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


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Hi all,

I dont know if it is the same for all of you but since DCS-Liberation 5.0, we have a couple of very nice Mariana's scenarios to play with.. there is one I found particularly promising: PACIFIC REPARTEE

It is a naval only battle (no real ground forces) and a lot! of naval forces.  The ideal (perhaps) situation for a great FA-18-Supercarrier campaign..

But...

It is unplayable (for me at least)...  At a certain point in the mission (around 00:45'') the enemy carriers (there are many) and main destroyers start shooting swarms of anti-ship missiles (P-700 Granit , etc.) that are MUCH more effective than our Harpoons... they manage to severely damage or destroy our ONLY carrier (which is our only base of operation here!)... I even tried launching at the start of mission 1 a very strong 30+ F-18 offensive against the closest 2 aircraft carriers (Liaoning-Kuznetzov...) but our Harpoons get exterminated as well...  I tried many strategies, even tried to give the enemy half of our initial budget... but to no avail, it seems unplayable...

Anybody succeeded in playing it with pleasure?  any hints?


Edited by JEFX

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In DCS I fly jets with thousands of pounds of thrust...

In real life I fly a humble Cessna Hawx XP II with 210 HP :D

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OK, just a bit more info.  I have been doing some experiments (watching the F10 MAP at Time X 10 just to check...).

I tried the same thing with the other naval campaign around Cyprus, Operation Blackball.

The same thing happens at around T + 35 minutes, the Kuznetzov and the Moscow start sending volleys of anti-ship missiles towards our carrier and fleet, but now the balance of forces is much better and we (AI ships) manage to kill all the incoming missiles with ship defense (SM-2s)! Strangely, I let the mission run for 2 hours (accelerated) and the enemy does'nt send any more volley?  This campaign is much more playable because of that...  But I still feel that the other one (Pacific Repartee) would have the potential to be a REAL naval campaign, which would be great with our Hornet and Supercarrier (please, whoever made it, could you balance the red naval forces better please?)

 

 


Edited by JEFX

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In DCS I fly jets with thousands of pounds of thrust...

In real life I fly a humble Cessna Hawx XP II with 210 HP :D

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Hi

I think Liberation is incredible.  But I was wondering if someone can help with a timing issue I'm really struggling with.  I have all flights starting COLD, which seems to include enemy flights.  Which means, I could launch off my carrier, afterburn low level to an enemy airfield, flatten said airfield, take out the first couple of enemy aircraft who are only just taking off, and be back at my carrier for a smoked kipper breakfast, and medals.  I'm finding that the enemy CAP which should have been over my target to stop me bombing it are usually just getting airborne after I've unloaded my bombs.

I presume I could set all flights to start in the Air, but then I'm just racing an enemy to the target.  I could sit on the carrier for 30 mins, to give the bad guys a chance to finish their morning coffee/vodka, and get their sh1t together.  Or another solution to this might be to have random flights start in the air but not necessarily at a base, e.g. CAP starts over/near targets (ground units spawn randomly so why not air units?) which I could do through mission designer (but then I know what's happening and that defeats the purpose).

Is there a setting/trick which I'm missing which doesn't involve me waiting 30 mins to start flying?  Should I set everything to start in the air except my flight?

Thanks

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Personally I like to set the default to START IN FLIGHT so that CAP (especially ennemy) start in the air.  I then change the friendly start to Runway, Warm and Cold with a variety in order to make things more random...  Of course, I start my own flight from scratch (COLD) and in this way, the picture looks much more alive when airborne...

 

Anybody can answer my question about balance of forces in PACIFIC REPARTREE ?? an experience with it?  By the way anyone know how to reach those who make them? I could give them a suggestion?  THanks

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In DCS I fly jets with thousands of pounds of thrust...

In real life I fly a humble Cessna Hawx XP II with 210 HP :D

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5 hours ago, JEFX said:

Personally I like to set the default to START IN FLIGHT so that CAP (especially ennemy) start in the air.  I then change the friendly start to Runway, Warm and Cold with a variety in order to make things more random...  Of course, I start my own flight from scratch (COLD) and in this way, the picture looks much more alive when airborne...

 

Anybody can answer my question about balance of forces in PACIFIC REPARTREE ?? an experience with it?  By the way anyone know how to reach those who make them? I could give them a suggestion?  THanks

Great, thanks for that.  It did make a difference and now I find the enemy CAP roughly where I’d expect it to be.

