Jump to content

Recommended Posts

On 1/18/2022 at 2:30 AM, PhoenixRising said:

I have enjoyed DCE campaigns. Does anyone have a good way to create a kneeboard page from the waypoints and waypoint arrival times? I feel like I am often going to the briefing screen to find the waypoint times.

Sent from my moto g stylus 5G using Tapatalk
 

Follow this link to find more about Scratchpad :

 

  • Like 1

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

Link to comment
Share on other sites

That's what part of the briefing I copy/paste on Scratchpad at the beginning of the mission :

Air Tasking Order:
Sorties Mission                                      TOT
4       CVN-71 Theodore Roosevelt Interception       11:06:58
2       Battle Group AEW                             14:52:35
4       CAP Sharjah                                  12:01:40
2       Battle Group CAP                             12:30:30
2       Dubai Intl Interception                      11:06:58
4       Mountain Iranian convoy 4                    12:03:18
16      Bandar e Jask airfield                       11:53:38
16      Bandar e Jask airfield Strategics            12:52:49
2       AWACS                                        12:44:57
2       Tanker Track Center                          15:46:08
2       Tanker KC135                                 13:50:31
2       Mission Support Tanker                       12:00:18
2       Recovery Tanker                              11:52:33
4       Abu Musa Ships Facilities - N255237 E0550065 11:24:18

 

 

 

_________________________________________ BRIEFING Part: _______________________________________
__________________________________ FA-18C_hornet VFA-106 SEAD __________________________________
________________________________________________________________________________________________

Provide SEAD escort for a strike mission against the Bandar e Jask airfield. Engage all hostile air defense systems posing a threat to the strike package.

Target:
Bandar e Jask airfield (100%)
- Bandar e Jask airfield Hangar 1
- Bandar e Jask airfield Hangar 2
- Bandar e Jask airfield Hangar 3
- Bandar e Jask airfield Hangar 4
- Bandar e Jask airfield Hangar 5


Package:
Task     Num Type            Base                        Callsign  
Strike   4   AV8BNA          LHA_Tarawa                  Dodge61   
SEAD     4   FA-18C_hornet   CVN-71 Theodore Roosevelt   Ford31    (player)
Escort   4   F-14B           CVN-71 Theodore Roosevelt   Chevy31   
Escort   4   F-14B           CVN-71 Theodore Roosevelt   Chevy41   


Flight:
CallSign    Designated aircraft number
Ford31       200
Ford32       211
Ford33       204
Ford34       214


Bullseye:
 bullseye Name Kish International Airport


Flightplan:
WP  Descr       Altitute       Speed     ETA
0   Departure   0 ft AGL       0 kts     11:31:58
1   Join        25100 ft MSL   390 kts   11:45:20
2   Nav         25100 ft MSL   415 kts   11:50:36
3   IP          25200 ft MSL   415 kts   11:50:40
4   Egress      25200 ft MSL   535 kts   11:54:30
5   Nav         25100 ft MSL   415 kts   11:54:32
6   Split       25100 ft MSL   415 kts   12:02:41
7   Land        0 ft AGL       415 kts   12:13:43


Radio Navigation:
Base: CVN-71 Theodore Roosevelt TACAN: 37X / CTR ICLS: Channel 11
Divert: Fujairah Intl VOR: 113.80 ILS: RWY 29/111.50
Divert: CVN-74 John C. Stennis TACAN: 38X / CJS ICLS: Channel 12
Tanker Texaco21, TACAN 65Y / TKR
Tanker Arco11, TACAN 48Y / TKR
Tanker Shell51, TACAN 51Y / TKR
Tanker Texaco61, TACAN 67Y / TKR


Communication:

