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the DCE Manager warns me about a new version available, I download it, but when execute the setup.exe, it sais "it cannot run the application because it is installed from another location", then, how can I install it?

3 minutes ago, Spartan111sqn said:

the DCE Manager warns me about a new version available, I download it, but when execute the setup.exe, it sais "it cannot run the application because it is installed from another location", then, how can I install it?

I have uninstalled it and installed the latest version, already working well. I will explore it, thanks!!

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9 hours ago, Spartan111sqn said:

the DCE Manager warns me about a new version available, I download it, but when execute the setup.exe, it sais "it cannot run the application because it is installed from another location", then, how can I install it?

I have uninstalled it and installed the latest version, already working well. I will explore it, thanks!!

thank you ^^

However, it's written in the readme 🙂

image.png


Edited by Miguel21

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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5 minutes ago, falcon_120 said:

Sorry, what is the most current step by step guide to get DCE and their campaigns up and running? 

 

DCE_Campaigns_installation_and_How_to_play_-_NG_20.61_-_quickV6.pdf

probably the one from the last campaign, uploaded by Cef: Tchad.

Why? Is something wrong?

 

 

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Hi guys

I see a few pages back there is mention of running the DCE off a separate server/laptop to DCS itself - is this more for multiplayer and not single player and referring to different drives on the same PC not literal separate computers? Is there a guide on how to set this up?

Thanks


Edited by samhills92
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5 hours ago, samhills92 said:

Hi guys

I see a few pages back there is mention of running the DCE off a separate server/laptop to DCS itself - is this more for multiplayer and not single player and referring to different drives on the same PC not literal separate computers? Is there a guide on how to set this up?

Thanks

 

Hi, there,

The dedicated server is largely made for multiplayer, but also for a solo player who is in need of FPS (VR for example).

Yes, the best thing is to have it physically on a 2nd computer, that's the easiest.

You can also install it on the same computer, but you'll need to be rigorous when it comes to placing folders and different DCS configurations.

However, with the advent of multithreading, I'm not sure the latter option is worth it anymore.

For tutorials, you'll find plenty on this forum or on the Internet: google is your friend 😛

 

 

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FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Hi Miguel

I've run a mission last night and worked great.

I was doing a SEAD mission and set up so that start up time was reduced so I could get in the air quicker.  I think this spawned my escort in the air about 10 or so miles ahead of me, and in this case they got to the target a few minutes before me.  While leaving the target there was an air to air battle with my flight, however the escort didn't turn back to help but just kept following their waypoints - I think this is more a DCS AI issue though?  Or is there any settings I can do to change this?

Thanks

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4 hours ago, Downer1 said:

Hi Miguel

I've run a mission last night and worked great.

I was doing a SEAD mission and set up so that start up time was reduced so I could get in the air quicker.  I think this spawned my escort in the air about 10 or so miles ahead of me, and in this case they got to the target a few minutes before me.  While leaving the target there was an air to air battle with my flight, however the escort didn't turn back to help but just kept following their waypoints - I think this is more a DCS AI issue though?  Or is there any settings I can do to change this?

Thanks

hi
Escorts have a hard time staying in place.
Normally they're in front of the package, but they're not flying over the WPT target/attack.
Then they wait (a bit) on the WPT egress.

You don't have to do anything, it's at my level that I still have to increase the waiting time.

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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On 7/4/2023 at 3:42 AM, Downer1 said:

Hi guys

I see a few pages back there is mention of running the DCE off a separate server/laptop to DCS itself - is this more for multiplayer and not single player and referring to different drives on the same PC not literal separate computers? Is there a guide on how to set this up?

Thanks

 

I thought that using MT would be sufficient to stop using a server to play my heavy DCE campaigns but…

…as I was testing my new War over Beirut campaign I discovered that playing in solo with the new F-15E was awful 😞 I had 7 to 10 FPS in VR. 
I decided to test this campaign firstly with Hornet on a server on my old laptop… I used the D option : same as solo play but on a server …

Well it was quite impressive : in MT I was between 50 and 60 FPS !!!

After that I tested with F-15E and it’s was still playable with 30 FPS !

So I was not sure but now I can say that using a server is really a good way to run heavy missions 😉👍

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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  • 4 weeks later...

The latest release for DCE_Manager:
DCS_Manager_V5.11.29

https://bit.ly/3au28Lq

 


 

Quote

 

V5.11.29
fix: download of .ogg files is ignored

V5.11.28
mod: adds green "+" icon to clone/save all campaigns
fix: save oob_air generates a corrupt oob_air file (again !!!)

And for CampaignMakers:

add: selects the campaign image according to the selected player's device.
    To do this, the images must be saved in this way:
    \Images\planescreen_planescreen_default.png
    \Images\planescreen_AH-64D_BLK_II.png
    \Images\planescreen_planescreen_A-10C_2.png
    etc...