  Now I just need to work out how to get around the whole “Two Ejecting… Three Ejecting… Four Ejecting” issue, having stumbles across a couple of Mig29s who wiped out my 4 ship of F14Bs within 60 seconds.

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AI wingmen are useless in DCS... not only they call 'ejecting' all the time as you said, they saturate the radio constantly with their Godly detection range ...

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In DCS I fly jets with thousands of pounds of thrust...

In real life I fly a humble Cessna Hawx XP II with 210 HP :D

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I have to share with you guys... I just played one of my favorite/best mission in DCS (of all time.. and I do play since 2003...)!!!!!

I am currently playing DCS: Liberation Operation Blackball (Cyprus) (around mission 5)...

 

I took off from the carrier at 5 AM with one wingman and a mixed load of Mavs and AA missiles (self-protect OCA strike!) against Lanarka AB. 

It was dark, completely dark, and carrier operations were nocturnal and illuminated.  The first 45 minutes were very exciting because, after a 20 minute ferry flight to the west,  I managed to wreck some elements of the SA-11 protecting Lanarka and I downed a couple of MIG-29 that were vectored to me by the AWACS.  My wingman downed a pair of SU-34 and I ordered him to RTB (before he crashed because of dry tanks...).  At that point, the sky was barely starting to pale a bit, with some red glow on the horizon...

My last MIG's chase took me way out on the ocean and I was pretty far with little gas remaining...

With a very nice sunrise and pretty pink clouds, I decided to try and make it to Gecitkale (an airfield that we captured quite early in the game because it was guarded only by an SA-8 and a few tanks...)  I landed at Gecitkale with 400 Lbs. of gas... phew.. ...to my surprise, there were several Tomcats landing there at the same time (very immersive!).  By that time the sun was fully up and it was daytime (I had been constantly adjusting the cockpit lighting in the last half hour...).

After refueling and rearming, I took off from Gecitkale and asked the AWACS for a picture.  He directed me to a vector 50 NM  away and I started my climb towards it when I noticed some bandits right in front of me (a pair of MIG-29s unseen to the AWACS) that were getting in position to shoot me down...  It was a close call, and my heart was racing with the surprise but I managed to splash both of them...  After a while and no more bandits close by (anything the awacs was giving me was more than 150 NM away and I didnt have the fuel to get there and back), I started back towards the carrier, about 100 NM east of my position.  I did a climb and save fuel kind of profile (FPAS page on the MFD) and was directed to a Case I recovery by  Marshal.  After one bolter (grrr...) I successfully grabbed a 3-wire and parked, secured the FA-18C and opened the canopy to take a breath...

Several ground targets, several AA kills, many close calls, an emergency landing on a divert Airfield, and a very pretty morning with sunrise on beautiful low clouds...  And while I was parking and securing the aircraft, many Tomcats trapped in my back or executed their breaks overhead...  So many unplanned beautiful surprises...

This is why Liberation is so great!... there is no way to replicate this kind of pleasure with a canned self-planned sterile, mission-editor style mission.... 

I love DCS: Liberation!

 

 

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[sIGPIC][/sIGPIC]

In DCS I fly jets with thousands of pounds of thrust...

In real life I fly a humble Cessna Hawx XP II with 210 HP :D

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Guys, I yesterday flew two missions on a test-build of Liberation where The F-104 mod was implemented. Had a blast on low-level attacking ground targets and dogfighting mig-21s...just pretty cool. I hope The 104 gets implented permanently. Big thanks to @MetalStormGhost for doing The extraction/Implementation work.

By The way, liberation is truly great right now...some time ago I used some early 2.something builds, but now it is way better 🙂

cheers,

PeeJott.

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10 hours ago, JEFX said:

I have to share with you guys... I just played one of my favorite/best mission in DCS (of all time.. and I do play since 2003...)!!!!!

I am currently playing DCS: Liberation Operation Blackball (Cyprus) (around mission 5)...

 

I took off from the carrier at 5 AM with one wingman and a mixed load of Mavs and AA missiles (self-protect OCA strike!) against Lanarka AB. 

It was dark, completely dark, and carrier operations were nocturnal and illuminated.  The first 45 minutes were very exciting because, after a 20 minute ferry flight to the west,  I managed to wreck some elements of the SA-11 protecting Lanarka and I downed a couple of MIG-29 that were vectored to me by the AWACS.  My wingman downed a pair of SU-34 and I ordered him to RTB (before he crashed because of dry tanks...).  At that point, the sky was barely starting to pale a bit, with some red glow on the horizon...

