Miguel21 Posted February 21, 2021 Share Posted February 21, 2021 Mods\tech\DCE\Missions\Campaigns\YourCampaign\Init 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) Link to comment Share on other sites More sharing options...
Miguel21 Posted February 21, 2021 Share Posted February 21, 2021 Hello, I don't think the changlog of the scriptMission had been posted, so here it is: These are the changes since the release 20.38.01 to the version that 20.43.6x that already equips the Crisis campaigns: Quote MINOR VERSION: -- M39 -Added- Several types of aircraft for escort at the same time -- M40 -Added- Pedro (plane guard) This helicopter takes off, then follows the CVN despite the turns -- M41 -Added- Sratchpad : automatically writes to the Sratchpad file writes automatically in the scratchpad mod file, (for the moment, only works if DCS is not launched) -- M42 -Added- liveryModex - displays a High res or CAG skin to the boss, also allows to display a skin especially to a plane number. - Gives the CAG aircraft number to the player, only in singlePlayer. - And gives priority to the most important aircraft numbers (ex 200) to the group leader. oob_air_init.lua : liveryModex = { --unit livery Modex (optional) [100] = "VF-101 Dark", [110] = "VF-101 Grim Reapers Low Vis", }, -- M43 -Added- Assignment of C08 type parking lot numbers PATCH 03 -Changed- change freq EWR + custom FrequenceRadio, automatically calculates the usable radio frequency range, we delete the radio table from camp_init 04 -Changed- Multiplayer : number of flight group Client undefined ^^ 05 -Added- VHF helicopter 07 -Added- saved game on another DD 08 -Changed- Multiplayer : shield the form, debugging the multiplayer skip that was no longer offering a plane 09 -Added- Multiplayer : choice by target and task 12 -Changed- cosmetique formulair + generator task 16 -Added- Check and Help CampaignMaker 18 -Changed- different Type possible/task 22 -Added- Check and Help CampaignMaker: warns the CampaignMaker of a missing nation 23 -Changed- robust form 24 -Changed- keeps half of the staff for the escort 25 -Changed- prohibits an unescorted strike 26 -Added- Multiplayer limit escort number, option in conf_mod : ["limit_escort"] = 8, 29 -Added- Check and Help CampaignMaker Check conf_mod 30 -Changed- prohibits aircraft/helicopter ecort 31 -Added- helps CampaignMaker to balance the game (type "Z" in firstmission.bat) 32 -Added- escort mandatory or not add in conf_mod.lua : campMod = { StrikeOnlyWithEscorte = false, -- (default : true) strikes are possible with only one escort } 33 -Changed- helps CampaignMaker: checks only the right theatre 03 -Changed- priority to the player's frequencies 04 -Added- MenuRadio request manual TurnIntoWind, Init/conf_mod Chapter: mission_ini Add SC_CarrierIntoWind "auto" or "man": SC_CarrierIntoWind = "auto", -- (defaut: "auto")("man"), "auto": Original Mbot code: the CVN rotates according to the air operations. "man": the CVN runs only once via the commands in the radio menu F10 07 -Changed- custom FrequenceRadio (i 3 frequency bands) rewriting of the automatic choice of frequency ranges 11 -Added- addition of Divert fields in the briefing 13 -Added- addition of VOR ILS etc. information in the Divert briefing 15 -Added- TakeOff Pedro Helicopter 18 -Added- ability to customize CVN frequencies in the Init/db_airbases file Init/db_airbases ATC_frequency = "250.255", 19 -Added- added the version of the campaign in the file camp_init 21 -Changed- reinforces the form on user input errors 26 -Added- Parking limite little base, allows to place more aircraft than parking space 31 -Added- Frequency FARP add in Mission file 32 -Changed- Custom Briefing TACAN tanker only if necessary + display of take-off times only at the right platform (CVN FARP) 33 -Added-weighting tasks between different squadrons 34 -Changed- fair task between squadrons 36 -Changed- changes the display of "harrier" numbers: 810 is now displayed: 18 39 -Changed- speed too low until the waypoint "join". 