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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>

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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 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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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" ?

 

Variables01a.png

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"(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

DCE_Manager


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

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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

DCE_Manager


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

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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 by Miguel21
  • Thanks 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

DCE_Manager


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

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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... 😉

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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 ...

Screenshot (21).png


Edited by snake_61
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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 by snake_61
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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 ...

Screenshot (21).png

 

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

DCE_Manager


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

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...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 by snake_61
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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]

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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 by PB0_CEF
  • Like 1

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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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]: ?

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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

DCE_Manager


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

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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 by ameriveaux
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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

DCE_Manager


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

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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

DCE_Manager


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

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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 by UN9249

[sIGPIC][/sIGPIC]

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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

DCE_Manager


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

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