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Dynamic Campaign Engine


MBot

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The mission duration variable determines in what time frame ETAs will be assigned. Note that this applies to full-AI packages only. Any package with player participation will have the ETA synchronized to the player spawning at mission start. You can tighten up mission duration if you want, but for immersion I would suggest to allow the opportunity for the player meeting outbound packages when he returns from a mission.

 

 

 

This can have multiple reasons. Do the P-51D have an eligible escort loadout with sufficient range? The cruise speed of the escort loadout must be equal or higher then the cruise speed of any supported flight. Is there even a potential enemy fighter threat (enemy bases hosting units with CAP or intercept tasks, with sufficient range to cover the target to be attacked, with ready aircraft)? Escorts wont be assigned if there is no enemy fighter threat or if the strike package can completely avoid any fighter threat with an appropriate routing.

 

Thanks MBot.

 

So the mission duration does not cause the mission to end when it times out? It only sets the window for ETAs?

 

My Escort cruise was lower than the bombers (!). I increased it above bombers and the Escort was generated - thanks again, something to add to my notes.

 

By the way, ATO debug shows 6 AI B-17Gs as two groups of 4 + 2 under Pontiac callsigns but in F2 view I see 12 B-17Gs parked waiting to go, 6 Pontiac, 1 Enfield, 1 Springfield, 1 Uzi and 3 with two overlaid callsigns (Ford and Dodge). Is it generating twice the number of B-17Gs and are those last 3 B-17Gs actually 2 B-17Gs parked on the same spot making 15? The B-17Gs have 12 'ready' and the AircraftAvailable debug shows:

 

 

['100th bomb Group'] = {

['unassigned'] = 4,

['CAS'] = {

['CAS Day Bombs'] = {

['unassigned'] = 1,

['assigned'] = 6,

['available'] = 7,

},

},

['rando'] = {

[1] = 3,

[2] = 22,

[3] = 56,

[4] = 28,

[5] = 19,

[6] = 67,

[7] = 73,

[8] = 41,

[9] = 40,

[10] = 88,

},

},

 

 

 

EDIT: I meant to add that with about 50 aircraft sitting around waiting for their task time my frame rates have dropped dramatically. Is there a way of adding an option to have the aircraft spawn when they are needed and not before? I know this removes the opportunity to strafe waiting aircraft.

 

I also notice that the Axis CAPs, with eta of 0, are not visible on the map or in F2. Is this deliberate or could they have failed to spawn?


Edited by klem

klem

56 RAF 'Firebirds'

ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit

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So the mission duration does not cause the mission to end when it times out? It only sets the window for ETAs?

 

That is correct.

 

By the way, ATO debug shows 6 AI B-17Gs as two groups of 4 + 2 under Pontiac callsigns but in F2 view I see 12 B-17Gs parked waiting to go, 6 Pontiac, 1 Enfield, 1 Springfield, 1 Uzi and 3 with two overlaid callsigns (Ford and Dodge). Is it generating twice the number of B-17Gs and are those last 3 B-17Gs actually 2 B-17Gs parked on the same spot making 15? The B-17Gs have 12 'ready' and the AircraftAvailable debug shows:

 

The campaign is design to the principle that every aircraft exists on the map at any time. So in addition to the 6 aircraft of the strike, the other 6 aircraft are just sitting on the ramp with no mission assigned (and could potentially be destroyed by an enemy airstrike). That sometimes multiple aircraft are spawned on the same ramp spot is unfortunate, but that seems to be an issue of DCS.

 

EDIT: I meant to add that with about 50 aircraft sitting around waiting for their task time my frame rates have dropped dramatically. Is there a way of adding an option to have the aircraft spawn when they are needed and not before? I know this removes the opportunity to strafe waiting aircraft.

 

There are ways to play around with the number of aircraft in missions. You can split your unit in two, one is active and the other inactive. Then you set up a campaign trigger that the inactive can resupply the active unit. This way you will never have more aircraft then with unit 1 spawned in your mission, while unit 2 will replace losses of unit 1. This might also require adjustments of the sortie rate in the aircraft's loadout, to make sure that sufficient aircraft are taskable to satisfy the number of aircraft needed for the targets. The whole thing is a balancing act and requires considerable effort and testing, but also allows for very fine tuning of your campaign experience.

 

I also notice that the Axis CAPs, with eta of 0, are not visible on the map or in F2. Is this deliberate or could they have failed to spawn?

 

Unless the campaign is in debug mode, enemy flights (as well as allied flights not in your own package) are set to be hidden.

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Ok two things are any of these campaigns able to be used in multiplayer? Also since this thing has 53 pages can someone please just post the download link?

 

The 'downloads' are in the first post. They are for three specific missions. You have to read the contained notes and adapt one of them for your own mission. It is not a simple process.

klem

56 RAF 'Firebirds'

ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit

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I bow at Sir MBot for this fine piece of art regarding the DCS Multiplayer.

