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Posted
4 minutes ago, Digitalvole said:

Hi @Dzsekeb

Any chance of a WW2 version? And if not, how much would some one have to pay for you to change your mind? Asking for a friend 😉

If you pay of my mortgage I'll make a WW2 version.

  • Like 1
Posted

Pretense Caucasus V1.4.3 - 19 Dec 2023

  • Added FCR to Apache spawns
  • Save now resets if any of the coalitions does not own a single zone at mission load
  • Join code now shows in mission details in air if mission accept restrictions are disabled

Pretense  Syria Cold War V1.1.3 - 19 Dec 2023

  • Save now resets if any of the coalitions does not own a single zone at mission load
  • Join code now shows in mission details in air if mission accept restrictions are disabled

Pretense  Syria V1.1.3 - 19 Dec 2023

  • Added FCR to Apache spawns
  • Save now resets if any of the coalitions does not own a single zone at mission load
  • Join code now shows in mission details in air if mission accept restrictions are disabled
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Posted

Pretense  Caucasus V1.4.4, Syria Cold War V1.1.4, and Syria V1.1.4 - 20 Dec 2023

  • Fixed Config.restrictMissionAcceptance being overriden when set to false according to instructions
  • Fixed error when loading supplies into C130 mod without having crates on board
  • Fixed error when droping supply crate over invalid terrain
  • Fixed mission file serializer format to be similar to EDs (should fix some compatibility issues with 3rd party tools)
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Posted

Pretense Caucasus V1.4.5, Pretense Syria Cold War V1.1.5, Pretense Syria V1.1.4 - 21 Dec 2023

  • Fixed unit category detection after latest change from ED which could cause script errors
  • Thanks 1
Posted
3 minutes ago, Abburo said:

@Dzsekeb the above changes are only on the scripts level and nothing else on the map itself ? Thank you!

Except for the rebalance of AI in syria CW and the FCRs enabled for apaches, everything else is script only.

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Posted

Sorry if mentioned before, but are there some values to tweak to make this mission more singleplayer friendly?  Like less red air, less red resupply, stuff like that?  Also, where is the value to change whether or not I have to be landed in a safe zone to except missions?  Would sure make adding a carrier simpler, among other things.

Posted
On 12/21/2023 at 9:36 AM, Dzsekeb said:

Except for the rebalance of AI in syria CW and the FCRs enabled for apaches, everything else is script only.

Also from 1.1.2 to 1.1.4?

Thanks in advance 

Posted
16 hours ago, SickSidewinder9 said:

Sorry if mentioned before, but are there some values to tweak to make this mission more singleplayer friendly?  Like less red air, less red resupply, stuff like that?  Also, where is the value to change whether or not I have to be landed in a safe zone to except missions?  Would sure make adding a carrier simpler, among other things.

I found a great way to slow things down to more "realistic" level for singleplayers:  increase the cost of missions in the init script.  I'm running with a 5000 increase across the board and finding it much more enjoyable, not flooded with enemy CAP, CAS and ground assaults.  Plus SAMs dont repair as fast, which makes doing a SEAD, then the follow up strike next mission/day/session/etc still has the benefit of your previous efforts.  Best of all for my low end rig, frames are up a lot and stutters are all gone.  This makes sense as the default script has a lot going on.   

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Posted

I’m having trouble collecting my XP points. They are not validated automatically when I land. I see that we now have the option to manually validate through the menu, but that is not working either.  I have over 1700 XP that I can’t claim.

Anyone else having this problem, or do I need to start over?  I’m on the latest 1.4.5 Caucasus mission.

Posted (edited)
10 hours ago, Reccelow said:

I found a great way to slow things down to more "realistic" level for singleplayers:  increase the cost of missions in the init script.  I'm running with a 5000 increase across the board and finding it much more enjoyable, not flooded with enemy CAP, CAS and ground assaults.  Plus SAMs dont repair as fast, which makes doing a SEAD, then the follow up strike next mission/day/session/etc still has the benefit of your previous efforts.  Best of all for my low end rig, frames are up a lot and stutters are all gone.  This makes sense as the default script has a lot going on.   