My last MIG's chase took me way out on the ocean and I was pretty far with little gas remaining...

With a very nice sunrise and pretty pink clouds, I decided to try and make it to Gecitkale (an airfield that we captured quite early in the game because it was guarded only by an SA-8 and a few tanks...)  I landed at Gecitkale with 400 Lbs. of gas... phew.. ...to my surprise, there were several Tomcats landing there at the same time (very immersive!).  By that time the sun was fully up and it was daytime (I had been constantly adjusting the cockpit lighting in the last half hour...).

After refueling and rearming, I took off from Gecitkale and asked the AWACS for a picture.  He directed me to a vector 50 NM  away and I started my climb towards it when I noticed some bandits right in front of me (a pair of MIG-29s unseen to the AWACS) that were getting in position to shoot me down...  It was a close call, and my heart was racing with the surprise but I managed to splash both of them...  After a while and no more bandits close by (anything the awacs was giving me was more than 150 NM away and I didnt have the fuel to get there and back), I started back towards the carrier, about 100 NM east of my position.  I did a climb and save fuel kind of profile (FPAS page on the MFD) and was directed to a Case I recovery by  Marshal.  After one bolter (grrr...) I successfully grabbed a 3-wire and parked, secured the FA-18C and opened the canopy to take a breath...

Several ground targets, several AA kills, many close calls, an emergency landing on a divert Airfield, and a very pretty morning with sunrise on beautiful low clouds...  And while I was parking and securing the aircraft, many Tomcats trapped in my back or executed their breaks overhead...  So many unplanned beautiful surprises...

This is why Liberation is so great!... there is no way to replicate this kind of pleasure with a canned self-planned sterile, mission-editor style mission.... 

I love DCS: Liberation!

 

 

Great story. Thanks for sharing. Must have been single player because in multiplayer AI wingmen only sit there and do squat. Unfortunate, until they get that fixed once and for all. I agree liberation is excellent and is the only thing that is actually breathing life back into DCS IMHO anyway. 

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@Wood Yes, it was single player and Yes, AI wingmen are a bit useless.  One of the things I like to do with them (usually only one, armed for AA), I bring him along for the ingress but order him to orbit a little way out of harm, I turn his radio off (in order not to hear the constant warnings about enemies 150NM+ away...) and I pursue alone until I feel AA danger, then I call upon him (Attack Bandits), and that it does ok (so so ok...) but at least I have more AA firepower like that.

These strategies are for single player of course... I must say that I wish I could play the same kind of mission with other people in multiplayer but I find it hard to start... Once I played some BMS with a couple of very welcoming guys and it was a blast, but in DCS I dont know where to start and how to get into it...  Not to mention that I have a crazy RL schedule so I cannot commit to a group, let alone a squadron of any kind...

 

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In DCS I fly jets with thousands of pounds of thrust...

In real life I fly a humble Cessna Hawx XP II with 210 HP :D

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  • 2 weeks later...

USING (stupid) AI WINGMEN (as efficiently as possible) in DCS: LIBERATION

 

I have been making some experiments with the (pretty stupid) AI wingmen since I play DCS: Liberation in single player all the time at the moment.  For a while I contented myself with planning as efficiently as possible other flights to the best of my knowledge and dispensing with AI wingmen altogether… (flying a single aircraft group).  But I decided to investigate the possibilities a bit more and here is what I found making some experimental missions, if it may be of any inspiration to some of you.

There are a few radio commands that seem to work better than others with AI wingmen (they don’t work all the time, but they are somewhat better then all the others)…  In terms of managing their stance, position, etc… the commands HOLD POSITION and REJOIN seem to work pretty well (they will break these orders only if they detect an enemy airplane close to them, I am not sure how close, but something like 12 NM or so).  This means that we can bring 1 or 2 wingmen and have them wait at specific points or distance from the threats, mission goal, etc… Better, it is possible to order them to HOLD POSITION individually (wing 1 or wing 2, etc.)  HOLD is the only way I found to order them NOT to attack anything at random…

Another order that is pretty handy is COVER ME when I feel that there are some air threat close by, or if I am painted by enemy airborne radars, then the AI will attack the bandits that are threatening me.  (by the way, ATTACK MY ENNEMY does not seem to work very well at all…).

Then, there are the specific combat orders and those that seem to be working pretty well are:

ENGAGE BANDITS, ENGAGE AIR DEFENSES and ENGAGE GROUND TARGETS although, if there is a SAM around, they might not engage ground targets (even if ordered) and go for the air defenses).

