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Old 12-27-2017, 06:18 PM   #621
Cristofer
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Quote:
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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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Old 12-28-2017, 12:26 AM   #622
Ginaccio
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Is there a campaign that suit the a10c module?

Inviato dal mio SM-G950F utilizzando Tapatalk
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Old 12-28-2017, 10:55 AM   #623
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Look here : https://forums.eagle.ru/showthread.php?t=191858 "Desert Warthog" but still with 1st version of DCE and might be difficult for A-10C...
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Old 12-31-2017, 09:35 AM   #624
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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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Old 12-31-2017, 01:46 PM   #625
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Quote:
Originally Posted by Cristofer View Post
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).


Quote:
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.


Quote:
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".


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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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Old 01-01-2018, 05:11 AM   #626
Xanix
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Hi. Thanks’ a lot for your great work. The ‘mini’ Wild Weasel Campaign, is great!
If possible, may I make a suggestion? Wouldn’t be easier to place the ‘DCE Campaigns’, on the “/Mods/campaigns/” folder? Regards.

*A Mirage/Harrier Wild Weasel Campaign would be fun too…
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Old 01-01-2018, 03:16 PM   #627
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Quote:
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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.
It´s happened again, see submitted images.

In the mission, I destroyed three parked aircrafts. Two AI SU-30 bombed some shelters. First pass they bombed one shelter each, the second run they bombed the same shelter. (On several attack runs the AI seems to attack the same target on the second run).
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Old 01-10-2018, 08:03 PM   #628
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One (more) question for Mbot. Is there a way to make player's aircraft arrival timing a scripted modificated option ? Or if not, can it be possible to have a refuel waypoint available (in option) before crossing the frontline when player need it with some small planes (like Mirage 2000C) It can really be more immersive. Actual settings don't allow players to take off quicker to go refuelling before making an escort or a strike with Escort.
I know it was a discussed subject long time ago and I think you reduced this timing but it could be really nice (and realistic) to be able to refuel so allowing to change manually the timing in scripts or allowing to make refuel with specific waypoints when needed can be a good solution to have an even more flexible DCE

Last edited by PB0_CEF; 01-10-2018 at 08:06 PM.
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Old 01-11-2018, 02:10 PM   #629
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If I remember correctly, I think there are in fact two variables in camp_init that control how much time AI flights and the player get for start up. You could use this to give you some more headroom to hit a tanker, but of course this would be applied to every mission.

To problem with including tankers into mission planning is that it requires very detailed planning for fuel: When is a tanker needed for whom, how much time is needed to refuel. This in turn requires detailed data about available fuel and fuel flow (depending on speed, altitude and weight) for every aircraft type. This would be very difficult to automate. I don't remember even Falcon 4 having tankers as part of a specific mission plans (other than hand-crafted).

What I could imagine for the future is an Escort Tanker support task. Adding them to packages would be controlled in the loadout (required support) of the strike asset, so you could set up long-range loadouts and link them to long range targets via the attributes. The whole thing would then be set up that the tanker flies within the package, at let's say 1/3 of the route package members start to refuel while continuing to cruise along the route until the tanker is empty and returns home. All of this would be canned without any specific fuel calculations and would be pretty easy to implement. A problem might be to let AI only take a little fuel each and not have the first aircraft suck the tanker dry (which I am not sure is possible).

Let's wait and see. Without maps that really need refueling yet and without any suitable escort tankers (buddy refueling, KA-6), it doesn't make much sense yet.
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Old 01-11-2018, 08:13 PM   #630
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Thanks for this answer Mbot .
The first solution should be enough to wait until suitable planes are available. Only one more question :
If I want to have time to refuel with my flight before joining AI planes, I suppose I have to give more time to my flight so that the mission will start for me well before AI start ? So if I want to give me 10 minutes to start/taxi/take off Mirage 2000C and 20 minutes to refuel I should give 1800 seconds to my flight and less to AI : 180 for example ? (not really sure )
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