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


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EDIT: ahh let me try the steps on https://github.com/Khopa/dcs_liberat...d-Server-Guide, I didn't find these originally.

EDIT2: works now, please disregard

 

 

can anyone post some working instructions for using a Dedicated Server to run missions? I followed these instructions, but every time I tried to run the mission it would crash the server.

 

https://www.reddit.com/r/hoggit/comm...layer/g1vpsz1/

 

I suspect it has to do with the MissionScripting.lua changes, but I can't tell if you are supposed to change it in 'program files' only, or also in 'saved games' (which my local install of DCS does not have such a file). Would really like to be able to harness the extra bandwidth of our dedicated server if at all possible.

 

thanks,


Edited by Zyll
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Hi guys,

I downloaded the Liberation campaign today and it looks really interesting. Unfortunately it does not run at all on my outdated system. I am now considering upgrading to a new one. Could someone please tell me whether it would run smoothly on a large-scale map (like the Persian gulf), during later stages of the campaign with a high number of units? I’m considering buying the following system:

- Processor: AMD Ryzen™ 5 3600 (6 Cores, 32 MB L3 Cache, max. performance clock rate 4,2 GHz)

- Graphic card: NVIDIA® GeForce GTX® 1660 Ti with 6 GB, GDDR6

- RAM: 16 GB HyperX™ DDR4 XMP @3.200 MHz; up to 64 GB

Any help will be appreciated!

 

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Hi guys,

I downloaded the Liberation campaign today and it looks really interesting. Unfortunately it does not run at all on my outdated system. I am now considering upgrading to a new one. Could someone please tell me whether it would run smoothly on a large-scale map (like the Persian gulf), during later stages of the campaign with a high number of units? I’m considering buying the following system:

- Processor: AMD Ryzen™ 5 3600 (6 Cores, 32 MB L3 Cache, max. performance clock rate 4,2 GHz)

- Graphic card: NVIDIA® GeForce GTX® 1660 Ti with 6 GB, GDDR6

- RAM: 16 GB HyperX™ DDR4 XMP @3.200 MHz; up to 64 GB

Any help will be appreciated!

 

I have a most similar spec as u.

3600X AMD 580 8GB 32Gb RAM

 

Liberation run very well on my side. 40-70Fps

 

On Liberation Settings:

Switch of the Smoke on Front line.

Switch of extra Infantry on Ground units.

Play a bit with Culling distance.

 

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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!

 

+1 I’m sure community members could help on some banner artwork or graphics

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Tested today, awesome! Now, is there a way to add the Skynet IADS script to Liberation? Maybe via the Lua plugins?

What is the difference between a landing, a good landing and a perfect landing?

-After a landing the A/C is back on the ground. After a good landing the pilots walks away. After a perfect one you can reuse the aircraft.

 

I am good at doing landings.

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Hi, first of all I absolutely love this campaign! But whenever I try to use the Hornet I get following error:

 

INFO:root:Generating flight :

2020-10-26 00:48:18,218 :: INFO :: Generating flight :

INFO:root:airgen: for 80 at Airport(King Hussein Air College)

2020-10-26 00:48:18,219 :: INFO :: airgen: for 80 at Airport(King Hussein Air College)

ERROR:root:'tasks'

2020-10-26 00:48:18,257 :: ERROR :: 'tasks'

WARNING:root:No room on runway or parking slots. Starting from the air.

2020-10-26 00:48:18,259 :: WARNING :: No room on runway or parking slots. Starting from the air.

INFO:root:airgen: for 80 at 3000 at 550

2020-10-26 00:48:18,261 :: INFO :: airgen: for 80 at 3000 at 550

Traceback (most recent call last):

File "gen\aircraft.py", line 862, in generate_planned_flight

File "gen\aircraft.py", line 624, in _generate_at_airport

File "pydcs\dcs\mission.py", line 1072, in flight_group_from_airport

File "pydcs\dcs\mission.py", line 929, in _flying_group_from_airport

File "pydcs\dcs\unitgroup.py", line 429, in load_task_default_loadout

File "pydcs\dcs\unittype.py", line 153, in loadout

KeyError: 'tasks'

 

During handling of the above exception, another exception occurred:

 

Traceback (most recent call last):

