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MBot

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Weirdly cropped pages in the Viggen kneeboard

 

I almost always get KB pages looking like this. Does anyone else?

Is this problem with the DCE and Viggen KB generation, or is this strictly a Viggen issue?

Screen_171206_231846.png.d8604ae41877e97459b37b899bc2f143.png

GPU: PALIT NVIDIA RTX 3080 10GB | CPU: Intel Core i7-9700K 4,9GHz | RAM: 64GB DDR4 3000MHz
VR: HP Reverb G2 | HOTAS: TM Warthog Throttle and Stick
OS: Windows 10 22H2

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I almost always get KB pages looking like this. Does anyone else?

Is this problem with the DCE and Viggen KB generation, or is this strictly a Viggen issue?

 

I hazard a guess and say it is related to the Viggen. In 2.1 the Viggen kneeboard doesn't show a map at all.

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Did someone tryed to adapt DCE to Normandy and did it worked. I tryed to do it like other Mods (Caucasus instead of Nevada worked very well) but I have a "getheading" error with the UTIL_Functions.lua line 67 on field 'x' (a nil value)

I verified all airbase coordinates and Sweep, CAP too and it seems good. Can it be a problem with + or - coordinates with X or Y in Normandy map ?

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Last DCE news : Crisis in PG - Blue version

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Haven't got that far in my attempt yet, still trying to set up the squadrons and bases and get the right squadron at the right base type of thing as close as I can to the historical locations. Biggest handicaps to getting it correct are things like missing Spitfire fighter bomber load out, problems with B17 raids (large formations WW2 style), lack of german airbases and not being able to place grass airfields, setting the destruction level for the scenery/buildings in the editor so things look like they should after an invasion causing a huge delay on mission start etc. The current method for setting destruction levels needs some more work and you also need to be careful it doesn't interact with Mbot's script for ground object destruction too......not quite sure how to get around that at present. Already figured out that I've been much too ambitious and will have to cut things down to a specific region rather than trying to cover the whole invasion.

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You can find the newest version of DCE in the new Wild Weasel campaign: https://forums.eagle.ru/showthread.php?t=198447

 

Do not expect too big of an update for DCE, it is primary various bugfixes collected over the past months and a hand full of new features. Here are the important changes:

 

-Destroyed scenery objects are now carried over to the next mission via the new scenery destruction trigger. This removes the need to explode scenery objects at mission start, which in turn allows aircraft to spawn directly at mission start (previously they were spawned 2 seconds into the mission to protect them from scenery destruction explosions).

 

-oob_air is simplified a bit by removing the rooster table and replacing it with a single number entry.

 

-In oob_air and db_loadouts, the tasks “CAS” and “Ground Attack” are replaced with a generic “Strike” task. This means that you no longer have to duplicate loadouts to work both against vehicle (CAS) and static/scenery (Ground Attack) type of targets. “Strike” will work against both of them.

 

-The way support is assigned to packages was changed to make it compatible with additional custom specialized tasks and make it easier to add additional custom support tasks in the future. In order for the ATO to try to assign support to a flight, the loadout in db_loadouts must list the respective task in the new support table. So if the loadout lists “Escort” and “SEAD” in the support table, the ATO will try to create a package with SEAD and fighter escort. Most support is optional, meaning that the ATO will try to assign support to the package if it is available but will also go ahead without if this isn’t possible. The support tasks “Laser Illumination” and “Flare Illumination” are mandatory, meaning that the ATO will not create a package if no aircraft is available to provide this support.

 

-Support for the following new custom tasks is added:

 

Laser Illumination: A single aircraft accompanying the package to provide laser designation of the target. The laser is scripted, meaning that any aircraft can do it, regardless of in-game capabilities, if the campaign designer defines it.

 

Flare Illumination: A single aircraft flying ahead of the package to drop battlefield illumination flares over the target.

 

Escort Jammer: A single aircraft accompanying the package doing nothing in particular. Might be useful for example for a Viggen with jammer to accompany strike Viggen. Might be expanded in the future if more in-depth jamming is supported.

 

-db_loadouts is structured differently.

 

-Basic support for helicopters is added. This is not detailed enough for playable helicopters but serves to populate the campaign with helicopters as targets and for immersion.

 

 

So if you want to use the new set of scripts in existing campaigns, you need to update oob_air (Strike task unification, number), db_loadouts (new structure, support table) and the targetlist (Strike task replacing CAS and Ground Attack).

