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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign


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Hi Khopa,

 

When I try to launch "liberation_main.exe" in RC5 a command prompt opens along with a graphic. Both then close almost immediately; the following lines are the last in the command prompt:

 

Replace : E:\DCS World OpenBeta\\Scripts/MissionScripting.lua

Reloading Map Canvas

Traceback (most recent call last):

File "qt_ui\main.py", line 56, in <module>

File "qt_ui\windows\QLiberationWindow.py", line 35, in __init_

File "qt_ui\windows\QLiberationWindow.py", line 50, in initui

File "qt_ui\windows\infos\QInfoPanel.py", line 11, in __init_

File "qt_ui\windows\infos\QInfoList.py", line 16, in __init_

File "qt_ui\windows\infos\QInfoList.py", line 27, in update_list

AttributeError: 'Game' object has no attribute 'informations'

[2840] Failed to execute script main

 

Any ideas?

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Hi Khopa,

 

When I try to launch "liberation_main.exe" in RC5 a command prompt opens along with a graphic. Both then close almost immediately; the following lines are the last in the command prompt:

 

Replace : E:\DCS World OpenBeta\\Scripts/MissionScripting.lua

Reloading Map Canvas

Traceback (most recent call last):

File "qt_ui\main.py", line 56, in <module>

File "qt_ui\windows\QLiberationWindow.py", line 35, in __init_

File "qt_ui\windows\QLiberationWindow.py", line 50, in initui

File "qt_ui\windows\infos\QInfoPanel.py", line 11, in __init_

File "qt_ui\windows\infos\QInfoList.py", line 16, in __init_

File "qt_ui\windows\infos\QInfoList.py", line 27, in update_list

AttributeError: 'Game' object has no attribute 'informations'

[2840] Failed to execute script main

 

Any ideas?

 

If you've any saves of previous versions of Liberation in your Saved Games\DCS folder, make sure you delete them.

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Getting an error when trying to "take off" after selecting the first mission of a brand new campaign (I deleted all saves from older versions):

 

Traceback (most recent call last):

File "qt_ui\windows\mission\QMissionPlanning/.py", line 132, in on_start

File "game\game.py", line 163, in initiate_event

File "game\event\event.py", line 125, in generate

File "game\operation\frontlineattack.py", line 77, in generate

File "game\operation\operation.py", line 167, in generate

File "gen\environmentgen.py", line 143, in generate

File "gen\environmentgen.py", line 73, in _gen_time

UnboundLocalError: local variable 'time_range' referenced before assignment

[sIGPIC][/sIGPIC]

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Getting an error when trying to "take off" after selecting the first mission of a brand new campaign (I deleted all saves from older versions):

 

- i get error sometimes when pressing Take Off that prevents me from starting a mission, it reports "UnboundLocalError: local variable 'time_range' referenced before assignment" in dos box. I think it only happens with 'No night missions setting' enabled.

 

 

Hello, thanks for reporting this, it is the same error for both of you.

It will indeed happen when "No night mission" is selected. (and when the current time is the middle of the day.)

 

I fixed it for the next version, sorry for the inconvenience. Just disable the "no night missions" when it doesn't work.

 

- ability to add new factions and change existing factions and assign liveries would be welcome. For instance i'd like to use Ka-50 vs insurgents but it is not possible right now. No need for UI just a plain easily accessible text file.

 

Yes, it's an issue right now.

 

I'll try to make the factions files editable in the future; currently they are packaged in the exe, which is not practical.

 

- there is way too much activity over a small area, if we could change it via multiplier to suit our preference/hardware that would be ideal. This multiplier could also affect income so that campaign doesn't become too easy on low activity levels.

 

For example i can't take off from starting airfield without being locked on by enemy aircraft and after i get up everything turns into air quake fast with 15 planes destroyed per mission. I'd like some breathing room between taking off and being engaged if possible, maybe have big map with half the airfields used to add some spacing?

 

You are right. On the Western Georgia map, the airbases are really close to each other. For modern conflict, it's too close. Especially when the nearby airbase has an S-300.

