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Posted (edited)

Nope, that explains it,  thanks! I will add some ship spawn points to the campaign I've been playing. 

Edited by Gorn557
Posted (edited)

Guys great job here,

have been away for a while and wow latest beta is waaay ahead from my installed version 1.4.0.preview......

Keep up !

Is there any Rafale MOD included?FR3D studio seems to be the best so far..

Regards

 

Edited by Airbarba
Posted
On 2/21/2025 at 10:56 PM, Airbarba said:

Gys great job here,

have been away for a while and wow latest beta is waaay ahead from my installed version 1.4.0.preview......

Keep up !

Is there any Rafale MOD included?FR3D studio seems to be the best so far..

Regards

 

Thanks! We don't have a supported Rafale mod at the moment. Because there are so many mods (and different folks want different ones), we typically ask those who are interested in having a mod supported to help implement support for it. We've actually just revamped our modded unit support wiki page to make it even easier to use, so if you're keen to give it a go, you can follow the step-by-step instructions on there and submit a PR. https://github.com/dcs-retribution/dcs-retribution/wiki/Modded-Unit-Support

  • Like 1
Posted
On 2/25/2025 at 3:56 AM, Starfire13 said:

Thanks! We don't have a supported Rafale mod at the moment. Because there are so many mods (and different folks want different ones), we typically ask those who are interested in having a mod supported to help implement support for it. We've actually just revamped our modded unit support wiki page to make it even easier to use, so if you're keen to give it a go, you can follow the step-by-step instructions on there and submit a PR. https://github.com/dcs-retribution/dcs-retribution/wiki/Modded-Unit-Support

Is there a youtube video of someone going through these steps to implement it?  I will take a look at step by step on the wiki but I don't think Im smart enough lol

Posted
On 2/27/2025 at 12:09 AM, jeventy26 said:

Is there a youtube video of someone going through these steps to implement it?  I will take a look at step by step on the wiki but I don't think Im smart enough lol

There's no youtube tutorial, sorry. We don't actually produce any video guides because those cannot be updated easily, unlike a wiki. As long as you can set up a dev environment and do some basic Python and Lua programming, you should be able to follow the guide on the wiki.

  • 4 weeks later...
Posted

Retribution now supports Afghanistan East and West and there is a new campaign, Clash of the Titans, that uses both sides of the map. The new campaign is available in both the Alpha and Beta builds.

Retribution now also supports the EW Script 2.0 (thanks to Drexyl), allowing defensive jamming by AI aircraft, and offensive/defensive jamming by player aircraft (controlled via F10 menu). This feature is only available in the Alpha build for now.

As always, if you are unsure how to download Alpha or Beta builds, please refer to our Getting Started Guide on the wiki: https://github.com/dcs-retribution/dcs-retribution/wiki/Getting-started

Questions are always welcome on our discord: https://discord.gg/b4x34Bg4We

For those new to Retribution, welcome. And for those already using Retribution, thanks for the continued support. You guys are the reason we do what we do.

  • Like 4
  • 3 weeks later...
Posted

Some shots showing off the latest Afghanistan campaign, as well as the Electronic Warfare script doing its thing. In the attached screenshots, see Growlers and F22s escorting a flight of Vipers to clear out an enemy FOB before Chinooks bring in troops to secure it.

We've also just added support for the E-7 Wedgetail and the MiG-31BM mods. Cold War Assets mod support has also been updated to 1.2.

All these are features available in the latest alpha build.

IMG_3788.JPEG

IMG_3786.JPEG

IMG_3785.JPEG

  • Like 3
Posted (edited)

Retribution 1.4 has now released!

https://github.com/dcs-retribution/dcs-retribution/releases/tag/v1.4.0

 

For those who on the very latest alpha, there is no need to update. For everyone else, remember that Retribution is under rapid development and new Preview Builds are released frequently. There are new alpha builds typically at least once a week, while beta versions come out once or twice a month. We strongly recommend keeping Retribution up to date via these Preview Builds to benefit from the latest features, campaign content, bug fixes, and compatibility updates with DCS.

 