 

We've been running the Desert Tiger with 4 pilots and it sure has been some of the finest fun so far in DCS.

 

Thank you.

 

Thank you, this is greatly appreciated! Hearing that people play it and have fun is the biggest compliment to receive.

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Quick question about the OOB.ini file. I looked through the thread but didn't see this question. If I change the Player=true from one unit to another, is this all that's required to generate a Campaign with that aircraft? Or is there another place I need to change the flyable aircraft in the campaign? And then run the "First Mission" BAT file, of course.

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Do you plan a dynamic campaign for F15c in the caucasus Region too

 

Try this : https://www.dropbox.com/s/ds8t4ttfxbzidqe/Eagle%20over%20Caucasus.zip?dl=0

 

Not flight tested but mission seems to run fine. Tell me if there are any problems (Use readme file for installation : it is adapted for a Flaming Cliffs

version not F-15C only)

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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Quick question about the OOB.ini file. I looked through the thread but didn't see this question. If I change the Player=true from one unit to another, is this all that's required to generate a Campaign with that aircraft? Or is there another place I need to change the flyable aircraft in the campaign? And then run the "First Mission" BAT file, of course.

 

I'm afraid it's not enough if you want a normal campaign. At least you need to edit trigger file to change squadron's name for victory conditions :thumbup:

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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f5GtLjC.png

 

So this error message comes up after ending every campaign mission using the Dynamic Campaign Engine. It happens in every campaign whether its the F15 or Mirage2000c campaign. Any one know of a solution?

 

Have you altered the missionscripting.lua?

 

From the readme:

 

 

2. Open the file "DCS World\Scripts\MissionScripting.lua". Add two minus signs in front of line 16 "sanitizeModule('os')" and line 17 "sanitizeModule('io')". The code block from line 16 to line 20 should then look like this:

 

--sanitizeModule('os')

--sanitizeModule('io')

sanitizeModule('lfs')

require = nil

loadlib = nil

 

This modification has to be repeated after each update of DCS World, as each update reverts the file back to its original state.

 

WARNING: This modification will allow the execution of LUA code included in any downloaded custom mission that is potentially harmful to your system. Modification at your own risk.

 

 

Also, run the game as an admin, I have to do that to make it run

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Have you altered the missionscripting.lua?

 

From the readme:

 

 

2. Open the file "DCS World\Scripts\MissionScripting.lua". Add two minus signs in front of line 16 "sanitizeModule('os')" and line 17 "sanitizeModule('io')". The code block from line 16 to line 20 should then look like this:

 

--sanitizeModule('os')

--sanitizeModule('io')

sanitizeModule('lfs')

require = nil

loadlib = nil

 

This modification has to be repeated after each update of DCS World, as each update reverts the file back to its original state.

 

WARNING: This modification will allow the execution of LUA code included in any downloaded custom mission that is potentially harmful to your system. Modification at your own risk.

 

 

Also, run the game as an admin, I have to do that to make it run

 

Thank you for the response. Yes I have commented out the two lines of code in the code block, I ran DCS as admin too and the error message still came up. Also I am playing on DCS 1.5 and not the 2.0 Open Alpha, could that also cause a problem?


Edited by coreflux
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f5GtLjC.png

 

So this error message comes up after ending every campaign mission using the Dynamic Campaign Engine. It happens in every campaign whether its the F15 or Mirage2000c campaign. Any one know of a solution?

 

This is a logFile called by the Campaign's EventsTracker.lua and is created at mission end. It refers to the campaign Path so check your Campaign path in camp_init.lua under the init folder. If you simply downloaded and placed the campaign folder/files anywhere other than the original campaign path you must edit it to where the campaign now is.


Edited by klem

klem

56 RAF 'Firebirds'

ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit

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Thank you for the response. Yes I have commented out the two lines of code in the code block, I ran DCS as admin too and the error message still came up. Also I am playing on DCS 1.5 and not the 2.0 Open Alpha, could that also cause a problem?

If you are trying to play Mbot original campaigns it's a problem yes. The only campaigns you can play with DCS 1.5 are Cristofer's campaigns (Su-25T and Viggen) or mine (Mirage over Caucasus).

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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This is a logFile called by the Campaign's EventsTracker.lua and is created at mission end. It refers to the campaign Path so check your Campaign path in camp_init.lua under the init folder. If you simply downloaded and placed the campaign folder/files anywhere other than the original campaign path you must edit it to where the campaign now is.

 

I changed the path in the file and I am still getting the error:

 

This is the path to the campaign in blue

nYONZsf.png

 

Here is the code in the camp_init file.

FW8FDrR.png

 

Not sure why the error is still coming up, its the exact same error in my last post.

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The path is not correctly formatted as string due to the last backslash. LUA interprets " as "", therefore it does not close the string. Remove the last backslash and it should be working.

 

Nope, still happening

 

2cOCmGR.png

 

1nVQmQ8.png

 

Here is the code inside camp_init

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