Package:                                302.425 MHz   Radio 1 / Channel 1    
ATC:        CVN-71 Theodore Roosevelt   127.500 MHz   Radio 2 / Channel 1    
AWACS:      Overlord51                  240.700 MHz   Radio 2 / Channel 2    
AWACS:      Magic21                     252.650 MHz   Radio 2 / Channel 3    
EWR:        Axeman                      239.825 MHz   Radio 2 / Channel 4    
EWR:        Warrior                     377.650 MHz   Radio 2 / Channel 5    
EWR:        Darknight                   261.400 MHz   Radio 2 / Channel 6    
Tanker:     Arco11                      277.725 MHz   Radio 2 / Channel 7    
Tanker:     Texaco61                    244.575 MHz   Radio 2 / Channel 8    
Tanker:     Shell51                     279.325 MHz   Radio 2 / Channel 9    
Tanker:     Texaco21                    285.875 MHz   Radio 2 / Channel 10   
CAP:        Springfield31               311.825 MHz   Radio 1 / Channel 2    
CAP:        Enfield61                   267.175 MHz   Radio 1 / Channel 3    
Divert:     Fujairah Intl               251.250 MHz   Radio 2 / Channel 11   
Divert:     CVN-74 John C. Stennis      255.255 MHz   Radio 2 / Channel 12   
Strike:     Pontiac41                   291.300 MHz   Radio 2 / Channel 13   
Strike:     101                         369.300 MHz   Radio 2 / Channel 14   
Strike:     Dodge61                     302.425 MHz   Radio 2 / Channel 15   
Strike:     Colt11                      126.425 MHz   Radio 2 / Channel 16   


CVN-71 Theodore Roosevelt Takeoff time on the platform at ...
 11:22 - Pack 7 - 4 F-14B - VF-101 - Escort 1.
 11:28 - Pack 4 - 2 FA-18C_hornet - VFA-106 - CAP 1.
 11:29 - Pack 7 - 4 FA-18C_hornet - VFA-106 - SEAD 1 - Player
 11:49 - Pack 12 - 1 S-3B Tanker - 174 ARW - Refueling 2.
 12:22 - Pack 8 - 4 F-14B - VF-101 - Escort 1.
 12:24 - Pack 8 - 3 FA-18C_hornet - VFA-106 - SEAD 1.
 12:24 - Pack 8 - 2 F-14B - VF-101 - Escort 2.
 14:39 - Pack 2 - 1 E-2C - VAW-125 - AWACS 2.


Meteo:
Good flying weather due to influence of a high pressure system in theater of operations, expected to remain dominant for next 6 days.

METAR 061106 32002KT CAVOK NSW SKC Q1033=

Be careful : don't do it while flying because Ctrl+C is usually opening the canopy 😉

 

 

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

Link to comment
Share on other sites

hace 6 horas, Miguel21 dijo:

the modification seems well

now we're going to check if the location of this file is correct:

which DCS are you using? (Open Beta?)

Can you post a printScreen of your installation (windows explorer) with developed tree on the left?

Yes I play in Open Beta, here is the screenshot.

Captura.PNG

 

 


Edited by adriansito123
Link to comment
Share on other sites

ha ok, I understand better ^^

in fact, you have 2 possibilities:

1/ or you just modify the MissionScripting.lua file that was already in the open_Beta folder

/2 or you install the MissionScripting.lua file with OvGME

But you don't do both

And I think your installation of OvGME is wrong.

If you want to use OvGME, I advise you to watch some tutorial videos

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)

Link to comment
Share on other sites

hace 26 minutos, Miguel21 dijo:

ha ok, I understand better ^^

in fact, you have 2 possibilities:

1/ or you just modify the MissionScripting.lua file that was already in the open_Beta folder

/2 or you install the MissionScripting.lua file with OvGME

But you don't do both

And I think your installation of OvGME is wrong.

If you want to use OvGME, I advise you to watch some tutorial videos

I see.

