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Posted (edited)

Just finished the first two missions on Hornet over PG (v9)

 

I came from v7 and I must say I see much improvement. The missions seem much less performance demanding. Also, I'm not sure if the prune script is now activated by default and adjusted a little, but despite having a nicely static filled carrier deck, I had better fps than on PG version 7 with prune activated.

 

First mission was awesome:

 

 

AI F-16 SEAD flight did exactly what they should do, get in there and lure air defenses away from me and destroy 'em. Meanwhile I was able to get in there and take out both my targets with two AGM-65F. On my low and fast egress, I was being chased by two MiG-29's but those were picked up by the assisting F-15 CAP. I got back to the ship, did only one bolter and then catched the 3-wire! (ok, my wingman did a bingo-eject.. but aside from that everthing was flawless!

 

 

 

Keep up the good work :thumbup:

Edited by sirrah

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

Posted

In my previous post I said that for the second mission I used the hot start scripting and it worked. I'll have to withdraw that comment as I accidentally loaded an older manually edited mission.

 

 

I'm affraid the "hot start" script is not working (Hornets over PG v9). Or I'm doing something wrong here.

 

In the "camp_init.lua" I changed

"hotstart = false,"

into

"hotstart = true,"

 

Still in each next generated mission I start cold and dark.

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

Posted
In my previous post I said that for the second mission I used the hot start scripting and it worked. I'll have to withdraw that comment as I accidentally loaded an older manually edited mission.

 

 

I'm affraid the "hot start" script is not working (Hornets over PG v9). Or I'm doing something wrong here.

 

In the "camp_init.lua" I changed

"hotstart = false,"

into

"hotstart = true,"

 

Still in each next generated mission I start cold and dark.

 

 

You need to do it in campstatus.lua in Status folder

 

look for : ['hotstart'] = false, or restart the campaign ...

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted

ah ok, I'll try that :thumbup:

 

(you might want to revise the readme file for the next version though. It refers to the "camp_init.lua" file)

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

Posted
ah ok, I'll try that :thumbup:

 

(you might want to revise the readme file for the next version though. It refers to the "camp_init.lua" file)

 

 

Before restarting the campaign (with firstmission.bat) you can change hotstart = true. But if you change it after the first mission only you need to restart the campaign (with firstmission.bat) or change hotstart in Status folder if you want to continue your campaign :thumbup:

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted

I think I've asked before but hoping you can help.

I want to add static units to the carrier deck of F14 over Caucasus but I'm having a bit of a problem.

I edit the first mission and restart the campaign. This works fine and my static units are there. I then edit the ongoing mission and save it then restart the campaign again.

The first mission is fine but on the second mission my static units do not show up and checking the editor shows that it has reverted to the original ongoing mission.

How can I fix this please?

Posted
I think I've asked before but hoping you can help.

I want to add static units to the carrier deck of F14 over Caucasus but I'm having a bit of a problem.

I edit the first mission and restart the campaign. This works fine and my static units are there. I then edit the ongoing mission and save it then restart the campaign again.

The first mission is fine but on the second mission my static units do not show up and checking the editor shows that it has reverted to the original ongoing mission.

How can I fix this please?

 

 

You must edit the Base_mission.miz in the Init folder then restart the campaign with Firstmission.bat file :thumbup:

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted (edited)

OK, done that. Now it hangs on loading the second mission. :(

 

 

 

 

edit. Not sure why it was hanging but it seems to work now. Problem is I can edit the base mission in the init folder but it doen't change anything in the second or ongoing missions.

Edited by Dave317
Posted
OK, done that. Now it hangs on loading the second mission. :(

 

 

 

 

edit. Not sure why it was hanging but it seems to work now. Problem is I can edit the base mission in the init folder but it doen't change anything in the second or ongoing missions.

 

You need to run first mission.bat after you edit the base mission for the changes to take effect.

Posted
You need to run first mission.bat after you edit the base mission for the changes to take effect.

