71st_AH Rob Posted June 18, 2022 Posted June 18, 2022 When I try to run the skipmission.bat and avoid the mission attached above I get this: MainA create copie db_airbase from Init = = = = = = = = = = = = = = = = = = = = = = = WWII Normandy Spitfire = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Campaign Version : nil = = = = = = = = = = = = = Script Version : 20.38.01 (20.60.248) = = = = = = = = = = = = = Player Plane : SpitfireLFMkIX No. 19 Squadron RAF UK Skip current mission and generate next campaign mission. Continue? y(es)/n(o): y Invalid entry. Respond with y(es) or n(o): y Select : S (S)ingleplayer D Singleplayer with (D)edicated Server DF Singleplayer with (D)edicated Server, (F)ull plane on Deck (Testing: Bug Catapult possible) C (C)hange type of plane (Testing) T Multiplayer by choice of (T)arget N multiplayer by choice of (N)ATO s Generating Next Mission. (0a) this variable : Slider_EnemyLevel will be added in the conf_mod file, chapter: mission_ini (0a) this variable : load_mist will be added in the conf_mod file, chapter: mission_ini (0a) this variable : SC_CarrierIntoWind will be added in the conf_mod file, chapter: mission_ini (0a) this variable : load_CTLD will be added in the conf_mod file, chapter: mission_ini (0a) this variable : SilenceATC will be added in the conf_mod file, chapter: mission_ini (0a) this variable : Slider_CampaignDuration will be added in the conf_mod file, chapter: mission_ini (0a) this variable : MP_PlaneRecovery will be added in the conf_mod file, chapter: mission_ini (0a) this variable : WrittenOnScratchpadMod will be added in the conf_mod file, chapter: mission_ini (0a) this variable : backupAllMissionFiles will be added in the conf_mod file, chapter: mission_ini (0bb) this variable : SC_SpawnOn Pedro will be added in the conf_mod file, chapter: mission_ini (0a) this variable : CVN_despawnAfterLanding will be added in the conf_mod file, chapter: mission_ini (0a) this variable : PruneScriptConf will be added in the conf_mod file, chapter: mission_ini (0b) this variable : PruneScriptConf PruneStatic will be added in the conf_mod file, chapter: mission_ini (0b) this variable : PruneScriptConf ForcedPruneSam will be added in the conf_mod file, chapter: mission_ini (0b) this variable : PruneScriptConf PruneScript will be added in the conf_mod file, chapter: mission_ini (0b) this variable : PruneScriptConf PruneAggressiveness will be added in the conf_mod file, chapter: mission_ini (0a) this variable : SelectLoadout will be added in the conf_mod file, chapter: mission_ini (0a) this variable : labels will be added in the conf_mod file, chapter: mission_forcedOptions (0bb) this variable : Generator chapter will be added in the conf_mod file, chapter: Debug (0bb) this variable : Generator SpyTask will be added in the conf_mod file, chapter: Debug (0bb) this variable : Generator SpySquad will be added in the conf_mod file, chapter: Debug (0a) this variable : StrikeOnlyWithEscorte will be added in the conf_mod file, chapter: campMod (0a) this variable : Setting_Generation will be added in the conf_mod file, chapter: campMod (0b) this variable : Setting_Generation limit_escort will be added in the conf_mod file, chapter: campMod (0bb) this variable : MovedBullseye syria will be added in the conf_mod file, chapter: campMod (0c) this variable : MovedBullseye syria rayon will be added in the conf_mod file, chapter: campMod (0c) this variable : MovedBullseye syria pos will be added in the conf_mod file, chapter: campMod (0d) this variable : MovedBullseye syria pos y will be added in the conf_mod file, chapter: campMod (0d) this variable : MovedBullseye syria pos x will be added in the conf_mod file, chapter: campMod L:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\luae.exe: cannot open ../../../ScriptsMod.20.38.01/DC_CampaignSettings.lua: No such file or directory stack traceback: [C]: in function 'dofile' ../../../ScriptsMod.20.38.01/MAIN_NextMission.lua:497: in main chunk [C]: in function 'dofile' ..\..\..\ScriptsMod.20.38.01\BAT_SkipMission.lua:490: in main chunk [C]: ? C:\Users\Rob\Saved Games\DCS.openbeta\Mods\tech\DCE\Missions\Campaigns\WWII Normandy Spitfire>
Miguel21 Posted June 18, 2022 Posted June 18, 2022 (edited) step 1: install the original campaign "WWII Normandy Spitfire step 2: install my modification of the INI folder in this campaign step 3: reset the scriptmod and update it via DCE_Manager automatically (normally 20.60.232) step 4: install manually, my scriptsMod 248 modification only on 20.60.232 If you forget step 3: it will not work Edited June 18, 2022 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
snake_61 Posted June 18, 2022 Posted June 18, 2022 News here too By generating new mission I saw something I've never seen before ! After colomn "generating next mission" it says : (0a) this variable : load_mist will be added in the conf_mod file, chapter: mission_ini (0a) this variable : load_CTLD will be added in the conf_mod file, chapter: mission_ini And new mission created ... Has it got something to do with new "script_ng" ?