 

If you have the Persian Gulf map, the spacing on the "Iranian Invasion" campaign makes it way more manageable.

 

But i'll definitely make a new "map" for Caucasus with more spacing, that's a good idea.

 

- also this much activity makes it almost unplayable in VR on small maps and unplayable on big maps due to low FPS and too much stutter. Maybe add late activation triggers for units that are far from action as option to make it more performance friendly.

 

Yes, using late activation trigger would improve performance over the current delay method i'm using for now in the generated mission. (It was just more straightforward to do it this way, but i intend to improve that).

 

Regarding performance, I've also added a small menu with a few performance oriented settings coming in the next release, it's not much for now, but maybe it'll help a bit :

 

yCgtau5.png

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Is there a way to transfer aircraft or ground units to a new base once you have taken it over?

 

The current way to do it is not really intuitive.

Just go the airbase you want to transfer from.

Sell the units you want to transfer by clicking on '-'

Then buy the unit back in the new base;

And wait next turn for them to be available.

 

So it's far from ideal right now.

 

In the future i'd like to add a "transfer" menu for that task. And auto transfer at least part of the units to the new base when it is captured.

 

 

(Also after capturing an airbase, you should really pass the turn waiting for your units to be recruited back in the new base, otherwise it will be very hard to defend it.) Especially Kobuleti on the Western Georgia map, where you are going to be attacked on two fronts.

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Ah ok I got it. If I pass a turn, I take it nothing happens at all? Except I get more money?

 

Also, I just ran a bunch of tests on loadouts. I did indeed have custom loadouts in the mission editor for CAP flights, and I erased them.

 

 

However, no matter what my task is the mission editor always shows 4 aim 9s and 2 aim 7s (which is what I get when I fly the mission). I set myself to both SEAD and Strike mission types in the Liberation app and both of them gave me that loadout.

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I'm flying the F18, and all I'm getting are BARCAP missions (btw, this should really be renamed. BARCAP is specific to a CVW, and I'm always taking off from an airfield). I see CAS and other types of missions for other aircraft, but never for the F18.

[sIGPIC][/sIGPIC]

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I'm flying the F18, and all I'm getting are BARCAP missions (btw, this should really be renamed. BARCAP is specific to a CVW, and I'm always taking off from an airfield). I see CAS and other types of missions for other aircraft, but never for the F18.

 

 

You need to delete a flightgroup out of the ready menu and create a new flight out of those platforms. You can then assign them to do anything you want.

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Just tried the first middle east scenario for the first time.

 

 

This is a lot less chaotic. Felt a lot better to fly around in. That first Caucasus scenario was like locked in a refrigerator with 5 guys swinging hammers at each other.

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I noticed a bug with the zooming/dezooming with the mouse wheel. If I fully zoom, then fully unzoom, the map will be slightly zoomed. If I do this again and again, the map will be completely zoomed without any possibility to unzoom !

Restarting DCS Liberation solves the problem, so it's no big deal.

 

Also, there's a problem with the defaul layout for the tomcats : they are not equipped with any missiles, only fuel tanks. Same for the JF17.


Edited by ikaruga
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If you've any saves of previous versions of Liberation in your Saved Games\DCS folder, make sure you delete them.

 

That was it, thanks :thumbup:

 

Just for reference it was two .tmp files in the savedgames/dcs directory related to the shdwp's version of Liberation.

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Right now, to avoid issues with taxi/atc all the AI units will start in the air. This is current limitation.

 

 

 

However your flight should start as you decided.

 

 

 

Which airbase was it ?

 

 

 

It was the first Airbase you get in the Emirates campaign. I think Farujah Intl.

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Hello guys,

 

I have a new pre-release version available here : 2.0 RC6

 

I have been able to fix many issues thanks to your feedback here, thank you all !

 

However, the old save files will not be compatible sorry.. :(

If you have a campaign ongoing and want to finish, you should stay on 2.0RC5 for now.