40 -Removed- Eagle modification on Ato_FlightPlan concerning helicopters and FARP 41 -Changed- for static aircraft, look at the space available according to the minutes 45 -Changed- CallTankRefuel + Help CAP, all coalition 49 -Changed- Help CAP , all coalition 54 -Changed- despawn Plane on BaseAirStart 59 -Changed- possibility to use EWR in WEST language 62 -Changed- Custom Briefing ( Divert/CVN possible) 63 -Added- for debugging adds the following info: mission name, script version, SavedGames path, campaign version FIX: 02 -fixed- deletes the camp.player table which mistakenly keeps the table in the Active folder. 06 -fixed- Multiplayer : traitor plane (he turns around) 10 -fixed- Multiplayer : replaces #mission.trig.func which doesn't start at 0 anymore, so impossible with #. 11 -fixed- Multiplayer :Task table 13 -fixed- prunescript category tag/ helico MP 17 -fixed- FARPS 19 -fixed- frequence Min Gazelle vs A10 20 -fixed- Spawn before Departure 27 -fixed- Gazelle 08 -fixed- fix all pb FrequenceRadio 09 -fixed- recovery interceptor 12 -fixed- to avoid blocking the naval task force, creates 2 small bends instead of one big one. 17 -fixed- Despawn Landing CVN + FARP, with new CVN 30 -fixed- altitude too high for helicopters 37 -fixed- customTask helicopters are now taken into account 38 -fixed- hour catapulting, if several CVNs are in the same group 47 -fixed- the static planes disappear after 3mn. 48 -fixed- speed too low for escort aircraft, following very slow aircraft (A-10) 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) Link to comment Share on other sites More sharing options...
ataribaby Posted February 22, 2021 Share Posted February 22, 2021 Flying great IRIAF Tanker War DCE campaign and find bug where Iran tankers are blocking runways on airbases that are not able to accomodate tankers as parked aircrafts. Fixed it by setting tankers to airstart fake airbases. http://prekladytextu.eu/DCS/IRIAF_Tanker_War_tankers_fix.zip Replace files in init folder Link to comment Share on other sites More sharing options...
Miguel21 Posted February 22, 2021 Share Posted February 22, 2021 1 hour ago, ataribaby said: Flying great IRIAF Tanker War DCE campaign and find bug where Iran tankers are blocking runways on airbases that are not able to accomodate tankers as parked aircrafts. Fixed it by setting tankers to airstart fake airbases. http://prekladytextu.eu/DCS/IRIAF_Tanker_War_tankers_fix.zip Replace files in init folder Thank you I had already transmitted your discovery to the author (who is away for a long month) Thanks for the fix 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) Link to comment Share on other sites More sharing options...
ataribaby Posted February 22, 2021 Share Posted February 22, 2021 Thanks Miguel21. I have question please. How those fake air start airbases works? Spawned flights will be deleted when they reach last "landing" waypoint over fake airbase or they simply revert to default DCS behavior and simply fall out of fuel or try reach closest neutral airbase? Later will be pretty bad for attrition record keeping. Link to comment Share on other sites More sharing options...
Miguel21 Posted February 22, 2021 Share Posted February 22, 2021 4 minutes ago, ataribaby said: Thanks Miguel21. I have question please. How those fake air start airbases works? Spawned flights will be deleted when they reach last "landing" waypoint over fake airbase or they simply revert to default DCS behavior and simply fall out of fuel or try reach closest neutral airbase? Later will be pretty bad for attrition record keeping. hi and thank you for your interest in these campaigns ^^ These planes disappear at the last wpt when they descend below a certain altitude and a certain level of petrol. 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) Link to comment Share on other sites More sharing options...
ataribaby Posted February 22, 2021 Share Posted February 22, 2021 Perfect solution Thanks for info. Link to comment Share on other sites More sharing options...
ataribaby Posted February 22, 2021 Share Posted February 22, 2021 One interesting bug about that deleting aircrafts I think. My Tomcat got damaged and I got despawned when I was back near to home base at certain alt. Link to comment Share on other sites More sharing options...