👍

But doesn't that also slow down allied missions?  Seems like there's only 1 set of values both sides draw from.  DCS needs a mission param system.  It's also hard not seeing everything broken out into separate files.  Is that LUA thing?

Edited by SickSidewinder9
Posted (edited)

Edit: read your post more closely but I don't exactly see what I should edit.  Those just look like the missions a player can assign themselves.  How do I just reduce REDFOR resources?

Edited by SickSidewinder9
Posted
3 hours ago, SickSidewinder9 said:

Edit: read your post more closely but I don't exactly see what I should edit.  Those just look like the missions a player can assign themselves.  How do I just reduce REDFOR resources?

 

Correct, the mission costs seem to equally assigned across factions. It does indeed slow the whole campaign tempo down by how much you increase (conversely one could increase op tempo by reducing mission costs...)

I'm not a proficient enough coder to figure out how to do it by just RED, but sure it could be done.... for instance if one looks at the "ground assault" mission it isn't referenced to any specific group other than the late activated ground assault units on the map in the zones.  It would take some doing but it should be possible to create a "red-ground-assault mission xxx"  (adding a unique id number) and reference that to specific red ground units.....but that would be a lot of work I suppose...

Posted

Pretense V1.5 - 29 Dec 2023

Note: I have unified version numbers, changes from now on will refer to all Pretense missions, except if otherwise specified

  • Added new CMD options (Sabotage and artillery) (see section 5 of the manual)
  • You can now secure your survival bonus if you shut down your aircraft while landed at a friendly zone (see section 5 of the manual)
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Posted

Thanks for all your hard work @Dzsekeb!  

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Posted
5 hours ago, Dzsekeb said:

Pretense V1.5 - 29 Dec 2023

Note: I have unified version numbers, changes from now on will refer to all Pretense missions, except if otherwise specified

  • Added new CMD options (Sabotage and artillery) (see section 5 of the manual)
  • You can now secure your survival bonus if you shut down your aircraft while landed at a friendly zone (see section 5 of the manual)

I think I may have answered my question as to why I can’t claim XP points. Looking in the missions saved folder, I noticed there is only one player_stats.json file. I have been trying to run both the Caucasus pretense, and the Syria pretense on the same machine. The Caucasus mission I run in single player, the Syria mission I run with a buddy of mine on multiplayer. I see that it only saves one, player_stats.json file.

Is that my problem? That there can only be one player file?

Posted
47 minutes ago, MarvK said:

I think I may have answered my question as to why I can’t claim XP points. Looking in the missions saved folder, I noticed there is only one player_stats.json file. I have been trying to run both the Caucasus pretense, and the Syria pretense on the same machine. The Caucasus mission I run in single player, the Syria mission I run with a buddy of mine on multiplayer. I see that it only saves one, player_stats.json file.

Is that my problem? That there can only be one player file?

No, that should be fine as long as you're not runing a server and sp at the exact same time. 

Please try again with the latest version and send me your dcs.log file after your attempt if it still doesnt work. 

Posted (edited)
On 12/29/2023 at 4:55 PM, Dzsekeb said:

No, that should be fine as long as you're not runing a server and sp at the exact same time. 

Please try again with the latest version and send me your dcs.log file after your attempt if it still doesnt work. 

No, I do not run them at the same time. I switch between the two. I updated both missions to version 1.5, but I had to start Caucasus pretense over from the beginning. so far, they both seem to be working. I don’t know why Caucasus stopped recording XP. 

Thanks again for these awesome missions.😎

Edited by MarvK
  • 2 weeks later...
Posted (edited)
On 12/31/2023 at 10:16 PM, SickSidewinder9 said:

I guess it would be quite the code overhaul to make mission costs individual to the sides?