 

 

DCS Liberation 2.0RC6

 

Features/Improvements :

 

  • [units/Factions] Supercarrier support (You have to go to settings to enable it, if you have the supercarrier module)
  • [units/Factions] Added 'Modern Bluefor' factions, containing all most popular DCS flyable units
  • [units/Factions] Factions US 2005 / 1990 will now sometimes have Arleigh Burke class ships instead of Perry as carrier escorts
  • [units/Factions] Added support for newest WW2 Units
  • [Maps] Added new theather in Caucasus (North Caucasus)
  • [Campaign logic] When a base is captured, refill the "base defenses" group with units for the new owner.
  • [Mission Generator] Carrier ICLS channel will now be configured (check your briefing)
  • [Mission Generator] SAM units will spawn on RED Alarm state
  • [Mission Generator] AI Flight planner now creates its own STRIKE flights
  • [Mission Generator] AI units assigned to Strike flight will now actually engage the buildings they have been assigned.
  • [Mission Generator] Added performance settings to allow disabling : smoke, artillery strike, moving units, infantry, SAM Red alert mode.
  • [Mission Generator] Using Late Activation & Trigger in attempt to improve performance & reduce stutter (Previously they were spawned through 'ETA' feature)
  • [uX] : Improved flight selection behaviour in the Mission Planning Window

 

Fixed issues :

 

  • [Mission Generator] Payloads were not correctly assigned in the release version.
  • [Mission Generator] Game generation does not work when "no night mission" settings was selected and the current time was "day"
  • [Mission Generator] Game generation does not work when the player selected faction has no AWACS
  • [Mission Generator] Planned flights will spawn even if their home base has been captured or is being contested by enemy ground units.
  • [Campaign Generator] Base defenses would not be generated on Normandy map and in some rare cases on others maps as well
  • [Mission Planning] CAS waypoints created from the "Predefined waypoint selector" would not be at the exact location of the frontline
  • [Naming] CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP)

 

I believe the payload problem should be fixed with this version. It only happened with the release version, hence why i had not the bug on my dev version.

 

Please do tell me if the payloads are now correctly generated.

 

For instance, for F/A-18C the default payloads generated by DCS liberation should be :

 

  • A Spamraam config for CAP/A2A missions
  • AGM-65F for CAS/BAI
  • AGM-88 for SEAD
  • A mix of Mk83 + GBU-38 for Strike mission (might change that in the future)
  • AGM-84 for Antiship missions

 

Obviously, in the future i'd like to make the payloads depends on the available ammunition, but that's going to require quite a lot of work. (So that destroyed warehouse, would actually make you (or the enemy) lose ordnance... and so on.

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That was quick! Great stuff in there. Amazing work!

 

 

Some more bugs/feedback (I've been adding to this list all day as things come to me):

 

 

When picking a waypoint for a mission, the waypoint list is not in alphabetical order. Parts of it are, but there are many breaks where it starts over. Even better, adding text field where you could enter a string and the list would filter to that string would be awesome. (EDIT: I just realized this filter functionality is already there if I highlight the selection box!)

 

 

In the new northern campaign, your base "Soganlug" has no base defenses. Also, how do base defenses work exactly? Can you add to them, or once they are destroyed they are gone for good?

 

 

Rearranging the flights in the flight list from earliest to latest after user changes flight times.

 

 

Add option to show only red/blue/both flight paths on the campaign map in the app

 

 

Having the flight planner default to the last base modified when opening the planner. Right now it defaults to the base at the top of the list.

 

 

Would it be possible to add "go to flight planner" option directly from clicking on a base in the map? You already have a dialog picker that appears when you click on a base.

 

Putting your current budget on the unit buying screen that goes down to reflect purchases made there (maybe this is there and I'm missing it?)

 

 

Saving custom load outs in the flight planner. Also, when creating a custom loadout, have the current loadout for the selected task be in the loadout screen to give you something to work from.

 

 

When I knock out a SAM radar, the circle for that SAM site still appears on the campaign map in the app. This may be intentional?

 

 

Does the enemy fix/replace/add SAM sites as the campaign progresses?

 

 

Not sure if this one is possible, but add an option for fog of war in the F10 map-

 

Show/don't show unspotted aircraft

Show/don't show unspotted ground units

Show/don't show unspotted SAM site

 

 

If that is possible, does it add a ton of CPU load?

