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Alright so I have a problem. I want to start the f14 dynamic campaign with four people but when I use first mission.bat it tells me that there isn't enough aircraft for the clients....any ideas?

DCE is definitly not optimized for MP on carriers because there's only 4 planes available and it's difficult for this system to create a mission for so many planes on carriers : 99% of my solo mission are with only 1 wingman on carriers (Harrier, Hornet or Tomcat) :(

 

The best solution is to create a one or two players campaign and to edit missions to add 3 or 2 more players giving them the same kind of names that DCE gives (Look in the Pilot section in the editor)

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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I have played CEF Harrier over Persian Gulf - LHA campaing. The problem is too many skipped missions, because not enough planes for it. As a result i flew only 8 missions and campaing ended by victory. I destroyed only Siri island and Abu-Musa island. I want to destroy more targets)) How to do that?

студент мечтающий о небе

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Dear PbO_CEF, we could use with slowing down the tankers. On F14 Campaign i mostly fly CAP, and because shes so hungry, I often need to refuel. After an hour and a refuel, one tanker is literally out of gas and has to land. Not to mention chasing them at .9 mach, I cant catch 'em for like 20 minutes sometimes (untill they turn around).

 

Lower the speed of tankers, they're flying too fast and eating all the fuel, its hard to chase em.

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Dear PbO_CEF, we could use with slowing down the tankers. On F14 Campaign i mostly fly CAP, and because shes so hungry, I often need to refuel. After an hour and a refuel, one tanker is literally out of gas and has to land. Not to mention chasing them at .9 mach, I cant catch 'em for like 20 minutes sometimes (untill they turn around).

 

Lower the speed of tankers, they're flying too fast and eating all the fuel, its hard to chase em.

 

 

Yes I noticed that too !

 

With my friend Miguel we are working on adapting new DCE mods on all my campaigns and I will try to update them soon (next week maybe)

If you can't wait simply go to db_loadouts.lua in Init folder and change speed for KC135MPRS :

vCruise = 220.66666666667,

vAttack = 220.66666666667,

try this or lower...

You shouldn't have to restart campaign, only the last mission using SkipMission.bat file :thumbup:

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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I have played CEF Harrier over Persian Gulf - LHA campaing. The problem is too many skipped missions, because not enough planes for it. As a result i flew only 8 missions and campaing ended by victory. I destroyed only Siri island and Abu-Musa island. I want to destroy more targets)) How to do that?

My friend Miguel is trying to solve this problem of not enough planes on CVN and LHA. :thumbup:

The quick solution to destroy more targets before winning the campaign is to change this

 

["Campaign End Victory 1"] = {

active = true,

once = true,

condition = 'GroundTarget["blue"].percent < 50',

 

 

in the "camp_triggers_init.lua" file in Init folder

 

You can put 30 or even 0 instead of 50

 

 

(with notepad++)

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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I seem to have problem..Manually generating new misison for f14 always give ma cap, although i changed aa_oob settings in folder "init" and folder "status", and also disabled cap for F-14B.

Looks like the first mission.bat doennt change the first mission file, although it reports that new mission is generated..No error..Please tell me what am i doing wrong?

Its aways the same cap mission, with same mission parameters, start time etc...


Edited by hreich

[sIGPIC][/sIGPIC]

Pilot from Croatia

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Strange :huh:

The best solution is to load the campaign again to install it like in the readme txt and test a mission with result and generation of a new mission and test this one.

 

If it works then you can try to change oob_air_init.lua file with notepad++ (did you use it ? ) to change you squadron missions allowed :

from :

 

[11] = {

name = "VF-143", --unit name

player = true, --player unit

type = "F-14B", --aircraft type

country = "USA", --unit country

livery = "VF-143 Pukin Dogs CAG", --unit livery

base = "Stennis", --unit base

skill = "High", --unit skill

tasks = { --unit tasks

["SEAD"] = false,

["Intercept"] = false,

["CAP"] = true,

["Fighter Sweep"] = true,

["Escort"] = true,

["Strike"] = true,

["Anti-ship Strike"] = false,

},

number = 4,

},

 

 

to

 

[11] = {

name = "VF-143", --unit name

player = true, --player unit

type = "F-14B", --aircraft type

country = "USA", --unit country

livery = "VF-143 Pukin Dogs CAG", --unit livery

base = "Stennis", --unit base

skill = "High", --unit skill

tasks = { --unit tasks

["SEAD"] = false,

["Intercept"] = false,

["CAP"] = false,

["Fighter Sweep"] = true,

["Escort"] = true,

["Strike"] = true,

["Anti-ship Strike"] = false,

},

number = 4,

},

 

 

then use Firstmission.bat file to generate a new campaign and test it to see what happen...

