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On 2/8/2022 at 5:26 PM, RedeyeStorm said:

Great Miguel, looking forward to it.

 

And that's it, the release is out in version 20.58.205

 

Quote

205 fixed    [MP]        No recovery interceptors
204 fixed    [briefing]    bad info on the number of days left in case of good weather.
203 fixed    [mission]    bad EWR frequency
202 fixed    [briefing]    Lost end campaign image
201 fixed    [ALL]        Check and Help CampaignMaker
200 added    [DCE_Manager]    all ScriptsMod.NG files are finally indexed, and can be re-downloaded if you delete them
201 added    [F10 command]    FuelCheck only wingmen (F10)- -(M57)(Norman99's script, thanks ^^)
200 fixed    [oob_ground]    some targets destroyed in DCS are not destroyed in DCE
199 fixed    [briefing]    somme picture  are not included in the mission briefing
198 added    [briefing]    adds in the briefing the heading, distance, ETE and their total- - - - - - - - - - - - (M58)
197 fixed    [conf_mod]    some automatic update of conf_mod bug
196 added    [Campaign]    manual or automatic assignment of CallSigns to WEST squadrons, these CallSigns are final for the duration of the campaign- - - (M56) (Roll's idea)
195 added    [Campaign]    player can change the type of plane- - - - - - - - - - - - - - - - - - - - - - - - - - (M55) (testing)
194 fixed    [briefing]    some text are not included in the mission briefing
193 modified    [conf_mod]    changement des variables du PruneScript
192 fixed    [conf_mod]    automatic destruction if Skip
191 fixed    [IA flightPlan]    attack level too low
189 modified    [IA flightPlan]    completely redesign CustomTaskScript and TaskBombing- - - - - - - - - - - - - - - - - -(M54)

 

image.png


Edited by Miguel21
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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

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

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Experimental DCE Campaigns : Cyprus Incident Hind and Gazelle released and waiting ED validation 😉 !

Check First post for links or ED user files when available :

This version is different from previous campaigns: it is an attempt to be able to simulate the movement of combat units on the ground while maintaining "static" type targets of DCS to avoid overloading missions. It relies on scripts and templates.

Unfortunately, it is very likely that this trial will not be transformed because this system was deemed far too heavy for the campaign creator to manage and in my opinion it will remain unique.

Unlike the old campaigns everything is scripted and even if the player remains free to do what he wants on the ground, the evolution of the troops on the ground will be done over the missions except of course in case of decisive actions of the player on these.

The campaign is designed to be very easy at first for Hind or Gazelle pilots but could quickly become significantly more difficult later on…

Solo or MP play is only possible with helicopters in the Hind and Gazelle versions at the start of the campaign. Mirage 2000C pilots will be available later in the campaign…

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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Still loving the DCE updates! Thanks so much!

 

The new version is causing much more night-day /day-night  options, new targets for strikes , which has been needed.

 

One question - many strike missions are being fragged ( made ) to targets that have significant anti-air units nearby.   Is there anyway to make more strike/ SEAD/DEAD escort packages? I got nailed yesterday by SA-9s going after SCUDs in the PG  map. and dubai international has a squadron of f-16's that should be all over those wild weasel /SEAD missions. 

 

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27 minutes ago, ameriveaux said:

Still loving the DCE updates! Thanks so much!

 

The new version is causing much more night-day /day-night  options, new targets for strikes , which has been needed.

 

One question - many strike missions are being fragged ( made ) to targets that have significant anti-air units nearby.   Is there anyway to make more strike/ SEAD/DEAD escort packages? I got nailed yesterday by SA-9s going after SCUDs in the PG  map. and dubai international has a squadron of f-16's that should be all over those wild weasel /SEAD missions. 

 

Thank you very much, it's very heartwarming ^^

Otherwise, concerning the settings: if there is no escort, you can force it with this option in the conf_mod:
StrikeOnlyWithEscorte = true, (requires a skipMission to be taken into account)

And to force a squadron, in the file Init/oob_air_init.lua, you can modify the coefficients of each "task".
And in a more radical way, you can also forbid it all other "task" except the SEAD
On the other hand, you have to restart the campaign for this to be taken into account, or else, you also modify the file in Active/oob_air.lua
(be careful, make a backup before)

image.png

 

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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

DCE_Manager


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

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20 hours ago, PB0_CEF said:

Experimental DCE Campaigns : Cyprus Incident Hind and Gazelle released and waiting ED validation 😉 !

Check First post for links or ED user files when available :

This version is different from previous campaigns: it is an attempt to be able to simulate the movement of combat units on the ground while maintaining "static" type targets of DCS to avoid overloading missions. It relies on scripts and templates.

Unfortunately, it is very likely that this trial will not be transformed because this system was deemed far too heavy for the campaign creator to manage and in my opinion it will remain unique.

Unlike the old campaigns everything is scripted and even if the player remains free to do what he wants on the ground, the evolution of the troops on the ground will be done over the missions except of course in case of decisive actions of the player on these.