 

 

God knows what i was doing wrong before but out works now. Thank you:thumbup:

 

 

I have another question though:music_whistling:

I would like to make it a bit more euro friendly, tornadoes and viggens etc and no f117's. Is there much that needs to be changed to do this?

Posted (edited)

I forget to add in the readme a new interesting thing :

 

It's now possible to turn on or off the player's hotstart WITHOUT restarting completly the campaign (defaut is off) !

You just need to look in Conf_mod.lua file in Init folder and change Hostart = true or false and use NextMission.bat to generate a new mission but not a new campaign (thanks to Miguel :thumbup: )

 

 

The four campaigns released today are concerned by this new option.

 

I add the Miguel's Mods listing :

 

* More than 4 planes in carrier's squadrons : IA aircrafts will appear few minutes before take off time directly on the catapult so they will not cause collisions after wingman landing. You can add up to 12 aircrafts in squadron but it will take a long time to generate missions be careful. Defaut is 8 for player's Squadron and 6 for IA squadron. This is in test : it seems to work but there can be drawbacks : collisions with IA appearing right in front of you while taxiing or landing, bugs with catapults, etc... please report any problems on the forum.

* Blue side can use EWR stations (when AWACS is missing) : their callsigns and frequencies are in the briefing now.

* Intercept missions with command "Intercept_hotstart = true"in "Conf_mod.lua" in "Init" folder is fully working now : the player's plane will start on parking hot only when an Intercept mission is generated.

* Radio channel frequencies are duplicate on both plane's radios so player can simply put the needed channel number instead of manually entering needed frequencies on the second plane's radio.

*Added Tomsk Prune Script with Miguel integration : you can turn it on or off in "Conf_mod" file in "Init" folder :

PruneScript ={

present = true, -- reduce a mission by removing units

}

It's true by defaut, false to remove it. For more Prune script tweaks : https://forums.eagle.ru/showpost.php...&postcount=753

Edited by PB0_CEF

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted

I have black window with next message:

 

 

"Generating Next Mission.

08:58h passed. Next mission scheduled at: 15:51, 6.4.1993.

METAR 061551 00000KT CAVOK NSW SKC Q1015=

Please Wait...

ATO Generating Sortie (952) - Complete"

 

It stays like that for more than 10 minutes..should i wait any longer, or ? Should i click green button "end mission" in DCS for black window to finish generating next mission?

[sIGPIC][/sIGPIC]

Pilot from Croatia

Posted (edited)
I have black window with next message:

 

 

"Generating Next Mission.

08:58h passed. Next mission scheduled at: 15:51, 6.4.1993.

METAR 061551 00000KT CAVOK NSW SKC Q1015=

Please Wait...

ATO Generating Sortie (952) - Complete"

 

It stays like that for more than 10 minutes..should i wait any longer, or ? Should i click green button "end mission" in DCS for black window to finish generating next mission?

 

 

It can happen sometimes :huh: You can wait a little more but I think the best way is to close the window (with window cross) then end mission in DCS and use Nextmission.bat to generate a new mission ...

Edited by PB0_CEF

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted
It can happen sometimes :huh: You can wait a little more but I think the best way is to close the window (with window cross) then end mission in DCS and use Nextmission.bat to generate a new mission ...
Ok thanks... After i clicked on green end mission button, black window finished its task and created new mission

 

Sent from my Redmi Note 4 using Tapatalk

[sIGPIC][/sIGPIC]

Pilot from Croatia

Posted

I ran into a very weird situation last night in Hornet over PG camp. V10

 

Running in MP. I'm in RIO slot. None of the AWACS would talk to us. It didn't matter if the pilot or myself made the call. We we're certainly on the correct freq.

 

Right alongside us was a fellow pilot without an MP RIO and he could use AWACS with no troubles though we could hear none of his comms with AWACS.

 

Also tried with the EWR sites and got same results.