This is my wish too, if not too much work. It would definitely make it even more enjoyable for the single player, since there's never really any coordinated strikes to be made with the AI.
For a group of 4 humans working together on this mission it's perfect, but for SP it sometimes gets overwhelming facing enemy CAP and SAMS sitting in your AH-64 or A-10. I usually end up doing some SEAD, SEAD, SEAD, SEAD and then some SEAD, to then be able to start picking off buildings and vehicles at a RED airbase. When I later arrive at the target in the A-10, they have sometimes already repaired the SAM systems.

 

I'd definitely buy @Dzsekeb another beer if the mission could be made a little more tweakable like suggested.

Edited by Wizard1393
  • Like 1

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Posted

Pretense V1.5.1 - 5 Jan 2024

  • Command & Control menu moved to always be the last option in the radio menu
  • Reduced accuracy of Artillery CMD option
  • Fixed runway bombing mission progress not registering
  • Syria Cold War: removed SA-19 from SA-6 group

Pretense V1.5.2 - 13 Jan 2024

  • Spy squad can now generate Strike mission targets on successful completion of their mission
  • Increased size of mission board
  • Mission board size and mission availability can now be configured
  • Fixed another error during CSAR when pilot is killed
  • Rebalanced CMD earnings and costs
  • Increased priority zone CMD to 2 hours
  • Increased accuracy of Artillery CMD option
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Posted

I only play in SP, so I add in some basic AI CAP, CAS, Tankers, etc spawns...to help me out as one person is overwhelmed immediately. 

Here is my current script I'm using under the Moose framework.  It provides some basic allied flights, CAP, CAS, AFAC, tankers....it takes a little basic Mission Editor knowledge.  Great tutorials on all that on YouTube. Its how I learned.

Feel free to use it, be sure to add the "late activated" AI flights in your controlled areas, "start from ramp"  and give them proper names and roles/waypoints.  For the CAP and CAS  I just use one waypoint "Search and Engage in Zone" and make it big enough to cover the whole op area.  Lends a good level of uncertainty, which I like. For the AFAC if you dont know how to setup a JTAC in the ME, just delete it. I have it ranging over the whole area and it gives me target spotting and coords to hit.

Copy all this into a text file and save as a .lua add it into your mission as a Mission Start trigger along with the Moose file (full info on Moose is at https://flightcontrol-master.github.io/MOOSE/), download the latest Moose.lua file and add it in as a Mission Start trigger at the top. Then your AI spawning file from below second

Important:  group names of your flight must match the ones in the file ( eg: "Barcap" is the name of the group) and in the Mission Editor.  The ones listed here are what I use, keep them or use whatever you want but they MUST match exactly and case sensitive.

If youre not comfortable with some basic scripting and the mission editor, dont do it!  Your mission likely wont start and you'll get errors trying to load it up. 

My file uses 2 F-14's as "Barcap" , role is Intercept, 1 KC130 as "Arco91" set as tanker orbiting just offshore, 2 A6A as "VA35" as roving CAS and a GR1 from Akrotiri as the AFAC.  All units are set to respawn on RTB (or destroyed...)  I do find the F-14's will go to the tanker and top up and continue until all weapons expended most of the time.

 

 

--Script file begins 


do
Spawn_Barcap = SPAWN:New("Barcap")
Spawn_Barcap:InitLimit( 2, 6 ):SpawnScheduled( 120, 0 )
Spawn_Barcap:InitRepeatOnEngineShutDown()
end

local Arco91 = SPAWN
  :New( "Arco91" )
  :InitLimit( 1, 99 )
  :SpawnScheduled( 15, 1 )
  :OnSpawnGroup(
    function( Arco91 )
   Arco91:CommandSetCallsign(2,9)
    end 
    )
    
local VA35 = SPAWN
  :New( "VA35" )
  :InitLimit( 1, 4 )
  :SpawnScheduled( 120, 0 )
  :InitRepeatOnEngineShutDown()
  
  
    
local AFAC = SPAWN
  :New( "AFAC" )
  :InitLimit( 1, 2 )
  :SpawnScheduled( 120, 0 )
  :InitRepeatOnEngineShutDown()
 

--Script file ends

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