Miguel21 Posted June 18, 2022 Posted June 18, 2022 "(0a) this variable:" These are new options that I add in the conf_mod, they are automatically added to the next mission generation following an update of the ScriptsMod 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
snake_61 Posted June 18, 2022 Posted June 18, 2022 OK... Found them in the "conf_mod.lua" - both are = false What happens if I change them to = true ??
Miguel21 Posted June 18, 2022 Posted June 18, 2022 well, you load the external scripts MIST and CTLD, but for the moment, they are not yet fully integrated in DCE The next step will be to make the JTACs already present in the PG campaigns work, using autolase Then, to be able to deploy JTACs not present by using the CTLD possibilities But we are not there yet ^^ 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 June 20, 2022 Posted June 20, 2022 (edited) Hello The version of ScriptsMod 20.60.249 is released You will find it automatically with DCE_Manager, tab Udpate Quote ==:20.60.249:== 249 added [DCE] compatible with the South Atlantic MAP 248 added [mission] WW2 planes in data file (testing) 247 fixed [mission] TACAN is not disabled with the KC-135MPRS 246 fixed [DCE] offset role == Anti-ship Strike 245 modified [briefing] adds departure times for all flights, on all bases 244 modified [mission] avoid using guard frequencies 243 and 121.5 243 modified [mission] reorganises the radio presets and fixes a bug on the F16 242 fixed [mission] duplicate Frequency 241 fixed [mission] tankers don't always respond 240 modified [briefing] adds the tanker type 239 modified [mission] tries to work around the TACAN bug in dcs with tanker rotation 238 added [conf_mod] choice of loading CTLD and mist scripts 237 fixed [mission] duplicate TACAN 236 added [CampaingMaker] adds debugging information 235 added [data] adds A-4 and Mig15 234 modified [MP] offers more possibilities to fly with a group 233 fixed [MP] inconsistent take-off times Please let me know if things are not working ^^ Edited June 20, 2022 by Miguel21 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
snake_61 Posted June 20, 2022 Posted June 20, 2022 Hi Miguel, updated to 20.60.249 1st test = works now Campaign : TF-71 Hornet DCE generated 3missions : 2 CAPs & 1 Strike Took some longer time to generate, but now I've got a strike target I never had before : a railroad bridge !!! Good work you've done...
snake_61 Posted June 20, 2022 Posted June 20, 2022 (edited) Well it says "railroad bridge"...but after entering campaign and opening "mission planer" ... it's not a bridge, it's a SA10-Sam site ! I'll give some more tries and see what happens ! I pressed skip mission and got an issue ... Edited June 20, 2022 by snake_61
snake_61 Posted June 20, 2022 Posted June 20, 2022 (edited) Starting new campaign...same old problem again Took several attempts to generate and then only CAPs ! No need to say that I've enabled CAP in the "oob_air_init.lua" again - like I did for all attempts (for testing purposes). So starting a new campaign gives me CAPs and skipping a mission results in failure . I think you're doing a good job and these campaigns are just great. Therefore I'm trying to support your work and efforts Edited June 20, 2022 by snake_61
Miguel21 Posted June 20, 2022 Posted June 20, 2022 1 hour ago, snake_61 said: Well it says "railroad bridge"...but after entering campaign and opening "mission planer" ... it's not a bridge, it's a SA10-Sam site ! I'll give some more tries and see what happens ! I pressed skip mission and got an issue ... Hi Thanks for the tests Actually, I haven't had the time to look into the problem of CAPs in your campaign yet, so don't activate them yet. Regarding Pedro's problem (your screenshot), it indicates that you are trying a skipMission when the first mission has not been correctly generated. You must first generate Firmission, and only then (if needed) do a skipmission Thanks for your encouragement But modifying something, breaks something else somewhere else ^^ But we have a lot of ideas (we just need time) 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