File "qt_ui\windows\mission\QMissionPlanning.py", line 156, in on_start

File "game\game.py", line 178, in initiate_event

File "game\event\event.py", line 111, in generate

File "game\operation\frontlineattack.py", line 39, in generate

File "game\operation\operation.py", line 195, in generate

File "gen\aircraft.py", line 774, in generate_flights

File "gen\aircraft.py", line 875, in generate_planned_flight

File "gen\aircraft.py", line 682, in _generate_group

File "gen\aircraft.py", line 648, in _generate_inflight

File "pydcs\dcs\mission.py", line 1173, in flight_group

File "pydcs\dcs\mission.py", line 1030, in flight_group_inflight

File "pydcs\dcs\mission.py", line 966, in _flying_group_inflight

File "pydcs\dcs\unitgroup.py", line 429, in load_task_default_loadout

File "pydcs\dcs\unittype.py", line 153, in loadout

KeyError: 'tasks

 

Is there anything I can do to fix it?

 

Sent from my SpyPhone using Tapatalk

 

 

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It's working fine. Open DCS, then open the mission editor. Load the mission called liberation_nextturn. Click flight, then fly mission. After you end the mission in DCS alt-tab and you'll be be to submit the results from that window.

 

Thanks bro

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How long does it take ground forces to capture a base? My front lines in a Syria Civil War map have been "parked" in front of near-defenseless airbases for several turns now. I've tried setting the ground AI to both "aggressive" and "breakthrough" (the northern side has been just "aggressive" throughout) but the front lines haven't moved. I am still getting the messages in the log each turn that our ground forces are "making progress" toward Hama and Al Dumayr, though. Is there anything else I need to be doing? Or is it just a matter of more turns passing? Because right now, the missions are getting pretty boring...

 

LiberationParked.jpg.6263c61653aaf9e2a5975027bea17e98.jpg

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How long does it take ground forces to capture a base? My front lines in a Syria Civil War map have been "parked" in front of near-defenseless airbases for several turns now. I've tried setting the ground AI to both "aggressive" and "breakthrough" (the northern side has been just "aggressive" throughout) but the front lines haven't moved. I am still getting the messages in the log each turn that our ground forces are "making progress" toward Hama and Al Dumayr, though. Is there anything else I need to be doing? Or is it just a matter of more turns passing? Because right now, the missions are getting pretty boring...

 

[ATTACH=JSON]{"data-align":"none","data-size":"full","title":"LiberationParked.jpg","data-attachmentid":7119524}[/ATTACH]

 

This need a bit time. In RL Groundforces have to regroup and this needs many time.

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How long does it take ground forces to capture a base? My front lines in a Syria Civil War map have been "parked" in front of near-defenseless airbases for several turns now. I've tried setting the ground AI to both "aggressive" and "breakthrough" (the northern side has been just "aggressive" throughout) but the front lines haven't moved. I am still getting the messages in the log each turn that our ground forces are "making progress" toward Hama and Al Dumayr, though. Is there anything else I need to be doing? Or is it just a matter of more turns passing? Because right now, the missions are getting pretty boring...

 

[ATTACH=JSON]{"data-align":"none","data-size":"full","title":"LiberationParked.jpg","data-attachmentid":7119524}[/ATTACH]

Make sure that ALL hostile ground units guarding the corresponding base are dead. Only then your forces will automatically capture the base within the turn. If you have CA you can also additionally command a unit directly to the center of the base in order to make sure your units will capture it.
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Make sure that ALL hostile ground units guarding the corresponding base are dead. Only then your forces will automatically capture the base within the turn. If you have CA you can also additionally command a unit directly to the center of the base in order to make sure your units will capture it.

 

If I have ground unit movement turned off as the optimization setting (I fiddled with a bunch of those after having some early framerate issues in VR in Syria), will that make a difference? I keep blowing up the defending units, but of course they keep getting a trickle of reinforcements each turn.

 

 

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I'm seeing the exact same thing as RampantCoyote. Already on the 20th turn, all base units and surrounding units are killed and I still haven't conquered the base.

 

Note that I also disabled most of the performance options, to optimize gameplay in VR. I did not have this problem until I switched all these options of.

 

EDIT: I do notice the base still mentions some frontline units, maybe those need to be killed as well.