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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Quick question.

Is the engine handling ground and naval units between missions?

As in: Make them change position from mission to mission.(Not live during a mission, I know they shred perfoances.)

 

Trying to figure if having anything else than AntiAir and Aircraft is worth the time.


Edited by Esper

Wow, such landing, much no gear, so slide...

 

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Wishlist : F-4 | Mi-24 | MiG-23 | F-15E | F-16

Dev. Wishlist : Tornado | Mirage F1 | MiG-25 | F-104 | Étendard/Super Étendard | Saab 35 Draken | JAS-39 Gripen A

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yep, i did the same with notepad++..Bu when i use firstmision.bat, it closes fast so i cant read text, and the first mission generated is cap. After that i try to repeat the procedure, bit i see that existing mission.miz file isn't changed - do i have to delete it first, and then run firstmission.bat again?

 

Strange :huh:

The best solution is to load the campaign again to install it like in the readme txt and test a mission with result and generation of a new mission and test this one.

 

If it works then you can try to change oob_air_init.lua file with notepad++ (did you use it ? ) to change you squadron missions allowed :

from :

 

[11] = {

name = "VF-143", --unit name

player = true, --player unit

type = "F-14B", --aircraft type

country = "USA", --unit country

livery = "VF-143 Pukin Dogs CAG", --unit livery

base = "Stennis", --unit base

skill = "High", --unit skill

tasks = { --unit tasks

["SEAD"] = false,

["Intercept"] = false,

["CAP"] = true,

["Fighter Sweep"] = true,

["Escort"] = true,

["Strike"] = true,

["Anti-ship Strike"] = false,

},

number = 4,

},

 

 

to

 

[11] = {

name = "VF-143", --unit name

player = true, --player unit

type = "F-14B", --aircraft type

country = "USA", --unit country

livery = "VF-143 Pukin Dogs CAG", --unit livery

base = "Stennis", --unit base

skill = "High", --unit skill

tasks = { --unit tasks

["SEAD"] = false,

["Intercept"] = false,

["CAP"] = false,

["Fighter Sweep"] = true,

["Escort"] = true,

["Strike"] = true,

["Anti-ship Strike"] = false,

},

number = 4,

},

 

 

then use Firstmission.bat file to generate a new campaign and test it to see what happen...

[sIGPIC][/sIGPIC]

Pilot from Croatia

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Quick question.

Is the engine handling ground and naval units between missions?

As in: Make them change position from mission to mission.(Not live during a mission, I know they shred perfoances.)

 

Trying to figure if having anything else than AntiAir and Aircraft is worth the time.

 

 

No it's a static campaign. I put some moving naval convoys to test but they use always the same way !

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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yep, i did the same with notepad++..Bu when i use firstmision.bat, it closes fast so i cant read text, and the first mission generated is cap. After that i try to repeat the procedure, bit i see that existing mission.miz file isn't changed - do i have to delete it first, and then run firstmission.bat again?

 

 

To see if there's a bug edit the firstmission.bat file and delate the end of the line : "& exit" to see if there's an error message...

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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I've been searching this thread to see if I can find an answer to a few of my questions and I just can't seem to find them. Forgive me if I some overlooked or didn't enter good enough search criteria.

 

Some friends and I fly the DCE in MP from time to time. Like many, I let it generate a SP Miz and I edit to suit for MP by changing AI to clients and radio frequencies for support aircraft. In the Tomcat over PG, I've not seen any hornets in the theater.(as evidenced by the fact of "static" airframes listed in the groups list for each mission in the ME). I would love to add a land based hornet Sq to the theater. So:

 

How would one add an additional Sq to the DCE, or would it be easier to REPLACE an existing Sq w with hornet Sq? None of us have or intend to purchase the Viggen. It would be a good airframe to replace for us. Or, if the mission capabilities needed a closer match, swap out the F16s.