 

 

 

A simpler/less intensive thing might be toggles to enable/disable seeing enemy aircraft, ground units and/or SAM sites on the F10 map.


Edited by flyinj23
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As for the performance improvements, which are the most CPU intensive? I'm not that familiar with DCS' engine.

 

 

Do moving ground units hit the hardest out of that list? It would be a shame to lose those. Is it just a matter of how many units there are? Would getting rid of infantry give a bigger benefit as it would eliminate a ton of ground units?

 

 

Also, what is "RED alert mode" for SAMs, and how much does that impact performance?


Edited by flyinj23
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Thank you very much. IMO the best dynamic campaign so far.

It should have it's own thread.

A-10C / AJS-37 / AV-8B / BF-109 / KA-50 / F-14 / F-16C / F-5E / F/A-18C / FC3 / JF-17 / F-86 / M-2000C / MiG-21bis / P-51D / Spitfire LF Mk. IX / UH-1H Huey

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When picking a waypoint for a mission, the waypoint list is not in alphabetical order. Parts of it are, but there are many breaks where it starts over. Even better, adding text field where you could enter a string and the list would filter to that string would be awesome.

 

Rearranging the flights in the flight list from earliest to latest after user changes flight times.

 

Yes, i'll keep that in mind, having a way to order them how you want would be nice to have.

 

Having the flight planner default to the last base modified when opening the planner. Right now it defaults to the base at the top of the list.

 

Good idea !

 

Putting your current budget on the unit buying screen that goes down to reflect purchases made there (maybe this is there and I'm missing it?)

 

Yes, it's not very practical right now. I intend to rework the base menu.

 

Saving custom load outs in the flight planner.

 

Yes, it is a much needed feature, it's very annoying to configure them every time.

 

When I knock out a SAM radar, the circle for that SAM site still appears on the campaign map in the app. This may be intentional?

 

Not really intentional, but yes, i'm aware of this, and I intend to fix it.

It currently displays the "threat_range" of the units in the group. (using the highest one)

So even when the radar is knocked out, it will still display the launcher max range.

I had some tests with "detection_range" instead, but then it'll show a much larger circle in most case, so i wasn't satisfied with it either.

 

Does the enemy fix/replace/add SAM sites as the campaign progresses?

 

Not yet, nor does the player side. I intend to make them repairable.

 

Not sure if this one is possible, but add an option for fog of war in the F10 map-

 

Show/don't show unspotted aircraft

Show/don't show unspotted ground units

Show/don't show unspotted SAM site

 

If that is possible, does it add a ton of CPU load? A simpler/less intensive thing might be toggles to enable/disable seeing enemy aircraft, ground units and/or SAM sites on the F10 map.

 

I will first add the fog of war settings, as it is implemented in DCS.

 

Maybe later, if i ever implement recon (and maybe even elint) missions, we could have some units visible by default, or at least notes on the F10 map at their expected location. (Not sure, if i can programtically add the note though)

 

But it's a "maybe", we're not there yet. :D

 

As for the performance improvements, which are the most CPU intensive? I'm not that familiar with DCS' engine.

 

Do moving ground units hit the hardest out of that list? It would be a shame to lose those. Is it just a matter of how many units there are? Would getting rid of infantry give a bigger benefit as it would eliminate a ton of ground units?

 

I'm not sure yet. We have to try the differents settings to figure it out. I have only tested that it correctly disable what it is supposed to disable for now.

 

The biggest problem for CPU might be the number of aircrafts which cannot be controlled yet.

 

But, in my experience (and others i have read from), a lot of moving ground units can be pretty tough on DCS performance; and especially in MP. But disabling them has a big impact on gameplay, and you'll need Combined Arms to at least move the units to capture the enemy airbases.

The infantry generate a lot of units, but i don't think they have actually such a huge impact on performance, since i don't really make them move. Infantry is just there for "flavor", so you can disable it without worry.

 

I'm not sure about the SAM Red alert parameter, but it makes them smarter, so i figured out that maybe it would make them use more CPU, but i'm not sure. And to be honest, i haven't noticed a perf boost disabling this for now.