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I am still contemplating how to go ahead. I am having a lot of fun with the AV-8B lately and it is a very cool aircraft. But being heavily geared towards CAS, it doesn't work particularly well with DCE, which is strike orientated. A prototypical Harrier campaign, with amphibious landings, V/STOL operations, FARPs and CAS missions is probably best achieved through a highly scripted linear campaign.

 

A Desert Storm style dynamic campaign set in Nevada revolving around the Kuwaiti kill-boxes might work, as the Iraqi army was basically deployed statically in the desert. But for this to be fun I feel we would need to have more suitable air defense, especially AAA such as the 57mm S-60 guns and also 37mm. Less deadly MANPADS such as SA-7 and SA-14 would also be desirable.

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I am still contemplating how to go ahead. I am having a lot of fun with the AV-8B lately and it is a very cool aircraft. But being heavily geared towards CAS, it doesn't work particularly well with DCE, which is strike orientated. A prototypical Harrier campaign, with amphibious landings, V/STOL operations, FARPs and CAS missions is probably best achieved through a highly scripted linear campaign.

 

A Desert Storm style dynamic campaign set in Nevada revolving around the Kuwaiti kill-boxes might work, as the Iraqi army was basically deployed statically in the desert. But for this to be fun I feel we would need to have more suitable air defense, especially AAA such as the 57mm S-60 guns and also 37mm. Less deadly MANPADS such as SA-7 and SA-14 would also be desirable.

 

Hi MBot. Fair enough. Would it be possible to build a more CAS rather than strike version of DCE? Speaking candidly, were you to build a full dynamic campaign with package selection similar to the Falcon 4 campaign engine, I'd pay good money for it. Seriously; I'd pay $100 for a campaign engine like F4's. You've got the skillz...

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-Destroyed scenery objects are now carried over to the next mission via the new scenery destruction trigger. This removes the need to explode scenery objects at mission start, which in turn allows aircraft to spawn directly at mission start (previously they were spawned 2 seconds into the mission to protect them from scenery destruction explosions).

 

Is this function working with 1.5.8? It doesn´t seem to work.

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I have't checked, as I do not have 1.5 installed anymore. Does the new scenery destruction trigger even exist in 1.5?

 

There is a trigger called scenery destruction in the list, but I can´t get it to work. Well, 2.5 is hopefully just around the corner.

 

However, bombed targets are removed from the target list, so for now it is just a cosmetical issue.

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I have some problems/questions (reworking my first campaign Red bear with the newest version of DCE).

 

First, when AI planes are going to bomb something, they will almost every time break off and fly around in a big circle before engaging their targets. This is probably not a DCE thing, but is there any way to prevent this?

 

Sometimes when exiting the CMD window dissapears before I can accept or decline the mission, and the debriefing text file never appears at all. Any ideas?

 

Is there a way to increase anti radiation missiles success rate?

 

When a weapons takes damage, for example an anti ship cruise missile that the ship are trying to shoot down, an error message appears.

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I have some problems/questions (reworking my first campaign Red bear with the newest version of DCE).

 

First, when AI planes are going to bomb something, they will almost every time break off and fly around in a big circle before engaging their targets. This is probably not a DCE thing, but is there any way to prevent this?

 

This is most likely related to the distance of the attack waypoint to the target. This is a very fragile affair to get right for the AI. There is an automation in place for bomb-type loadouts that determines the distance depending on speed and altitude, but that doesn't always work correctly. You can override this by entering your own manual distance with the standoff-value in your loadout-table (for missile-type loadouts it is mandatory to enter the value).

 

 

Sometimes when exiting the CMD window dissapears before I can accept or decline the mission, and the debriefing text file never appears at all. Any ideas?

 

If that happens you can run DEBUG_DebriefMission.bat manually. In this case, the error message should persist and hopefully provide a pointer to where the problem is.

 

 

Is there a way to increase anti radiation missiles success rate?

 

Currently there is a 90% chance that the targeted radar will shut down within 5-15 seconds. I think this is about in line with historical experience with ARMs. If you want to change the values, you can modify "Scripts\Mission Scripts\ARM_Defence_Script.lua".

 

 

When a weapons takes damage, for example an anti ship cruise missile that the ship are trying to shoot down, an error message appears.

 

Can you post a screenshot of the error message? Then I can write an exception for the case.

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