 

 

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FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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And finally, since all this time, the latest release for the ScriptsMod: 20.65.365

Download via DCE_Manager above, "Update" tab

It should automatically offer you the download, after a day at the most ^^
 (if you don't want to wait, just delete the file /DCE_Manager/upgrade.txt)
 

Quote


==:20.65.365:==

365 add        [plane]        Add  Su-30 Su-34 (War of Beirut)
364 fixed    [radio]        bug with the M2000 radio (loading bug) and the Apache (doesn't have the same Package frequency as the others)
363 fixed    [builtMission]    StrikeOnlyWithEscorte  = true, it no longer worked properly
362 fixed    [frequency]    F-15ESE, radio 2 UHF
361 add        [plane]        Add  F-15ESE
360 add        [METAR]        add turbulence and temperature
359 add        [builtMission]    reduces the minscore automatically and gradually to avoid mission generation failures
358 add        [loadout]    SA342L _ Apache : AGM-114L & loadout update
357 fixed    [builtMission]    templates are not taken into account if firstmission.bat does not generate a mission the first time round
356 fixed    [intercept]    no lauch
355 mod        [weather]    inconsistency between the game weather and the season. The pHigh and pLow values of camp_ini are better taken into account
354 add        [plane]        Add  SA342L
353 add        [METAR]        customises the METAR for each base (just like the real thing) and also adds military colour to the METAR.
                The METAR is also consistent for each aircraft/base in the MP game briefing.
352 add        [plane]        Add  L-39ZA
351 add        [METAR]        adds pressure in inches of Hg when imperial is selected
350 add        [METAR]        adds METAR to dynamic cloud presets, where possible
349 fixed    [weather]    very bad weather during a cold sector
348 add     [SAR]        addition of an F10 command to list pilots, ejected, the MGRS box and ask them to activate their beacon radio
347 add        [selfLearning]    as a result of counting aircraft losses, forced escort and/or SEAD for certain packages
346 modified    [mission]    AIs can drop their charge if they are not escorted
345 fixed    [debrief]    certain elements of the mission are not taken into account (e.g. ship)
344 add        [SAR]        human SARs must now embark ejected pilots or hover over them (altitude < 45m, distance < 10m, speed < 0.2m/s)
                Information to help the pilot is given in a message when the helicopter is less than 100m from the ejected pilot.
343 add        [task]        Transport can be escorted
342 fixed    [SAR]        SARs on CVN spawn and block the runway
341 add        [selfLearning]    reveals SAMs that have already been fired, so these will be avoided or taken into account for subsequent flights
                (M65)
340 add        [task]        add forced tasks for a certain time if there are too many losses (in test),
                e.g. transport planes can be automatically escorted after a certain number of kills
339 fixed    [ejected]    ejected pilots were rarely captured
338 fixed    [MP]        some of the plane selections were not working and were running in a loop
337 add        [SAR]        Add ejected radio and SAR radio according to the frequencies pre-registered in the conf_mod
336 add        [plane]        Add MB-339A

335 fixed    [stat]            some kills are not counted
334 fixed    [MP]            duplicate groupName
333 fixed    [despawn]        aircraft associated with a BaseAirStart do not despawn
332 fixed    [station]        too many Tanker/AWACS in the area at the same time
331 modified    [station]        less fuel for Tanker/Awacs already in the area
330 add        [loadout][Ka-50]    add Ka-50_3
329 add        [loadout][F-1EE]    Barax added to Mirage F-1EE loadouts
328 fixed    [IA]            AI aircraft/helicopters of the same type as yours do not attack.
327 fixed    [SAR]            too much manhunt, FPS killer
326 fixed    [third]            if the SC_CarrierIntoWind variable is set to "auto", the mission does not load.
325 modified    [files][beacon]        always adds the beacon.ogg file
324 modified    [files]            rewriting the way to integrate files and other briefing images
323 fixed    [CTLD]            JTACAutoLase is badly implemented and crashes the mission
322 modified    [campaignMaker]        takes into account additions/modifications to the base_mission file during the campaign
321 add        [campaign]        automatically adds new items that appear in a new baseMission, during a campaign (such as FARP, Vehicle and Static) (in test) (M64)
320 fixed    [parking]        static aircraft prevent the taxiing of others.
319 fixed    [parking]        there is no more static aircraft
318 fixed    [parking]        static aircraft do not appear on the correct car park
317 modified    [prune][FARP]        dont prune Unit FARP if you add the term "FARP" in the unit name (unit not group name)
316 fixed    [FARP]            does not prune units that support FARP (also put FARP in the unit name)
315 modified    [structure][briefing]    DCS standard briefing name structure (thanks ldnz)
314 fixed    [briefing]        no flight plan
313 fixed    [briefing]        corrects duplicate briefings, adds the name of the radio etc...
312 modified    [mission][Bullseye]    you can lock the Bullseye to a base, and by selecting MovedBullseye = false in the confmod
                    add in db_airbases : selectedBullseye = true,
311 modified    [mission]        The planes escorting the helicopters will probably not be down there.
310 fixed    [intercept]        wrong interception heading
309 modified    [intercept]        adds a random number to the quantity of interceptors
308 modified    [frequency][EWR]    modifies only the EWR frequency (does not affect the ADF and other FARP frequencies)
307 add        [frequency]        frequency guard guard frequencies can be mistakenly selected for AWACS, EWR, package flights, etc.
306 various    [frequency]        more Divert, more Coalition Freq, bug list Freq
305 add        [frequency]        add MiG-15bis and Mosquitos, for the futur campaign (?)
304 fixed    [frequency]        bad frequency of Bf109 and Spitfire
303 modified    [frequency][Mig19]    allows to add all frequency ranges of airfields, so that some aircraft (Mig-19) can use it

 

 

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FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Hi guys.