Based on those experiments, I decided to try a new approach to my missions in Liberation.  (I still need to do more experiment within Liberation and will report here). 

I plan the mission for my own use (with no extra waypoints, holdings or ingress…) and add as waypoints many targets that I wish with the ADD WAYPOINT function.  I bring 2 AI wingmen with me (because the first level of the radio menu has only room for wing 1 and wing 2)  and give them a mixed loadout of A-G, anti-radiation and A-A munitions (it can even be slightly different for both, therefore they can become specialists but they both have AA missiles)…

Quickly, in the heat of the mission, I can use the HOLD or REJOIN orders to use them or have them wait, and I can order any of them to ATTACK AIR DEFENCES or to ATTACK GROUND TARGETS, and if there is some air opposition then ENGAGE BANDITS and if things get really bad, COVER ME… 

When a task is completed, I can order them to HOLD or REJOIN again so they don’t get stupid and engage anything on their own…  When I feel they are getting low on gas I can order them to RTB so we don’t lose to many planes…

This way, playing Liberation becomes really fun with AI wingmen.  The only annoying thing is their constant calling of contacts (which I have not found yet how to disable…).  If anyone knows how, I would be very glad to hear about  it...

 

a few hours later:

 

I just made some experiment with Liberation and having TWO wingmen is completely impossible and useless... they get so saturated with contacts and so panicked by all the threats that they ignore all my commands and I end up spending all my time trying to get their attention... no point...

Tomorrow I will try my idea with ONLY one wingman and will report...


Edited by JEFX

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In DCS I fly jets with thousands of pounds of thrust...

In real life I fly a humble Cessna Hawx XP II with 210 HP :D

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I initially started by creating the packages and assigning targets myself, but now I'm letting Liberation plan everything and it assigns a single player slot to one flight. So now I fly whatever mission Liberation gives me. Night CAS in rain in an F14B wasn't an experience I thought I'd be up there for me, but the challenge of taking whatever mission I'm given is great.   I make the assumption that my wingman is going to die (if he actually launches from the carrier).

I am thoroughly impressed with this software.  

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  • 2 weeks later...

This Dynamic Campaign Generator is awesome! 
 

I am currently making custom factions (which is an extremely cool feature!) and I already found the way to set the skins. Now two questions:

  • What is the correct code for the A-10C II - I found an A-10 in one of the pre-sets but I don’t think it is the new version. Anyone knows?
  • a little plus: I know that weapon loadout presets depend on the mission type. Can these presets be edited somehow controlled? I.e. limit loadouts to Fox-2 missiles and such?

Edited by 1MajorKoenig
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On 12/30/2021 at 4:53 PM, JEFX said:

USING (stupid) AI WINGMEN (as efficiently as possible) in DCS: LIBERATION

 

I have been making some experiments with the (pretty stupid) AI wingmen since I play DCS: Liberation in single player all the time at the moment.  For a while I contented myself with planning as efficiently as possible other flights to the best of my knowledge and dispensing with AI wingmen altogether… (flying a single aircraft group).  But I decided to investigate the possibilities a bit more and here is what I found making some experimental missions, if it may be of any inspiration to some of you.

There are a few radio commands that seem to work better than others with AI wingmen (they don’t work all the time, but they are somewhat better then all the others)…  In terms of managing their stance, position, etc… the commands HOLD POSITION and REJOIN seem to work pretty well (they will break these orders only if they detect an enemy airplane close to them, I am not sure how close, but something like 12 NM or so).  This means that we can bring 1 or 2 wingmen and have them wait at specific points or distance from the threats, mission goal, etc… Better, it is possible to order them to HOLD POSITION individually (wing 1 or wing 2, etc.)  HOLD is the only way I found to order them NOT to attack anything at random…

Another order that is pretty handy is COVER ME when I feel that there are some air threat close by, or if I am painted by enemy airborne radars, then the AI will attack the bandits that are threatening me.  (by the way, ATTACK MY ENNEMY does not seem to work very well at all…).

Then, there are the specific combat orders and those that seem to be working pretty well are:

ENGAGE BANDITS, ENGAGE AIR DEFENSES and ENGAGE GROUND TARGETS although, if there is a SAM around, they might not engage ground targets (even if ordered) and go for the air defenses).

Based on those experiments, I decided to try a new approach to my missions in Liberation.  (I still need to do more experiment within Liberation and will report here). 