 

If this were possible, would the DCE get upset if the hornets spawned at an airbase yet recovered aboard the Carrier? Or any OTHER airbase for that matter. Would the DCE consider it a loss, or simply assume it RTBd safely and remain in the inventory?

 

Long winded. Sorry

 

Markeebo

 

 

Sent from my SM-G955U using Tapatalk

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I've been searching this thread to see if I can find an answer to a few of my questions and I just can't seem to find them. Forgive me if I some overlooked or didn't enter good enough search criteria.

 

Some friends and I fly the DCE in MP from time to time. Like many, I let it generate a SP Miz and I edit to suit for MP by changing AI to clients and radio frequencies for support aircraft. In the Tomcat over PG, I've not seen any hornets in the theater.(as evidenced by the fact of "static" airframes listed in the groups list for each mission in the ME). I would love to add a land based hornet Sq to the theater. So:

 

How would one add an additional Sq to the DCE, or would it be easier to REPLACE an existing Sq w with hornet Sq? None of us have or intend to purchase the Viggen. It would be a good airframe to replace for us. Or, if the mission capabilities needed a closer match, swap out the F16s.

 

If this were possible, would the DCE get upset if the hornets spawned at an airbase yet recovered aboard the Carrier? Or any OTHER airbase for that matter. Would the DCE consider it a loss, or simply assume it RTBd safely and remain in the inventory?

 

Long winded. Sorry

 

Markeebo

 

 

Sent from my SM-G955U using Tapatalk

 

 

 

 

DCE doesn't matter if planes RTB or not and where the planes land. If the plane is not damaged or destroyed you can stop the mission at any time, it will not count as a loss :thumbup:

For other questions you should wait a little :music_whistling:

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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DCE doesn't matter if planes RTB or not and where the planes land. If the plane is not damaged or destroyed you can stop the mission at any time, it will not count as a loss

For other questions you should wait a little :music_whistling:

Thanks for the answer. I had assumed it did not matter as long as it was undamaged at the exit point.

 

For the rest.......yet KILLING me dude!

 

Sent from my SM-G955U using Tapatalk

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Brand new Hornet over PG with F-14B in the fleet and many new mods :

 

 

- V9 :

 

* New JDAM available

 

Added new Miguel21 Mods :

* More than 4 planes in carrier's squadrons : IA aircrafts will appear few minutes before take off time directly on the catapult so they will not cause collisions after wingman landing. You can add up to 12 aircrafts in squadron but it will take a long time to generate missions be careful.Defaut is 8 for player's Squadron and 6 for IA squadron. This is in test : it seems to work but there can be drawbacks : collisions with IA appearing right in front of you while taxiing or landing, bugs with catapults, etc... please report any problems on the forum.

* Blue side can use EWR stations (when AWACS is missing) : their callsigns and frequencies are in the briefing now.

* Intercept missions with command "Intercept_hotstart = true"in "camp_init.lua" in "Init" folder is fully working now : the player's plane will start on parking hot only when an Intercept mission is generated.

* Hotstart always on with command "Hotstart = true" in "camp_init.lua" in "Init" folder is fully working now : the player's plane will always start on parking hot (defaut setting is : false)

* Radio channel frequencies are duplicate on both plane's radios so player can simply put the needed channel number instead of manually entering needed frequencies on the second plane's radio.

 

*Added Tomsk Prune Script with Miguel integration : you can turn it on or off in "Conf_mod" file in "Init" folder :

PruneScript ={

present = true, -- reduce a mission by removing units

}

It's true by defaut, false to remove it. For more Prune script tweaks : https://forums.eagle.ru/showpost.php?p=3525106&postcount=753

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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New IRIAF Tomcat over PG campaign with the last Miguel mods :)

 

I know that F-14B is not the good plane but waiting for HB f-14A version it's an interesting test against blue fighters :thumbup:

Iranian weapons are not the last ones for Tomcat so that it will not be possible to have the US Navy Tomcats in front ... sorry !

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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Thanks PB0_CEF!

Gonna try 'em both :thumbup:

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