 

Though I am not an expert by any stretch, could it be Miguel's mods are getting confused by two humans in the same unit?

 

I've noticed that Alerax's LSO script doesn't understand multi crew aircraft too and you are met with erratic behavior.

 

Sent from my SM-G955U using Tapatalk

Posted

On another note, and thus a new post

 

I have noticed that quite a few of my HARMS simply disappear shortly after launching.

 

I read in the readme that this is done to simulate the operators turning off those radar in order to make the Shrike miss. But the HARM is far more resilient in that case and will still attempt to guide to the spot where it was pointed initially.

 

Am I incorrect here? Is there a way to lower this effect or simply disable it?

 

Markeebo

 

Sent from my SM-G955U using Tapatalk

Posted
On another note, and thus a new post

 

I have noticed that quite a few of my HARMS simply disappear shortly after launching.

 

I read in the readme that this is done to simulate the operators turning off those radar in order to make the Shrike miss. But the HARM is far more resilient in that case and will still attempt to guide to the spot where it was pointed initially.

 

Am I incorrect here? Is there a way to lower this effect or simply disable it?

 

Markeebo

 

Sent from my SM-G955U using Tapatalk

 

 

 

 

It's a long debate with my friends too : The goal of the SEAD mission is not really to destroy SAMS (they are not so efficient for that when you look at the real use in modern wars) but to supress them to avoid SAM attacks on Strikers. I think it's the philosophy of use of this weapon that Mbot wanted. Use them exactly at the good timing to allow strikers to attack their targets !

 

If they were too efficient AND they CAN be more efficient in DCE you would not find any more SAMs in the next missions which is not realistic for me with big countries like Russia or Iran. You can destroy specific SAM system with dedicated missions with ARM, bombs or Mav. Heavy destruction will wipe this SAM system but it would be too easy to destroy a SAM battery only using one HARM.

 

In the first Mbot dynamic campaign Gardian of the Caucasus SAM systems were able to repair and I hope it can be simulated one day in DCE :music_whistling:

 

 

But if you really want to change this philosophy you can change this line in

 

"ARM_Defense_Script.lua" file in "Script/Mission script" folder :

 

 

 

if math.random(1,10) > 3 then --70% chance that ARM launch is detected by target

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted
It's a long debate with my friends too : The goal of the SEAD mission is not really to destroy SAMS (they are not so efficient for that when you look at the real use in modern wars) but to supress them to avoid SAM attacks on Strikers. I think it's the philosophy of use of this weapon that Mbot wanted. Use them exactly at the good timing to allow strikers to attack their targets !

 

If they were too efficient AND they CAN be more efficient in DCE you would not find any more SAMs in the next missions which is not realistic for me with big countries like Russia or Iran. You can destroy specific SAM system with dedicated missions with ARM, bombs or Mav. Heavy destruction will wipe this SAM system but it would be too easy to destroy a SAM battery only using one HARM.

 

In the first Mbot dynamic campaign Gardian of the Caucasus SAM systems were able to repair and I hope it can be simulated one day in DCE :music_whistling:

 

 

But if you really want to change this philosophy you can change this line in

 

"ARM_Defense_Script.lua" file in "Script/Mission script" folder :

 

 

 

if math.random(1,10) > 3 then --70% chance that ARM launch is detected by target

Thanks for the explanation. This does make sense. I might be overly simplistic in my thought process, but I thought that when the AGM-88 launched, it had pinpointed it's location and would continue on to that point even if the operator ceased transmission.

 

HOWEVER!! In further thinking about this, if in SP or TOO, the HARM had the point locked in, you should see a distance to Target. Which we don't. So it makes even MORE sense now.

 

Today's update should have corrected some of the bugged guidance issues in the -88 so I'll take a look. I might like to see the percentage boosted to 50%, but I like his well-thought-out philosophy. The depth of this goes far beyond what we know. Genius.

 

Markeebo

 

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