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


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Two things:

1) How do you set it so AI flights take off before you. I delete a flight on the CVN, make a flight with the free up planes with the task I want, set the departure minutes to several minutes after 1 or two of the BARCAPs, set client slots to 1, set loadout, set flight plan. When I launch there are no BARCAPs up, and they launch however many minutes they were set to after me even. Say they are set to launch in 4 minutes, I set me to launch in 12 minutes. I launch, then they launch 4 minutes later.

 

2) This might be a DCS/ME issue. Is there a way to stop the system from spawning SAM sites in the middle of forests? I'm not talking about in a clearing in the forest, I mean there are literally trees over the launchers. This was an issue I had with Through the Inferno mission as well, so I tend to believe it must be an inherent problem in the DCS/ME logic. Anybody know any workarounds?

 

As usual, I apologize if these topics have been covered. It's just not feasible to check this whole post. Thanks.

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I'm having an odd issue where AI planes tend to be destroyed just before they taxi, taking out any planes near them. It only happens in MP, and only if another client is connected. It isn't tied to a single airbase. I had several flights across two enemy airfields detonate, with slightly different taxi times, at the same instant. They never even started to move, just boom. Seems like its maybe a hiccup in the MP code? They work fine if I replay the mission with just me on the server.

 

E: I was able to solve my issue by letting the game run unpaused before the client joined and using distant unit culling.


Edited by snaxx
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Two things:

1) How do you set it so AI flights take off before you. I delete a flight on the CVN, make a flight with the free up planes with the task I want, set the departure minutes to several minutes after 1 or two of the BARCAPs, set client slots to 1, set loadout, set flight plan. When I launch there are no BARCAPs up, and they launch however many minutes they were set to after me even. Say they are set to launch in 4 minutes, I set me to launch in 12 minutes. I launch, then they launch 4 minutes later.

-snip-

 

The player flight will always launch at '0 minutes' - unfortunately right now I don't think there's a way to have the aircraft launch a simulated 4 minutes 'ahead' of you. The best you could do as a bit of a workaround is have other aircraft launch at the same time as you - but just wait on the ramp for a few minutes for the other flight to go ahead. Not sure how feasible it'll be on a carrier, but I have done this with good results from land bases.

 

As an example (I'm leading a 2-ship of Vipers as a striker flight, and I want some Eagles to fly ahead to provide CAP to cover us) - I'll schedule both my own flight AND the CAP flight to 'launch' at the same time - however I will wait on the ramp for 2-3 minutes and then start taxiing. (I like to use this time to get extra S.A by watching the F10 map, commanding artillery, etc.) While this is a bit of a workaround, it seems to work quite nicely. Hope that helps! :)

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Two things:

1) How do you set it so AI flights take off before you. I delete a flight on the CVN, make a flight with the free up planes with the task I want, set the departure minutes to several minutes after 1 or two of the BARCAPs, set client slots to 1, set loadout, set flight plan. When I launch there are no BARCAPs up, and they launch however many minutes they were set to after me even. Say they are set to launch in 4 minutes, I set me to launch in 12 minutes. I launch, then they launch 4 minutes later.

 

 

I'm not sure if it works the same way in the current version. In previous version you could set the AI flights to launch at +00 and then set the player aircraft to +XX (however later you want the flight to leave). Once the mission starts you can then use time compression to get to the player spawn time and you'll get spawned in at that time. There is no way, that I'm aware of, to start right at the player spawn time with the AI partially into their flight plans.

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Help! out of nowhere, my Lib 2.1.0 won't work anymore...it does the quick black screen flash and then it goes blank. I've deleted my saved game file and I've replaced the mission-script.lua from the resources folder in the Lib 2.1.0 file and I'm running it as admin, no luck :(

 

It was working fine 3 weeks ago when I last hopped on DCS.

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echoing a previous sentiment here, a little closure at the end of the campaign (a graphic with a generic congratulatory message at a minimum, or ideally a short campaign-specific won/lost dialog) would really help with the feeling of accomplishment.

 

Great work on this product. I just completed my first campaign and will be moving on to the next!

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Version 2.1.1 has now been released......

https://github.com/Khopa/dcs_liberation/releases

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My Squadron and I have been flying(testing) this on and off for a couple weeks. A few questions/suggestions.

 

A. Is there a way to create a custom faction or two?

 

B. We regularly have 8-12 pilots flying in our Sunday campaign, We would like to run Liberation

in the future, will the force multiplier be re-enabled in the near future? There are nowhere near enough targets for our group in its current state.

 

C. We flew a Full Map mission from Liwa, and had No enemy CAP show up, a bunch of planes spawned at the nearest enemy airfield but never moved. We killed them on the ground.

Ebein

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Does anyone know if there's a way to set up the equivalent of an escort or TARCAP flight? I'm looking to have an AI flight cover a distant airfield that's the target of a player-flown strike mission.

 

There doesn't seem to be an "Escort" mission type, and CAP only seems to provide options for friendly airbases and the frontline.

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Does anyone know if there's a way to set up the equivalent of an escort or TARCAP flight? I'm looking to have an AI flight cover a distant airfield that's the target of a player-flown strike mission.

 

There doesn't seem to be an "Escort" mission type, and CAP only seems to provide options for friendly airbases and the frontline.

 

It's on their list for future implementation. They're currently reworking the whole mission creation side of things with more mission types.

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It's on their list for future implementation. They're currently reworking the whole mission creation side of things with more mission types.

 

 

Awesome. Thanks for the clarification, Mustang. :thumbup:

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2.1.4 has been released...

 

 

https://github.com/Khopa/dcs_liberation/releases

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anyone else having the issue where destroyed units are not being actively shown in the list after the battle? my last mission there was 27 enemy units destroyed, but in the sidebar after the mission is just says 1 AAA gun was destroyed from group MINKS or something. No record of any other vehicles being taken out. thanks!

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