The thing here is that I did not modify the file before the first time the warning message popped up, the file that i posted before is as how it was the first time I installed the mod with OvGME

Link to comment
Share on other sites

16 hours ago, Miguel21 said:

Hi

send it to me, I will try to integrate it automatically in DCE, but I will not be able to really test its implementation until next week.

If it's not yours, could you tell me where you can download it? So I can see if it's "allowed" to implement this script in third party campaigns, and at least quote its creator?

Thanks

Hi Miguel, attached is my simple fuel check script. 

Just a word of warning, I'm pretty raw at coding, so it may not be the most elegant solution, nor have I haven't carried out any real bug testing. None the less, it works well for me in single player, especially when using VIACOM and adding a "Fuel Check" voice command. One day I may get around to adding an audio response in addition to the text output currently used.

Cheers.

 

EDIT: In addition to the above, I just remembered it's only calibrated to the Hornet, as I don't fly other aircraft. As DCS reports fuel as a % of max, I've simply converted this to a quantity value based on the Hornet's tank capacity. 

 

Fuel Check.lua

Screen_220120_104010.png


Edited by norman99
Link to comment
Share on other sites

On a separate note, I'm getting the following error after mission completion using the Crisis in PG-Hornet-CVN Campaign.

F:\- DCS -\DCS World\bin\luae.exe: ../../../ScriptsMod.NG/UTIL_Functions.lua:956: bad argument #1 to 'pairs' (table expected, got nil)
stack traceback:
        [C]: in function 'pairs'
        ../../../ScriptsMod.NG/UTIL_Functions.lua:956: in function 'CheckCodeLoadout'
        ../../../ScriptsMod.NG/UTIL_Functions.lua:986: in main chunk
        [C]: in function 'dofile'
        ..\..\..\ScriptsMod.NG\DEBRIEF_Master.lua:68: in main chunk
        [C]: ?

EDIT: Just updated the ScriptsMod.NG folder to v 20.53.188, hopefully that fixed the problem.


Edited by norman99
Link to comment
Share on other sites

1 hour ago, norman99 said:

On a separate note, I'm getting the following error after mission completion using the Crisis in PG-Hornet-CVN Campaign.

F:\- DCS -\DCS World\bin\luae.exe: ../../../ScriptsMod.NG/UTIL_Functions.lua:956: bad argument #1 to 'pairs' (table expected, got nil)
stack traceback:
        [C]: in function 'pairs'
        ../../../ScriptsMod.NG/UTIL_Functions.lua:956: in function 'CheckCodeLoadout'
        ../../../ScriptsMod.NG/UTIL_Functions.lua:986: in main chunk
        [C]: in function 'dofile'
        ..\..\..\ScriptsMod.NG\DEBRIEF_Master.lua:68: in main chunk
        [C]: ?

EDIT: Just updated the ScriptsMod.NG folder to v 20.53.188, hopefully that fixed the problem.

 

I think the update went wrong
you must have empty files (especially UTIL_db_loadouts)

Delete all the empty files, change server and restart the update

Or reinstall a campaign by overwriting the ScriptsMod.NG and restart the 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

DCE_Manager


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

Link to comment
Share on other sites

11 hours ago, norman99 said:

Hi Miguel, attached is my simple fuel check script. 

Just a word of warning, I'm pretty raw at coding, so it may not be the most elegant solution, nor have I haven't carried out any real bug testing. None the less, it works well for me in single player, especially when using VIACOM and adding a "Fuel Check" voice command. One day I may get around to adding an audio response in addition to the text output currently used.

Cheers.

 

EDIT: In addition to the above, I just remembered it's only calibrated to the Hornet, as I don't fly other aircraft. As DCS reports fuel as a % of max, I've simply converted this to a quantity value based on the Hornet's tank capacity. 

