 2021-04-04 095505.png

 

 

this error is known
I will correct it later, because normally it does not interfere:
It is present when you request a MP mission and play it in single player or by opening the mission editor.

If you play a MP mission while hosting a MP game via the multiplayer menu, this error does not appear.

But hey,
To make it totally disappear, you just have to not ask for "recovery" planes in the conf_mod
MP_PlaneRecovery = false,

 

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1 hour ago, Miguel21 said:

this error is known
I will correct it later, because normally it does not interfere:
It is present when you request a MP mission and play it in single player or by opening the mission editor.

If you play a MP mission while hosting a MP game via the multiplayer menu, this error does not appear.

But hey,
To make it totally disappear, you just have to not ask for "recovery" planes in the conf_mod
MP_PlaneRecovery = false,

 

 

It's good to know it doesn't actually matter playing the mission! Thanks!

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I've been trying Crisis in PG with Supercarrier recently and came across the problem that the AI wingmen will not follow you to the cats and for takeoff following cold start on the carrier. The cats are "hot" i.e. no landing operations going on at that time. Did anyone figure out why/when exactly does it happen? I've been doing some investigations, but without any single reason to blame on. Any good ideas?


Edited by Andrei

AMD R7 5800X3D | Aorus B550 Pro | 32GB DDR4-3600 | RTX 4080 | VKB MGC Pro Gunfighter Mk III + Thustmaster TWCS + VKB T-Rudder Mk4 | HP Reverb G2

FC3 | A-10C II | Ка-50 | P-51 | UH-1 | Ми-8 | F-86F | МиГ-21 | FW-190 | МиГ-15 | Л-39 | Bf 109 | M-2000C | F-5 | Spitfire | AJS-37 | AV-8B | F/A-18C | Як-52 | F-14 | F-16 | Ми-24 | AH-64

NTTR | Normandy | Gulf | Syria | Supercarrier |

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Did you ask for startup ? (Generally twice to obtain answer) and when beginning moving ( respecting timing nearly) did you drive near the middle of the deck ? If you start in front of the CVN (often in solo) you will go to the Cat 1 making a large turn not a tight one and you should hear your wingman moving 😉


Edited by PB0_CEF

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Last DCE news : Crisis in PG - Blue version

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7 hours ago, PB0_CEF said:

Did you ask for startup ? (Generally twice to obtain answer) and when beginning moving ( respecting timing nearly) did you drive near the middle of the deck ? If you start in front of the CVN (often in solo) you will go to the Cat 1 making a large turn nia tight one and you should hear your wingman moving 😉

 

Thank you for the start-up tip 🙂 Didn't do it as it was previously not required in different situations. Yes, to other questions.

AMD R7 5800X3D | Aorus B550 Pro | 32GB DDR4-3600 | RTX 4080 | VKB MGC Pro Gunfighter Mk III + Thustmaster TWCS + VKB T-Rudder Mk4 | HP Reverb G2

FC3 | A-10C II | Ка-50 | P-51 | UH-1 | Ми-8 | F-86F | МиГ-21 | FW-190 | МиГ-15 | Л-39 | Bf 109 | M-2000C | F-5 | Spitfire | AJS-37 | AV-8B | F/A-18C | Як-52 | F-14 | F-16 | Ми-24 | AH-64

NTTR | Normandy | Gulf | Syria | Supercarrier |

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Hi @PB0_CEF, the optimized MP campaigns you provide us put the AI aircrafts directly on the air right?, at least on the carrier, I can understand it is for the sake of the estability on the carrier for human players, but it reduce the immersion to see more "people" in ramp.

 

am I wrong?

 

Thanks for the big amount of hours we are all enjoying with these campaigns, in Escuadrón 111 we have been playing PG Crisis as I mention on another post, it has been very successfully, amazing in such environment so many human pilots at the same time, good coordination, and the AI setup is very realistic (tanker location, awacs location, AI reactivity), now we need that ground troops move on and fight among them and also make more persistant the AI fighters after one or two enemy "waves" of pushing.

 

Amazing!, keep pushing and improving it!

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1 hour ago, Spartan111sqn said:

Hi @PB0_CEF, the optimized MP campaigns you provide us put the AI aircrafts directly on the air right?, at least on the carrier, I can understand it is for the sake of the estability on the carrier for human players, but it reduce the immersion to see more "people" in ramp.

 

am I wrong?

By default we reduce number of aircraft on the deck to 10 because above this number players will have to wait to appear on the deck. So solo player can see 9 IA planes move on the deck but in MP the priority is for players 😉 

You can change number in conf-init to test but it may cause problems for players...

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7 hours ago, PB0_CEF said:

By default we reduce number of aircraft on the deck to 10 because above this number players will have to wait to appear on the deck. So solo player can see 9 IA planes move on the deck but in MP the priority is for players 😉 

You can change number in conf-init to test but it may cause problems for players...

Thanks mate!, I understood that was the reason, about the troops on the Frontline and more persistent AI flights (around 3-4h)?

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all flights are created according to the availability of the aircraft, and according to the flight time of the mission

Which you can change here: camp_init/mission_duration
(attention, any change in camp_init will require a restart of the campaign "FirsMission.bat"
On the contrary, any modification of conf_mod, simply requires a "nextmission.bat)


Edited by Miguel21
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News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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On 4/7/2021 at 10:09 AM, Spartan111sqn said:

Hi @PB0_CEF, the optimized MP campaigns you provide us put the AI aircrafts directly on the air right?, at least on the carrier, I can understand it is for the sake of the estability on the carrier for human players, but it reduce the immersion to see more "people" in ramp.

We will put back the AI with the players in MP when SuperCarrier will be able to manage the appearance of all this without collision.
Which is far, very far from being the case now.
Not to mention the seats occupied by the AIs which are fewer seats for the players.

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FAQ DCE (Cef & Miguel'version)

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  • - 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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Having a problem with Crisis in PG Harrier. On the 3rd mission, the rescue helo spawns on my jet and damages us both.

 

Also in Tomcat over PG Supercarrier. My plane and another spawn too close together and get damaged.


Edited by ZeroReady
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2 hours ago, ZeroReady said:

Having a problem with Crisis in PG Harrier. On the 3rd mission, the rescue helo spawns on my jet and damages us both.

 

Also in Tomcat over PG Supercarrier. My plane and another spawn too close together and get damaged.

 

To avoid rescue helo bug change their spawn method in conf_init : it should be air by default change for deck then use next mission.bat to generate a new mission ...

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Last DCE news : Crisis in PG - Blue version

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18 hours ago, ZeroReady said:

 

Also in Tomcat over PG Supercarrier. My plane and another spawn too close together and get damaged

was the CVN turning?
did you touch the CVN speed in the conf_Mod?
Is your PC limited, and when loading the mission, it lags a bit?


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

DCE_Manager


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

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5 hours ago, Miguel21 said:

was the CVN turning?
did you touch the CVN speed in the conf_Mod?
Is your PC limited, and when loading the mission, it lags a bit?

 

No 

No

No. I never really see anything less than 50FPS, mostly 60-100. 

 

 

 

 

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21 hours ago, PB0_CEF said:

To avoid rescue helo bug change their spawn method in conf_init : it should be air by default change for deck then use next mission.bat to generate a new mission ...

I'm sorry, I can't find cong_init. I looked in conf_mod.lua and didn't see anything about rescue helos. 

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