I plan the mission for my own use (with no extra waypoints, holdings or ingress…) and add as waypoints many targets that I wish with the ADD WAYPOINT function.  I bring 2 AI wingmen with me (because the first level of the radio menu has only room for wing 1 and wing 2)  and give them a mixed loadout of A-G, anti-radiation and A-A munitions (it can even be slightly different for both, therefore they can become specialists but they both have AA missiles)…

Quickly, in the heat of the mission, I can use the HOLD or REJOIN orders to use them or have them wait, and I can order any of them to ATTACK AIR DEFENCES or to ATTACK GROUND TARGETS, and if there is some air opposition then ENGAGE BANDITS and if things get really bad, COVER ME… 

When a task is completed, I can order them to HOLD or REJOIN again so they don’t get stupid and engage anything on their own…  When I feel they are getting low on gas I can order them to RTB so we don’t lose to many planes…

This way, playing Liberation becomes really fun with AI wingmen.  The only annoying thing is their constant calling of contacts (which I have not found yet how to disable…).  If anyone knows how, I would be very glad to hear about  it...

 

a few hours later:

 

I just made some experiment with Liberation and having TWO wingmen is completely impossible and useless... they get so saturated with contacts and so panicked by all the threats that they ignore all my commands and I end up spending all my time trying to get their attention... no point...

Tomorrow I will try my idea with ONLY one wingman and will report...

 

Hi

Hope you have found solution for AI wingmen not to call out contacts(any type),

if not in ME before you save it and fly or set in MP and fly you can disable that in two ways in advanced wp options,add new.....

hope it helps  😉

Screen_220109_102945.png

Screen_220109_103007.png


Edited by Airbarba
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50 minutes ago, Airbarba said:

Hi

Hope you have found solution for AI wingmen not to call out contacts(any type),

if not in ME before you save it and fly or set in MP and fly you can disable that in two ways in advanced wp options,add new.....

hope it helps  😉

Screen_220109_102945.png

Screen_220109_103007.png

 

Yes thanks so much, someone else had already pointed me in this direction on their Discord channel, but yes, this is the only way to do it for now... (but they still get panicked as much...)  but even better, I think that all that discussion about this that was generated on the discord triggered them the idea that they could include some options in the UI of Liberation about this, so we dont have to edit the mission in the ME every time.  We will see.  thanks again.

[sIGPIC][/sIGPIC]

In DCS I fly jets with thousands of pounds of thrust...

In real life I fly a humble Cessna Hawx XP II with 210 HP :D

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41 minutes ago, JEFX said:

Yes thanks so much, someone else had already pointed me in this direction on their Discord channel, but yes, this is the only way to do it for now... (but they still get panicked as much...)  but even better, I think that all that discussion about this that was generated on the discord triggered them the idea that they could include some options in the UI of Liberation about this, so we dont have to edit the mission in the ME every time.  We will see.  thanks again.

Great!

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vor 6 Stunden schrieb 1MajorKoenig:

This Dynamic Campaign Generator is awesome! 
 

I am currently making custom factions (which is an extremely cool feature!) and I already found the way to set the skins. Now two questions:

  • What is the correct code for the A-10C II - I found an A-10 in one of the pre-sets but I don’t think it is the new version. Anyone knows?
  • a little plus: I know that weapon loadout presets depend on the mission type. Can these presets be edited somehow controlled? I.e. limit loadouts to Fox-2 missiles and such?

 

Ok looks like question 2 could be tackled with this:

https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-Loadouts
 

I’ll give it a try…

 

 

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I need some help optimize this: I'tried my first campaign with Liberation this evening with one "Operation Allied Sword" and the game was unplayable with a frame rate almost costantly below 20fps on a i5-11700k with 64 gb of ram...

Any hint?


Edited by LordOrion

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Ciao Orion,

in "Settings", under"Mission generator", the bottom part of the tab is dedicated to otpions to improve FPS. I'd turn off artillery strikes, infantry squads and carcasses, then increase the distance between smokes on the frontline, if not disable them completely.

Another thing is the number of units in mission: I'm playing the same campaign and probably got carried away, I had 83 friendlies on the first mission, needless to say, the first ten to fifteen minutes was a slideshow. Also, watching the Tacview track, at the beginning of each missions the Red faction launches all the Scud they have and the blue SAM batteries fire to shoot them down, that's gonna degrade your FPS, too, I believe.

Another option you might wanna play with, on the same tab I described before, it's culling, although I'm not entirely sure if it's a viable option, for what I know, whole flights won't be taking part to the mission and I'm not sure if Liberation calculates a result for those flights or it's just as if those flights were cancelled.