 

I know that artillery strikes can be tough on performance when performed by rocket launcher, currently if a side has a lot of artilery rocket launchers, they will fire at some point in the mission, which can cause some lag.

 

And then, there the is the smoke trails that you can disable, probably not a huge impact on CPU, but probably a small one on GPU, because of the particles effects. But they are really useful to help locating the frontline.

 

------------------

 

Btw, there is a trello board here so you can see what is on my to do list : https://trello.com/b/1zikAeJD/dcs-liberation

 

If you want to contribute in any way, you can join the discord there : (https://discord.gg) /bKrtrkJ

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Thanks for the response Khopa, that all sounds fantastic.

 

Also, take a look at my post again. I've been adding stuff to it since you replied. Unfortunately I didn't add new stuff right on the end, a lot of it is in the middle.

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Ground units need to physically move into a base to capture it? How exactly does this work? Is there a large trigger box and if they are in it at the end of a mission you get the base?

 

 

Also, what do all the different ground unit settings mean and how do units behave differently according to them? (aggressive, ambush, etc)?

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Also, what do all the different ground unit settings mean and how do units behave differently according to them? (aggressive, ambush, etc)?

 

  • DEFENSIVE : Your units won't move. The groups will be medium sized, but it's random.
  • AMBUSH : Same behaviour but with smaller group of units.
  • AGGRESIVE : Each group will move toward an enemy one, then progress toward the airbase
  • ELIMINATION : Each group will move toward up to 3 enemy group sequentially, so it's the
    strategy to select if you want your ground units to make a lot of damage against the enemy one.
  • BREAKTHROUGH : Your units will just move forward, ignoring the enemy's positions. It allow to make fast progress toward the enemy base if the result is succesful.
  • RETREAT : Your units will fall back, this is good to avoid damage against superior firepower

 

Then in each case, you will "win" the fight if more enemy units have been destroyed than the amount you lost. But you won't win ground in a DEFENSIVE stance, and regarding the offensive stance, BREAKTHROUGH is the most rewarding.

If you chose RETREAT, you will lose ground no matter what happened.

 

Ground units need to physically move into a base to capture it? How exactly does this work? Is there a large trigger box and if they are in it at the end of a mission you get the base?

 

This is actually a built in event in DCS engine, and i can listen to it using the MIST lua framework for DCS (i inject a few lua scripts in the generated mission file)

 

But I believe it can be done with regular trigger as well without scripting.

 

--------

 

I've read and noted your other points in your updated post.

Don't worry if i don't answer to everything, but i read what is in the thread. But I have to go for tonight.

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  • DEFENSIVE : Your units won't move. The groups will be medium sized, but it's random.
  • AMBUSH : Same behaviour but with smaller group of units.
  • AGGRESIVE : Each group will move toward an enemy one, then progress toward the airbase
  • ELIMINATION : Each group will move toward up to 3 enemy group sequentially, so it's the
    strategy to select if you want your ground units to make a lot of damage against the enemy one.
  • BREAKTHROUGH : Your units will just move forward, ignoring the enemy's positions. It allow to make fast progress toward the enemy base if the result is succesful.
  • RETREAT : Your units will fall back, this is good to avoid damage against superior firepower

 

Then in each case, you will "win" the fight if more enemy units have been destroyed than the amount you lost. But you won't win ground in a DEFENSIVE stance, and regarding the offensive stance, BREAKTHROUGH is the most rewarding.

If you chose RETREAT, you will lose ground no matter what happened.

 

 

 

This is actually a built in event in DCS engine, and i can listen to it using the MIST lua framework for DCS (i inject a few lua scripts in the generated mission file)

 

But I believe it can be done with regular trigger as well without scripting.

 

--------

 

I've read and noted your other points in your updated post.

Don't worry if i don't answer to everything, but i read what is in the thread. But I have to go for tonight.

 

 

Amazing stuff here.

 

 

So if I pick a "Defensive" posture, it actually puts less units on the map? If I say have 6 M1A1s at a base and pick "Defensive", will it only deploy a fraction of those?

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