 

Fuel Check.lua 1.4 kB · 0 downloads

Screen_220120_104010.png

 

Hi Norman

here's how to add your file in the DCE missions,
ATTENTION, this is an example for our latest test version, this is an example, look for how Fuel_Check is added in this file and do the same in your MAIN_NextMission.lua version

You also need to add the Fuel_Check.lua file in the "Mission Scripts" directory

PS: yes, I renamed Fuel Check.lua to Fuel_Check.lua, the code does not like spaces ^^

PS2: I didn't test in DCS, for the moment I can't, so I don't know how your code behaves and if it makes DCE crash ^^

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

MAIN_NextMission.lua

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)

Link to comment
Share on other sites

Well, this mission didn't exactly go to plan....😂

Mission 1 - July 6, 2003 (H+1), 08:39
-------------------------------------

You have been tasked with escorting a strike against EWR 1. The target has been hit and sustained 100% damage. EWR 1 has been completely destroyed.

EWR 1           (0%)
- EWR 1 Radar   (destroyed)(+)
- EWR 1 CP      (destroyed)(+)

Your package has scored 3 air-air kills while sustaining 11 losses.

Package:
Callsign     Type              Task       Kills Air     Kills Ground     Kills Ship     Lost     
Ford61       AV8BNA            Strike     1             0                0              1        
Ford62       AV8BNA            Strike     0             1                0              1        
Ford63       AV8BNA            Strike     0             1                0              1        
Ford64       AV8BNA            Strike     0             0                0              1        
Chevy91      FA-18C_hornet     Escort     0             0                0              0        (Player)
Chevy92      FA-18C_hornet     Escort     0             0                0              1        
Chevy93      FA-18C_hornet     Escort     0             0                0              1        
Chevy94      FA-18C_hornet     Escort     0             0                0              1        
Chevy11      FA-18C_hornet     Escort     0             0                0              1        
Chevy12      FA-18C_hornet     Escort     0             0                0              1        
Chevy13      FA-18C_hornet     Escort     2             0                0              1        
Chevy14      FA-18C_hornet     Escort     0             0                0              1 

 


Edited by norman99
Link to comment
Share on other sites

A flight of Iranian F-14s came and had a feast! 
Please don’t take this a bug report or complaint, just poor flying from the blue side, myself included. I just thought the result was rather funny.
Yes it can be reassuring to know that I’m not alone to be butchered by AI in DCS

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

Link to comment
Share on other sites

HI, I just experienced a problem in Crisis in PG - Hornet. A 2 ship CAP flight scheduled for departure roughly 1 hour after mission start, was spawned inactive immediately upon mission start. As is normal for mission start spawns, they took spots 1 & 2 on the "6-pack" (behind CAT 1 & 2) effectively blocking all other aircraft from departing. 

A solution would be to ensure all carrier aircraft have delayed spawns of at least 1 second, to ensure the 6-pack spawn positions are not used.

Secondly, I absolutely love the detailed briefs included with these missions. The COMM plan is tremendous, as well as the flight plan details, TOT for each waypoints, correct waypoints names etc. However, would it be possible to include a distance (nm) for each waypoint leg in this table? It would be great to know for example how close waypoint 3 is to the IP, IP to Target etc.

Cheers.


Edited by norman99
Link to comment
Share on other sites

It is planned
it will happen soon ^^

image.png

image.png

12 minutes ago, norman99 said:

HI, I just experienced a problem in Crisis in PG - Hornet. A 2 ship CAP flight scheduled for departure roughly 1 hour after mission start, was spawned inactive immediately upon mission start. As is normal for mission start spawns, they took spots 1 & 2 on the "6-pack" (behind CAT 1 & 2) effectively blocking all other aircraft from departing. 

can you provide me with the mission please

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)

Link to comment
Share on other sites

I'm so sorry, I literally just over wrote it generating the next mission 🤦‍♂️. If I see it happen again, I'll send a copy to you first.

Great news about the updated brief, DCE just keeps getting better. 

Thanks so much for all your work.