snake_61 Posted June 20, 2022 Posted June 20, 2022 (edited) ...de rien pour encouragement et pour tests de moi Yep, getting rid of one issue another follows ! Sure thing Miguel, after generated a new campaign (railroad bridge destruction) I pushed the "skip mission" button. And then Pedro came by for a visit OK, did CAP-activation only on the TF-71 Campaign for testing purposes, left all other Hornet campaigns CAPs disabled. "Falcon on PG" runs great btw. 16th mission so far and everything's great !!! Edited June 20, 2022 by snake_61
UN9249 Posted June 21, 2022 Posted June 21, 2022 Hi, mb some one could help me. i am trying to modify tomcat cvn campaign with adding a-4ec\vsn a6 mod. so i made a flight with a-4 \ vsn a6. Mission was created. but they immideatelly run out of fuel after take off. first they re going to tanker, than some eject and some re landing back on cvn. vsn f-4b works fine (but i slightelly modifid f-4e loadaut) i checked lodauts, thinking it uses lbs. and doubled ammount of fuel. but it doesnt help. here is my lodaut for a-4. where is my mistake? thank you! db_loadouts.lua [sIGPIC][/sIGPIC]
PB0_CEF Posted June 21, 2022 Author Posted June 21, 2022 (edited) 2 hours ago, UN9249 said: Hi, mb some one could help me. i am trying to modify tomcat cvn campaign with adding a-4ec\vsn a6 mod. so i made a flight with a-4 \ vsn a6. Mission was created. but they immideatelly run out of fuel after take off. first they re going to tanker, than some eject and some re landing back on cvn. vsn f-4b works fine (but i slightelly modifid f-4e loadaut) i checked lodauts, thinking it uses lbs. and doubled ammount of fuel. but it doesnt help. here is my lodaut for a-4. where is my mistake? thank you! db_loadouts.lua 286.33 kB · 3 downloads Well may be try my settings for fuel ... it works for me ... (I made a quick South Atlantic DCE campaign to fly over this cool map ) It's for A-4 : }, -- end of ["pylons"] ["fuel"] = 2468, ["flare"] = 30, ["chaff"] = 30, ["gun"] = 100, }, Edited June 21, 2022 by PB0_CEF 1 [/url]All known Dynamic Campaign Engine Campaigns Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...
UN9249 Posted June 21, 2022 Posted June 21, 2022 (edited) I made a quick South Atlantic DCE campaign to fly over this cool map ohh, can you snd me pls? i got the map, but dont have any mission. Edited June 21, 2022 by UN9249 [sIGPIC][/sIGPIC]
ameriveaux Posted June 25, 2022 Posted June 25, 2022 Got an error with the new DCE version using the Harrier over Caucasus when attempting to first mission D:\Games II\DCS World OpenBeta\bin\luae.exe: ../../../ScriptsMod.NG/ATO_Generator.lua:24: module 'Debug/db_loadouts_archive' not found: no field package.preload['Debug/db_loadouts_archive'] no file '.\Debug/db_loadouts_archive.lua' no file 'D:\Games II\DCS World OpenBeta\bin\lua\Debug/db_loadouts_archive.lua' no file 'D:\Games II\DCS World OpenBeta\bin\lua\Debug/db_loadouts_archive\init.lua' no file 'D:\Games II\DCS World OpenBeta\bin\Debug/db_loadouts_archive.lua' no file 'D:\Games II\DCS World OpenBeta\bin\Debug/db_loadouts_archive\init.lua' no file '.\lua-Debug/db_loadouts_archive.dll' no file '.\Debug/db_loadouts_archive.dll' no file 'D:\Games II\DCS World OpenBeta\bin\lua-Debug/db_loadouts_archive.dll' no file 'D:\Games II\DCS World OpenBeta\bin\Debug/db_loadouts_archive.dll' stack traceback: [C]: in function 'require' ../../../ScriptsMod.NG/ATO_Generator.lua:24: in main chunk [C]: in function 'dofile' ../../../ScriptsMod.NG/MAIN_NextMission.lua:520: in main chunk [C]: in function 'dofile' ..\..\..\ScriptsMod.NG\BAT_FirstMission.lua:446: in main chunk [C]: ?