I would like to add the F-15ESE to some of these campaigns, but I am not sure of what I need to do , to make this happen. I think I would need to alter the OOB_air_int  and db_loadouts , which I will need to know the CLSID for the pylons for the jet, as well as the range, weaponType, vCruise  etc etc

Is there anywhere I can go to find the F-15 information of that? Or should i just wait?

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44 minutes ago, ameriveaux said:

Hi guys.

I would like to add the F-15ESE to some of these campaigns, but I am not sure of what I need to do , to make this happen. I think I would need to alter the OOB_air_int  and db_loadouts , which I will need to know the CLSID for the pylons for the jet, as well as the range, weaponType, vCruise  etc etc

Is there anywhere I can go to find the F-15 information of that? Or should i just wait?

Well you should find a first set of loadouts in the last scriptmod released by Miguel21 (with the last Manager) it’s mainly with laser guided weapons …

If you want to make a new loadout you can use a local db_loadout… with the good tag in conf file. 
I’m on hollidays now so I can’t give you more precise help but you should find help in my last pdf somewhere in this forum…

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[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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  • 2 weeks later...
7 hours ago, Ampyr said:

Do you have a step by step for getting this running on a dedicated server?

What exactly are you asking?

How do I set up a dedicated server?

Or how do you play DCE on a dedicated server that's already installed?

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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12 hours ago, Ampyr said:

Sorry for the confusion, I am trying to set up a coop campaign with the Cyprus Incident using a dedicated server on the same machine. I know how to load single missions but not campaign files.

so I assume that your dedicated server is already up and running.

 

For the campaign to be tracked correctly, you need to install DCE (and everything that goes with it) "on" the dedicated server as if it were another DCS configuration/PC:

- DCE (with the appropriate path, using DCE_Manager)
- mod sanitiz (DCE_Missionscript_mod)

Then you load the 2 mission files on the dedicated server, and at the end of the mission, you will see the DCE DOS window appear to take the result into account.null

image.png

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FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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One more question about multiplayer, is there a way to have AI wingmen? I'm not exactly sure how the multiplayer setup with the flights works in the program. Can I have a flight of 2 players and some AI flights of hinds accompany us? I tried setting up a couple missions just to get a feel of how it works but I don't understand it quite yet.

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6 minutes ago, Ampyr said:

One more question about multiplayer, is there a way to have AI wingmen? I'm not exactly sure how the multiplayer setup with the flights works in the program. Can I have a flight of 2 players and some AI flights of hinds accompany us? I tried setting up a couple missions just to get a feel of how it works but I don't understand it quite yet.

Hi, there,

DCE provides the number of aircraft depending on the target.
If you ask for 2 MP planes but you need 4 planes for the target, you will have 2 players and 2 AIs.

But if you ask for 3 MP planes, you'll have 3 players and 1 AI.

In addition, the MP aircraft request has priority, for example:
If you only need 4 planes for the target but you request 6, then you will still have 6 MP slots to choose from.

This is for the same flight (or almost)
for a package it's different

For a package, DCE will provide as much escort as it can, depending on the target and, above all, the aircraft available.
It is therefore entirely possible to have no IA escort or, on the contrary, many more (SEAD, Escort, etc.).

To be "almost" certain of having an escort, you need to activate the strikeOnlyWithEscorte variable in conf_mod.
But this may reduce the number of packages

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FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Do I need to request a flight for each player? Or can I do 1 flight with 2 players in it? When I generate a multiplayer mission this is what it shows:Screenshot (3).png

I thought pack was the number of planes in the package?


Edited by Ampyr
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1 minute ago, Ampyr said:

Do I need to request a flight for each player? Or can I do 1 flight with 2 players in it? When I generate a multiplayer mission this is what it shows:

 

in the prosposed choices, it gives you the number of helicopter

choices 1 and 3 are suitable, (flight of 4 heli), so you will have 2 MP and 2 AI

choice 2: you only have 2 heli, so 2 MP

null

image.png

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FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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2 hours ago, Ampyr said:

Ah ok that clears it up for me, thank you very much!

Having said that, this system doesn't seem to be working perfectly. In my tests, one or 2 helicopters are regularly missing.  😅

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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I did notice that last night, we had a flight of 3 and another of 4. I picked the flight of 3 so we would have an ai wingman but he didn't spawn. The flight of 4 did however. No worries though, just being able to play this multiplayer at all is a godsend. Thank you so much for all your work!

Also, is there an easy way to adjust the skins of the ai flights without going into the mission editor to do it manually? In the Cyprus campaign they all spawned with the default soviet skin.

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