Miguel21 Posted February 22, 2021 Share Posted February 22, 2021 ha ? 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) Link to comment Share on other sites More sharing options...
Miguel21 Posted February 23, 2021 Share Posted February 23, 2021 14 hours ago, ataribaby said: One interesting bug about that deleting aircrafts I think. My Tomcat got damaged and I got despawned when I was back near to home base at certain alt. weird, the only pb(for the moment) that I see, is that you are close to a virtual base (-20km), less than 1000m. But close to your own base, ... I don't understand. Do you have a track (tackview) to upload? 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) Link to comment Share on other sites More sharing options...
Miguel21 Posted February 23, 2021 Share Posted February 23, 2021 By any chance, did you pass within 20km of this position? 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) Link to comment Share on other sites More sharing options...
ataribaby Posted February 23, 2021 Share Posted February 23, 2021 (edited) Nah it was always on way back to my base Shiraz Intl. Near base I got always despawned. It happened twice and I was always damaged but still airworthy. No track recorded. After I saw your question maybe I caused it with my fix as I added two fake airstart airbases for tankers on the coordinates of Shiraz Intl and Bandar Abbas Intl? Maybe it is not tied to damaged status and it will happen always. I will retest. In that case my fix is not good. ['Tankers Shiraz'] = { x = 381101.03125, y = -351636.515625, elevation = 5000, airdromeId = nil, ATC_frequency = "0", BaseAirStart = true, coalition = "red", }, ['Tankers Bandar Abbas Intl'] = { x = 115765.878906, y = 14257.979004, elevation = 5000, airdromeId = nil, ATC_frequency = "0", BaseAirStart = true, coalition = "red", }, Edited February 23, 2021 by ataribaby Link to comment Share on other sites More sharing options...
Miguel21 Posted February 23, 2021 Share Posted February 23, 2021 Indeed, in the beginning these virtual bases had been created in Iraq where the reds will not go, therefore no bp of overflight of these virtual bases. There you created virtual bases allies which were not taken into account, which is good ^^ because it will allow me to make a correction 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) Link to comment Share on other sites More sharing options...
ataribaby Posted February 23, 2021 Share Posted February 23, 2021 Yeah, confirmed. Just flew mission and I got despawned near my home base. No damage. So it must be that fake bases I added over real ones. Here is tacview: http://prekladytextu.eu/DCS/Tacview.zip BTW I solved this in one of my missions by adding despawn script at last group waypoint. Here is demo: Delete at waypoint test.miz So what I need to do? Think about fix tankers problem in different way or you are on track to fix this despawn bug? I think fake airbase should only despawn it's own spawned flights right? Nothing else Link to comment Share on other sites More sharing options...
Miguel21 Posted February 23, 2021 Share Posted February 23, 2021 unfortunately, I have several current "input", and this bug is not a P1 (priority n°1) The "CampaignMaker" deplores the Tanker bug, but announces that it is "minimal" because there are others taking off correctly from Shiraz. For the patch that I would have to integrate, I would have to do several tests, it would take me one or two weeks. Because yes, the ideal would be that we only despawn the planes approaching their own base. I suggest you eliminate the virtual air base at "Shiraz"... 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) Link to comment Share on other sites More sharing options...
Miguel21 Posted February 23, 2021 Share Posted February 23, 2021 PS: elevation is in meters, not Feet, So, for Bandar Abbas, i suggest elevation = 1000, Because it is a difference of 1000m between the altitude of the ground and the plane, which gives the condition of despawning. 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) Link to comment Share on other sites More sharing options...
ataribaby Posted February 23, 2021 Share Posted February 23, 2021 So set elevation for Bandar Abbas to 1000 and Shiraz to 2400? Bandar has elevation of 6m and Shiraz 1485m on the map. Link to comment Share on other sites More sharing options...