Miguel21 Posted June 25, 2022 Posted June 25, 2022 3 hours ago, ameriveaux said: Got an error with the new DCE version using the Harrier over Caucasus when attempting to first mission D:\Games II\DCS World OpenBeta\bin\luae.exe: ../../../ScriptsMod.NG/ATO_Generator.lua:24: module 'Debug/db_loadouts_archive' not found: no field package.preload['Debug/db_loadouts_archive'] no file '.\Debug/db_loadouts_archive.lua' no file 'D:\Games II\DCS World OpenBeta\bin\lua\Debug/db_loadouts_archive.lua' no file 'D:\Games II\DCS World OpenBeta\bin\lua\Debug/db_loadouts_archive\init.lua' no file 'D:\Games II\DCS World OpenBeta\bin\Debug/db_loadouts_archive.lua' no file 'D:\Games II\DCS World OpenBeta\bin\Debug/db_loadouts_archive\init.lua' no file '.\lua-Debug/db_loadouts_archive.dll' no file '.\Debug/db_loadouts_archive.dll' no file 'D:\Games II\DCS World OpenBeta\bin\lua-Debug/db_loadouts_archive.dll' no file 'D:\Games II\DCS World OpenBeta\bin\Debug/db_loadouts_archive.dll' stack traceback: [C]: in function 'require' ../../../ScriptsMod.NG/ATO_Generator.lua:24: in main chunk [C]: in function 'dofile' ../../../ScriptsMod.NG/MAIN_NextMission.lua:520: in main chunk [C]: in function 'dofile' ..\..\..\ScriptsMod.NG\BAT_FirstMission.lua:446: in main chunk [C]: ? weird, it works for me tests: reset scriptsMod (via DCE_Manager) Otherwise, send me 2 zip folders: 1- your "scriptsMod" folder 2- your "Harrier over Caucasus-LHA\Init" folder 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 June 26, 2022 Posted June 26, 2022 (edited) On 6/25/2022 at 1:28 PM, Miguel21 said: weird, it works for me tests: reset scriptsMod (via DCE_Manager) Otherwise, send me 2 zip folders: 1- your "scriptsMod" folder 2- your "Harrier over Caucasus-LHA\Init" folder Hope i did this right, seems there are files every where Edited June 27, 2022 by ameriveaux
Miguel21 Posted June 27, 2022 Posted June 27, 2022 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 June 27, 2022 Posted June 27, 2022 my goodness ^^j I thought I asked you for a zip file/folder... I invite you to look at how to create this (it's very easy and very fast), because there... it's not easy to manage all your files. But hey I can't reproduce your failure. Do you use DCE_Manager.exe? If yes, which 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
ameriveaux Posted June 27, 2022 Posted June 27, 2022 I cleaned my post up. Apologies for the sloppiness. I use DCE manager 4.10.22.31
Miguel21 Posted June 28, 2022 Posted June 28, 2022 Ok It's strange, your path.bat file doesn't seem to have been modified by DCE_Manager (although it should be if you run firstMission.bat via DCE_Manager) Try this: - download and install the campaign - run firstMission.bat (start Campaign) with DCE_Manager Question: - does this bug only affect this campaign or all the others too? 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
UN9249 Posted July 4, 2022 Posted July 4, 2022 (edited) Hi friends. still trying to make a-4c available for use. It makes sometimes flight with it, but mostly, ignores the aircraft. when bot makes missions with it, it puts no chaff no flares, no guns. aircraft is also not awaiable to edit in mission planner. some how, when i whant to edit loadouts manually window of edition doesnt open. i think the problem is in the loadouts. so can someone explain what does this parameters in dbloadouts affect on? thank you. minscore = 0.3, - ???? weaponType = "Bombs", - - How this affect? expend = "All", - ???? attackType = "Dive", - what else possible? range = 500000, - km? m? nm? capability = 1, - ???? firepower = 1, - ???? vCruise = 215.83333333333, - ias? gs? km? mph? vAttack = 277.5, - same standoff = nil, - ???? tStation = nil, - ???? LDSD = true, - ??? -- self_escort = false, sortie_rate = 6, - ???? Edited July 4, 2022 by UN9249 [sIGPIC][/sIGPIC]
Miguel21 Posted July 4, 2022 Posted July 4, 2022 4 hours ago, UN9249 said: Hi friends. still trying to make a-4c available for use. It makes sometimes flight with it, but mostly, ignores the aircraft. when bot makes missions with it, it puts no chaff no flares, no guns. aircraft is also not awaiable to edit in mission planner. some how, when i whant to edit loadouts manually window of edition doesnt open. i think the problem is in the loadouts. so can someone explain what does this parameters in dbloadouts affect on? thank you. minscore = 0.3, - ???? weaponType = "Bombs", - - How this affect? expend = "All", - ???? attackType = "Dive", - what else possible? range = 500000, - km? m? nm? capability = 1, - ???? firepower = 1, - ???? vCruise = 215.83333333333, - ias? gs? km? mph? vAttack = 277.5, - same standoff = nil, - ???? tStation = nil, - ???? LDSD = true, - ??? -- self_escort = false, sortie_rate = 6, - ???? it seems to me that you have a part of the explanations in the header of the loadout file I could just indicate that the speeds are TAS or, at worst, GS (I'd have to look at that, but that's the DCS mission file system in .miz) on the other hand, CEF has managed to add the A4 in a campaign prototype. I think he will tell you about 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
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