Features/Improvements

  • [Payload Editor] Ability to configure liveries on flight/flight-member level
  • [Factions] Support for definitions in yml/yaml format
  • [Campaigns/Factions] Support for inline recommended faction in campaign's yaml file
  • [Squadrons] Ability to define a livery-set for each squadron from which Retribution will randomly choose during mission generation
  • [Modding] Updated support for F/A-18E/F/G mod version 2.2.5
  • [Modding] Added VSN F-106 Delta Dart mod support (v2.9.4.101)
  • [Modding] Added OH-6 Cayuse (v1.2) mod support, including the Vietnam Asset Pack v1.0
  • [Modding] Added VSN EA-6B Prowler mod support (v2.9.4.102)
  • [Modding] Added tripod3 Cold War assets mod support (v1.2)
  • [Modding] Added VSN Mirage III mod support (2.5.7.01)
  • [Campaign Setup] Allow adjustments to naval TGOs (except carriers) on turn 0
  • [Campaign Design] Ability to configure specific carrier names & types in campaign's yaml file
  • [Mission Generation] Ability to inject custom kneeboards
  • [Options] Extend option (so it can be disabled when fixed in DCS) to force air-starts (except for the slots that work) at Ramon Airbase, similar to the Nevatim fix in Retribution 1.3.0
  • [Options] New option in Settings: Default start type for Player flights.
  • [AirWing] Expose OPFOR Squadrons, giving the ability to change liveries, auto-assignable mission types & an easy way to retrieve debug information.
  • [ATO] Allow planning as OPFOR
  • [Campaign Design] Support for latest maps (Kola, Afghanistan, Iraq)
  • [UI] Zoom level retained when switching campaigns
  • [UX] Allow changing squadrons in flight's edit dialog
  • [Cheats] Sink/Resurrect carriers instead of showing an error during cheat-capture (use AWCD-cheat to add squadrons upon resurrection)
  • [UI/UX] Allow changing conditions such as Time, Date & Weather
  • [Modding] Added support for Su-15 Flagon mod (v1.0)
  • [Plugins] Support for Carsten's Arty Spotter script
  • [Plugins] Support for MBot's Call Artillery script (using on-map artillery)
  • [Modding] Added support for SK-60 mod (v1.2.1)
  • [Mission Generation] Introducing the Armed Recon flight plan, i.e. CAS against any Theater Ground Object
  • [Doctrine] Ability to customize the startup time allocated to the player
  • [Mission Generation] Ability to choose whether player flights can spawn on the sixpack or not
  • [Options] New options in Mission Generator section: Limit AI radio callouts & Suppress AI radio callouts.
  • [Options] New option to use the combat landing flag in the landing waypoint task for helicopters.
  • [UI/UX] Sync package waypoints when primary flight's waypoints are updated and recreate other flights within the package to ensure JOIN, INGRESS & SPLIT are synced
  • [UI/UX] Allow changing loadout on flight creation
  • [UI] Display TOT for all waypoints in the flight plan
  • [UI] Edit basic datalink properties for applicable aircraft
  • [Mission Generation] Automatic datalink network setup for applicable aircraft (should in theory avoid the need to re-save the mission)
  • [Options] New option to force-enable deck-crew for super-carriers on dedicated server.
  • [Mission Generation] Enable Supercarrier's LSO & Airboss stations
  • [UX] Default settings are now loaded from Default.zip
  • [Autoplanner] Plan Air-to-Air Escorts for AWACS & Tankers
  • [Package Planning] Ability to plan recovery tanker flights
  • [Modding] Support for Bandit's cloud presets mod (v15)
  • [UX] Reduce size of save-file by loading landmap data on the fly, which also implies no new campaign needs to be started to benefit from an updated landmap
  • [New Game Wizard] Ability to save an edited faction during new game creation
  • [Options] New option to make AI helicopters prefer vertical takeoff and landing
  • [Campaign Design/Mission Generation] Introduction of "rebel zones" which randomly spawn units according to the campaign's definitions.
  • [Mission Generation] Missile sites now fire at random times instead of all at the beginning of the mission
  • [Modding] Support for CurrentHill's Chinese Asset Pack (v1.1.4)
  • [Modding] Updated support for CurrentHill's Swedish Asset Pack (v1.1.0)
  • [Modding] Support for CurrentHill's Russian Asset Pack (v1.2.0)
  • [Modding] Support for CurrentHill's USA Asset Pack (v1.1.6)
  • [Modding] Update CJS Super Hornet to 2.4.2
  • [Modding] Support for Cowboy's E-7A Wedgetail mod (Supports EW Script Offensive Jamming)
  • [Modding] Support for szcz's MiG-31BM (v2.0)
  • [Plugins] Added initial AI support for EW Script 2.0
  • [Options] Ability to configure certain forced-options via a file (WIP: #490).

Fixes

  • [UI/UX] A-10A flights can be edited again
  • [Mission Generation] IADS bug sometimes triggering "no skynet usable units" error during mission generation
  • [New Game Wizard] Campaign errors show a dialog again and avoid CTDs
  • [UI] Landmap wasn't updating when switching to a different theater
  • [Mission Results Processor] Squadrons of a sunken carrier are now disbanded
  • [Mission Generation] Introduced option to switch alt-type to AMSL during mission generation to avoid helicopters wanting to submerge over certain parts of the sea.
Edited by Starfire13
  • Like 5
Posted

Hi, really good job on this one! Question, is there a possibility so that players that got killed cannot respawn in one mission, but in the next one? If so, how to do it?

Posted
2 hours ago, MrOrangePZ said:

Hi, really good job on this one! Question, is there a possibility so that players that got killed cannot respawn in one mission, but in the next one? If so, how to do it?

Yes, that's exactly how it works. You do not respawn during a mission if you get shot down. But you can fly again in the next mission if you choose to. There is a permadeath option if you so choose where your pilot is gone for good if shot down (but you can pick a different pilot for the next turn if you so wish), but that's purely optional. You can also set it so that your pilot is immortal (just pretend he survives the crash and is rescued) so that even if you get shot down, you always come back. I highly recommend reading the wiki where the various options (and there are a lot of options to customise the experience) are explained.

  • Like 1
Posted
On 4/15/2025 at 1:10 PM, Starfire13 said:

Yes, that's exactly how it works. You do not respawn during a mission if you get shot down. But you can fly again in the next mission if you choose to. There is a permadeath option if you so choose where your pilot is gone for good if shot down (but you can pick a different pilot for the next turn if you so wish), but that's purely optional. You can also set it so that your pilot is immortal (just pretend he survives the crash and is rescued) so that even if you get shot down, you always come back. I highly recommend reading the wiki where the various options (and there are a lot of options to customise the experience) are explained.

This is only affecting single-player, isn't it? If you launch the mission in multi-player you can respawn from any available slot during mission. Correct me if I'm wrong.

I5 12600KF - 32 GB DDR4 - Nvidia RTX 4060 - SSD + NVME

Nadie es un completo inutil, por lo menos sirve de mal ejemplo.

 

Posted
3 hours ago, vgilsoler said:

This is only affecting single-player, isn't it? If you launch the mission in multi-player you can respawn from any available slot during mission. Correct me if I'm wrong.

Yes, you can respawn in multiplayer if you want to. Some folks choose to do so, others don't. Personal preference.

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