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Couple of questions, Is it possible to have both the stennis and the supercarrier in missions, do I have any way to re-position the carriers and finally is it possible to save progress as follows:

 

1. Run liberation on my gaming PC.

2. Generate Miz file in liberation then close liberation (after saving the campaign file with file save as)

3. Load Miz file in editor on the gaming PC , save then transfer the file to my DCS Server and run on it.

4. Shut down the server when mission is complete (or stop the server in webgui)

5. Navigate to the (identically named DCS liberation install dir) in the server and copy the state.json file.

6. Transfer json file to the identical install folder of liberation on my gaming PC.

7. Fire up liberation again on the gaming pc and load the campaign via file open (campaign we saved in step 2)

8. Click mission planning then take off again, then submit manually and import the json file we grabbed in step 6)

9. Profit

 

Just want to clarify if the above is 100% the correct process or not??!

 

Thanks.

 

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Couple of questions, Is it possible to have both the stennis and the supercarrier in missions, do I have any way to re-position the carriers and finally is it possible to save progress as follows:

 

1. Run liberation on my gaming PC.

2. Generate Miz file in liberation then close liberation (after saving the campaign file with file save as)

3. Load Miz file in editor on the gaming PC , save then transfer the file to my DCS Server and run on it.

4. Shut down the server when mission is complete (or stop the server in webgui)

5. Navigate to the (identically named DCS liberation install dir) in the server and copy the state.json file.

6. Transfer json file to the identical install folder of liberation on my gaming PC.

7. Fire up liberation again on the gaming pc and load the campaign via file open (campaign we saved in step 2)

8. Click mission planning then take off again, then submit manually and import the json file we grabbed in step 6)

9. Profit

 

Just want to clarify if the above is 100% the correct process or not??!

 

Thanks.

 

Bother, wrote a long list and then saw you mention "server" - mine was for single player.

 

But for - Supercarrier.

 

When you load the mission in DCS you can edit the units as you see fit in the editor. I personally add extra SAMs and start closer to the mission area. Fly, then submit the json like you suggested. I usually just accept the basic result unless I need to start again as I sometimes forget to change loadout of my plane.

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LOTS OF EDITS AS I GET MORE IDEAS.

 

Some suggestions if I may.

 

*** Loving the JTAC. Works well. Could he please have a different laser code for the TGP to spot? I noticed that I was manually lasing my own target that was obviously near his. Unless I did something stupid my GBU tracked to HIS target (@1688 ) rather than mine (@1688 ). I guess his target was rather close to mine!!! (USER ERROR - need to change code on ground)

 

*** Difficult I'm sure, but.......

Is there a way to set our own "start" map? Load a template in the mission editor and add our own extremelly diificult airbase defences and the like? This gets saved into the already fantastic template and everything gets tracked automatically on game save?

 

*** If this isn't possible for the effort involved, can there be a scale for the amount of EXTRA factories, power plants, command centres etc for each stage of the campaign?

Adding to this, possibly somehow get them tagged onto the edge of towns / in towns. Sure it'll be hard to place them IN them, but having other buildings around them would be ace!

 

*** Could it be possible to program escort missions for strike packages? Or - make it manual, where you select escort in the planner, and pick a flight to ... escort?

 

*** There used to be a base attack mission? Could this be brought back? Have all ground units move to the base supported by air. Maybe set a trigger to advance them in when player craft enters a bubble // xx% of ground units destroyed.

 

*** I think I'm cheating at the moment as I set my CAPS to take off in ZERO minutes. Is there a way of tracking flights from before and forcing a 3 hour turn around? If I finish a mission the F15s are still available to task even though techinically they are still in the air. Sorry. Getting ahead of myself lol. FAR too complicated.

 

*** Another cheat: Maybe be able to load up the "enemy" side, and allocate ground forces / SAMs. That'll be cool!

 

*** Auto Mission creation. Could there be a tofgge to what is created in each pass? Maybe CAP / CARCAP only. Tick boxes so that we have to manually go in and create the ground missions. This is starting to go away from an autogenerated campaign I know, but late in the game I'm finding I just want "my" airfields planes to do the attacking, leaving another enemy base for me to have a go at "on another day". Also helps with FPS too.

 

Obviously the Carrier movement is already being worked on.

 

 

All very easy I'm sure, and will take 5 minutes of your time ;-) ;-)

 

Again, for the 20th time from me in the thread I just want to say thank you for the continued development. If it weren't for this, DCS would frankly be just a systems simulator for me (my opinion). If I had the know how I would try to help out !

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