Miguel21 Posted February 23, 2021 Share Posted February 23, 2021 yes, but I don't think you need the virtual air base in Shiraz. 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) Link to comment Share on other sites More sharing options...
ataribaby Posted February 23, 2021 Share Posted February 23, 2021 (edited) Yes I need virtual Shiraz as tankers are spawned parked into C-130. Well I tested it with elevation 2400 and still got despawned on shiraz. Just at lower alt. I do not know how this works It do not make sense to me why it despawn Acs that do not belongs to that virtual base. So I do not know how to fix that tankers problem. bah. It was so cool campaign. Also I think this alt trick maybe stops player despawn but it also break despawn for Tankers and thats whole purpose of this virtual airbases I added. Can you please point me in code where is this despawning? i will try look so I will understand it. Edited February 23, 2021 by ataribaby Link to comment Share on other sites More sharing options...
Miguel21 Posted February 24, 2021 Share Posted February 24, 2021 as I told you, the despawn does not look at the origin of the base. Therefore, it is absolutely necessary to delete the virtual base on the "Shiraz" base. If there is still a problem of Tanker on the car parks of Shiraz, then move them to the virtual base of "Bandar". A solution for Shiraz would be to prohibit the Despawn of the players, I think it's possible, but your AI wingers will still be despawned. Translated with www.DeepL.com/Translator (free version) 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) Link to comment Share on other sites More sharing options...
Miguel21 Posted February 24, 2021 Share Posted February 24, 2021 ScriptsMod.20.43.64\Mission Scripts\EventsTracker.lua ligne 369 The problem is to find easily (and only once) the base of origin of the planes. And I think that for that, it is necessary to integrate it in the camp_status file, like the XY position of the virtual bases. And this is done only once during mission generation. Then, to make the "correlation" between the name of the plane in the game and the name of the plane in the mission generation. I suspect that this will not be easy... 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) Link to comment Share on other sites More sharing options...
ataribaby Posted February 25, 2021 Share Posted February 25, 2021 I see. thanks for info. Link to comment Share on other sites More sharing options...
PB0_CEF Posted February 27, 2021 Author Share Posted February 27, 2021 (edited) Many upgraded campaigns to modscript 20.43.65 introducing new Miguel21 INSTALLER making DCE campaigns installation very easy now ! Check first post ! Edited February 27, 2021 by PB0_CEF 2 [/url]All known Dynamic Campaign Engine Campaigns Last DCE news : Crisis in PG - Blue version Link to comment Share on other sites More sharing options...
Nicoleon Posted February 28, 2021 Share Posted February 28, 2021 PB0_CEF & Miguel21, thank you very much for your work, your time and our pleasure to fly in a dynamic world. I found a small problem on the Tomcat-80s campaign : The .cmp is for the F14-B Tomcat campaign. It is not difficult to correct by copying the campaign cmp for the F14B and changing the mission names inside to Tomcat-80s. But it is an information... ;) Thanks again... I go back to 1986, in Georgia. Link to comment Share on other sites More sharing options...
PB0_CEF Posted February 28, 2021 Author Share Posted February 28, 2021 8 hours ago, Nicoleon said: PB0_CEF & Miguel21, thank you very much for your work, your time and our pleasure to fly in a dynamic world. I found a small problem on the Tomcat-80s campaign : The .cmp is for the F14-B Tomcat campaign. It is not difficult to correct by copying the campaign cmp for the F14B and changing the mission names inside to Tomcat-80s. But it is an information... Thanks again... I go back to 1986, in Georgia. Thanks a lot for this information I correct this bug now ! [/url]All known Dynamic Campaign Engine Campaigns Last DCE news : Crisis in PG - Blue version Link to comment Share on other sites More sharing options...
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