The campaign is designed to be very easy at first for Hind or Gazelle pilots but could quickly become significantly more difficult later on…

Solo or MP play is only possible with helicopters in the Hind and Gazelle versions at the start of the campaign. Mirage 2000C pilots will be available later in the campaign…

Available in ED user files 🙂

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[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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Hey guys. I am having an odd issue with the radio’s. I am not sure if it is a DCE issue I just experience it with DCE. The problem is that I can only communicate with my flight. Tower and awacs are impossible. I do not hear my pilots voice at all. I get zero respons from awacs. Dito from the tower but the comms menu does show the next respons like when asking taxi clearance you get the option to abort.

This is with falcon over PG. I am using the preset channels through the backup so I can easily switch between the channels. It could be a Viper issue as well. Anyone have similar experience?

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1 hour ago, RedeyeStorm said:

Hey guys. I am having an odd issue with the radio’s. I am not sure if it is a DCE issue I just experience it with DCE. The problem is that I can only communicate with my flight. Tower and awacs are impossible. I do not hear my pilots voice at all. I get zero respons from awacs. Dito from the tower but the comms menu does show the next respons like when asking taxi clearance you get the option to abort.

This is with falcon over PG. I am using the preset channels through the backup so I can easily switch between the channels. It could be a Viper issue as well. Anyone have similar experience?

Hi,
we had radio problems with DCE at one time.
Can you upload a mission for me to look at.

thanks

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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23 minutes ago, RedeyeStorm said:

Hi
I looked at the frequencies, they seem to be correct for
Al Dhafra
awacs 1
awacs 2

maybe the code has evolved for the F16, especially for the modulations.

But if not, do you manage to contact them if you enter the frequencies manually?

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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On 2/20/2022 at 10:57 AM, RedeyeStorm said:

Hi Miguel,

 

I wil try to change the frequency manualy through the upfront display. The odd thing is that in the first couple of missions it all worked fine. I'll let you know.

Well manual didn't work either @Miguel21. I did find that I had some setting issues where different mics where selected by default. Will try that out now.

And that isn't it either.

Just checked the dcs.log. It gives this error:

2022-02-21 19:45:34.058 ALERT   WRADIO: Error in wMessage::buildSpeech(), event = wMsgAWACSBanditBearingForMiles: [string "./Scripts/Speech/common.lua"]:586: Callname 13 not found for Pack 8 - 13 TFS - Escort 1-1 !
stack traceback:
    [C]: ?
    [C]: in function 'error'
    [string "./Scripts/Speech/common.lua"]:586: in function 'make'
    [string "./Scripts/Speech/common.lua"]:700: in function 'make'
    [string "./Scripts/Speech/common.lua"]:1078: in function <[string "./Scripts/Speech/common.lua"]:1074>
    (tail call): ?
    [string "./Scripts/Speech/common.lua"]:1155: in function 'make'
    [string "./Scripts/Speech/common.lua"]:3214: in function 'make'
    [string "Scripts/Speech/speech.lua"]:180: in function <[string "Scripts/Speech/speech.lua"]:166>

I appears in the log every time I call Awacs (either of them) or the tower.


Edited by RedeyeStorm
New info and more new info
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test_radio_16.miz

Hi
thanks for the test
Well, I'm afraid that the special callnames, added to some planes is the cause of the problem.
Can you test the mission I uploaded? (I don't have the F-16 module...)
There are 2 F-16 with 2 almost different callname ^^,
Channel 1: try to contact the tower
Channel 2: try to contact awacs

Thanks

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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On 2/22/2022 at 9:48 AM, RedeyeStorm said:

Will do.

Okay tried the mission. Two F16, Avion 1-1 and Avion 1-4. could not talk to tower or Awacs.

Saw in the editor that the calsign was Python. Changed it to Enfield and Dodge respectivly and the radio's worked.

 

houaaaou, 1000 excuses, I'm really sorry, I didn't see your answer.
And considering the current context, I was looking elsewhere,

Thanks for your test, it confirms my fears, I'm looking at how to get around it

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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UTIL_Data.lua

Here is the file to update in your "ScriptsMod.NG" folder.
This disables the "SpecificCallnames" of the f-16

@RedeyeStorm

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've created Canadian CF18 campaign based on the 'over the causcasus' missions which I'm putting the final touches on. 

I wanted to create some more air traffic and have tried integrating the moose RAT scripts to the base mission but it doesn't work.  It works fine when just playing the base Misson in the editor but when I start a new campaign the triggers/scripts don't run. 

Is there a way to get this working? 

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58 minutes ago, Dave317 said:

I've created Canadian CF18 campaign based on the 'over the causcasus' missions which I'm putting the final touches on. 

I wanted to create some more air traffic and have tried integrating the moose RAT scripts to the base mission but it doesn't work.  It works fine when just playing the base Misson in the editor but when I start a new campaign the triggers/scripts don't run. 

Is there a way to get this working? 

Hi
I hope you have greatly reduced the number of DCE aircraft, because we have to remove a lot of units to make it smooth.
So it's weird to hear about adding more civilian planes ^^

Regarding MOOSE, no, I never tried to install it and at the moment, I don't have much time.

But upload your campaign, when I'll have time I'll have a look (without certainty for the result...)

upload your campaign with moose installed (even if it doesn't work)

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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