Lastly, I added a "Weapons Check" function to my earlier fuel check script, so now I can tell what my wingmen have remaining. Again, it's just a simple text output, and only formatted for the Hornet again (sorry). It ignores the gun when reporting weapons. Feel free to use it, modify it, if you think it'll be useful. If not, no problem either.

Fuel_Weapons_Check.lua


Edited by norman99
Link to comment
Share on other sites

the last mission played is in the "debriefing" folder
And if you activate the option backupAllMissionFiles in the conf_mod, all played missions are kept ^^

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)

Link to comment
Share on other sites

16 minutes ago, norman99 said:

Lastly, I added a "Weapons Check" function to my earlier fuel check script, so now I can tell how what they have left. Again, it's just a simple text output, and only formatted for the Hornet again (sorry). It ignores the gun when reporting weapons. Feel free to use it, modify it, if you think it'll be useful. If not, no problem either.

nice, thanks ^^
I will see how to integrate it, because, after having made a test, the command does not appear in the F10 menu

I don't know why,
Otherwise, instead of adding your file as is, I'll have to integrate it in my AddCommandRadioF10 mess 🙂

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)

Link to comment
Share on other sites

On 1/25/2022 at 1:09 PM, norman99 said:

I'm so sorry, I literally just over wrote it generating the next mission 🤦‍♂️. If I see it happen again, I'll send a copy to you first.

Great news about the updated brief, DCE just keeps getting better. 

Thanks so much for all your work.

Lastly, I added a "Weapons Check" function to my earlier fuel check script, so now I can tell what my wingmen have remaining. Again, it's just a simple text output, and only formatted for the Hornet again (sorry). It ignores the gun when reporting weapons. Feel free to use it, modify it, if you think it'll be useful. If not, no problem either.

Fuel_Weapons_Check.lua 3.32 kB · 2 downloads

 

Hi

I made a quick modification that concerns 2 things:

put your script in a loop, to avoid listing each time, the 2, the 3 and the 4

and get the max value of the internal petrol via getDesc

Not yet looked at your weapon system
and I think that it will be more complicated to adapt it to all the planes

Screen_220127_001450.png

 

image.png

Fuel_Check.lua


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)

Link to comment
Share on other sites

  • 2 weeks later...

Hi guys. Got an issue. I have started a 'Falcon over Caucasus campaign' but in the first two missions I allready ran into trubble. On the first mission friendly AI did not attack any ground targets (Hornets with JSOW) and one of my package flights did not take off. The same happend in the last mission. Both flights where from my own squadron 13 TFWS, In the first mission I was escort and the SEAD package did not take off. In the second mission I flew SEAD and the package that did nothing was a strike mission.

I checked both missions in the ME to see if I could see anything. I noticed in both cases of the flights that did not take off that they had crazy speed demands in there flightplans. LIke having to fly wiht 400,000 knots. Mayby that's why they didn't take off??

Have one mission included due to size.

Falcon over Caucasus_first.miz

Link to comment
Share on other sites

1 hour ago, RedeyeStorm said:

Hi guys. Got an issue. I have started a 'Falcon over Caucasus campaign' but in the first two missions I allready ran into trubble. On the first mission friendly AI did not attack any ground targets (Hornets with JSOW) and one of my package flights did not take off. The same happend in the last mission. Both flights where from my own squadron 13 TFWS, In the first mission I was escort and the SEAD package did not take off. In the second mission I flew SEAD and the package that did nothing was a strike mission.

I checked both missions in the ME to see if I could see anything. I noticed in both cases of the flights that did not take off that they had crazy speed demands in there flightplans. LIke having to fly wiht 400,000 knots. Mayby that's why they didn't take off??

Have one mission included due to size.

Falcon over Caucasus_first.miz 4.53 MB · 0 downloads

yes, thank you
we have reviewed the custom task air sol for the future release which should be out soon. (hopefully this week)

 

Quote


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)--ATTENTION, for the moment, only calibrated for the F18- -(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)

 


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)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...