Edited by Gianky
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2 minutes ago, Gianky said:

Ciao Orion,

in "Settings", under"Mission generator", the bottom part of the tab is dedicated to otpions to improve FPS. I'd turn off artillery strikes, infantry squads and carcasses, then increase the distance between smokes on the frontline, if not disable them completely.

Another thing is the number of units in mission: I'm playing the same campaign and probably got carried away, I had 83 friendlies on the first mission, needless to say, the first ten to fifteen minutes was a slideshow. Also, watching the Tacview track, at the beginning of each missions the Red faction launches all the Scud they have and the blue SAM battery fire to shoot them down, that's gonna degrade your FPS, too, I believe.

Another option you might wanna play with, on the same tab I described before, it's culling, although I'm not entirely sure if it's a viable option, for what I know, whole flights won't be taking part to the mission and I'm not sure if Liberation calculates a result for those flights or it's just as if those flights were cancelled.

Grazie Gianky,

I will give it a try tomorrow.

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RDF 3rd Fighter Squadron - "Black Knights": "Ar Cavajere Nero nun je devi cacà er cazzo!"

My Blog (Italian): Notti a (Video)Giocare

~~~~~~~~~~~~~~~~~~~~~~~~~

CPU: i7-11700K@5GHz|GPU: RTX-4070 Super|RAM: 64GB DDR4@3200MHz|SSD: 2x 970EVO Plus + 980 EVO Plus|HOTAS Warthog|TrackIR 5|

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On 1/11/2022 at 1:00 AM, Gianky said:

Ciao Orion,

in "Settings", under"Mission generator", the bottom part of the tab is dedicated to otpions to improve FPS. I'd turn off artillery strikes, infantry squads and carcasses, then increase the distance between smokes on the frontline, if not disable them completely.

Another thing is the number of units in mission: I'm playing the same campaign and probably got carried away, I had 83 friendlies on the first mission, needless to say, the first ten to fifteen minutes was a slideshow. Also, watching the Tacview track, at the beginning of each missions the Red faction launches all the Scud they have and the blue SAM batteries fire to shoot them down, that's gonna degrade your FPS, too, I believe.

Another option you might wanna play with, on the same tab I described before, it's culling, although I'm not entirely sure if it's a viable option, for what I know, whole flights won't be taking part to the mission and I'm not sure if Liberation calculates a result for those flights or it's just as if those flights were cancelled.

 

(keeping answering in English to allow other users undertand)

Ok I finally got the chance to try the changes you suggested and the situation is much better!

The only thing I cannot find it how to reduce the number of units: I didn't find any options to do that (I'm using version 5.1.0)...

Thank you!

Another question: is there any way to tell mission generator to schedule player missions earlyer?

Waiting 47+ minutes is not an easy task even with accelerated time...

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RDF 3rd Fighter Squadron - "Black Knights": "Ar Cavajere Nero nun je devi cacà er cazzo!"

My Blog (Italian): Notti a (Video)Giocare

~~~~~~~~~~~~~~~~~~~~~~~~~

CPU: i7-11700K@5GHz|GPU: RTX-4070 Super|RAM: 64GB DDR4@3200MHz|SSD: 2x 970EVO Plus + 980 EVO Plus|HOTAS Warthog|TrackIR 5|

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Ciao Orion!

For what I know, the only way to reduce the number of units is working on the economics of the game: less money to the AI will translate in less units; of course that'll mean that you can lower your side's numbers, too. I noticed that AI tends to populate only the bases near the frontlines, but that means that, if it has the resources, it can stack on a single airport dozens of aircrafts and ground vehicles and I'm afraid that's not gonna help.

As for the second question, again, for what I know, sadly, there's no way to do it. I usually plan the whole ATO by myself, and that allow me to choose the timings of the mission I wanna fly. Unfortunately, it also means spending quite a lot of time (especially if you're picky like me) in planning all the missions, especially for a campaign of large scope like Allied Sword; not that I'm complaining, I consider the planning to be part of the experience and I like it very much (if I have to complain, I have to do it because, say, I can't change waypoints altitude directly from Liberation...), but I'd be great to find a way to let flights start before the zero hour, especially to synchronize various attacks on nearby targets.

What you can do, is to open the package you're in and move yourself its TOT (uncheck the "ASAP" flag in the window, if checked, then you can move the time of the mission to whatever you like, as long as the change doens't mean flights have to start before the zero hour of the mission).

Sorry for the late reply, I didn't see your post immediately, I hope it can help!

Ciao!

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