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[SP] Operation Persian Power


rmk80

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Operation Persian Power is a scenario entirely made with help of the fantastic M.O.O.S.E framework (credits to FlightControl).

 

At the first run of this mission, the defined airbases of both sides (RED & BLUE) get dynamically populated with ground units (SAM’s, Air Defenses, Armor, Artillery and Support). Which airbases belong to which side, can easily be changed in the mission editor for re-playability.

 

The goal of the mission is to destroy all opposite (RED) units. If all targets at an airbase have been destroyed, the airbase is no longer operational and will no longer be used by the AI.

 

Features:

- Primarily intended as a SP mission, it also works in COOP.

- AI SEAD, CAS and CAP sorties are dynamically generated while you play, for both sides!

This means you are not only the aggressor, but also need to defend against enemy flights trying to take out your air defenses and airbases

- All unit types (GROUND and AIR) are randomly selected.

- AI flights will randomly use any of the operational airbases for that side.

- The type of sortie generated depends on weight factors, the amount and type of targets available and the amount of operation airbases.

- Destroying all units in the area of an airbase will disable it. This means AI flight will no longer spawn there and the amount of airborne AI flight will be limited, as more airbases are no longer operational.

- All progress is constantly saved using the Simple Group Saving script by Pikey May (credits to Pikey, Speed & Grimes and FlightControl). The second time (and every time after that) you run this mission it simply continues where you left. This applies to all ground units and the operational airbases. The number of air units is also kept, however their positions are not maintained.

- A user menu is available (F10 > Other) with the following features:

  • Show mission progress (see whether RED of BLUE is winning)
  • Show active flights (for your side)
  • Disable messages option, in case you find the mission updates annoying
  • Request a specific target (based on distance or randomly selected)
  • Request updated target information
  • Request a list of JDAM coordinates for your target
  • Cancel the target mission

- Tankers (Texaco at carrier, Shell) and AWACS are available

- Carrier is available

 

Note that the aim of this mission is to do as you please and enjoy. You can destroy targets, fly CAP missions, escort AI flights, anything you like that’s keeping RED from winning the game. Know that the AI flights of both sides will continue destroying targets until either side wins, whether you help or not.

 

Requirements: Persian Gulf Map and F/A-18, A-10C, F-14B, M2000C, Viggen, Harrier or F-15C Module. For the saving function to work you need to comment out (put -- in front of it) these lines in the MissionScripting.lua file in the DCS World\Scripts folder: sanitizeModule('os'), sanitizeModule('io'), sanitizeModule('lfs').

This is how this section must look (otherwise the mission won't load/run):

do
--sanitizeModule('os')
--sanitizeModule('io')
--sanitizeModule('lfs')
require = nil
loadlib = nil
end

 

Mission settings: You can change some of the mission parameters in the Mission Editor under the 'set rules for trigger' menu and choose the (green) SETTINGS trigger:

  • maxAirborne: option to set the maximum airborn groups for each side for performance reasons.
  • totalAircraftRED: number of operational aircraft on RED side on mission start
  • totalAircraftBLUE: number of operational aircraft on BLUE side on mission start
  • AIskillRED: set the AI skill for RED units. Possible values are "Average", "Good", "High", "Excellent" or "Random".
  • AIskillBLUE: set the AI skill for BLUE units.
  • spawnType: set the way AI flights are spawn. Possible values are: SPAWN.Takeoff.Air, SPAWN.Takeoff.Runway, SPAWN.Takeoff.Hot and SPAWN.Takeoff.Cold. Default is Hot which is the most immersive.
  • despawnType: set the way AI flights despawn. Possible values are: "LAND" and "SHUTDOWN". Default is "SHUTDOWN" which is most immersive.
  • cleanupInterval: this options sets the time in seconds it takes before a unit is considered stuck and gets removed.

 

You can add any Client plane (module) in Mission Editor yourself and all menu options should work. No special names or anything required. This also works for adding Clients on the RED side.

 

Know issues: Because all units are dynamically generated (or loaded from save) the first time you enter a slot, the radar rings on the F/A-18 SA page are missing. Simply switching slots solves this issue.

 

Restarting the mission can be done by deleting the PersianPowerSaveGame.lua and PersianPowerUnitCount.lua files from your root DCS folder.

 

I hope you enjoy this a much as I do :thumbup:

 

Update 0.80

  • Added Syrian Power
  • Added A10-C II
  • Updated Moose
  • All versions use updated code

Persian Power v080.miz

Georgian Power v080.miz

Vegas Power v080.miz

Syrian Power v080.miz


Edited by rmk80
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Sounds very interesting. Reading through the features makes it look more like a true dynamic campaign.

Thank you for sharing this.

Windows 10 Pro 64bit|Ryzen 5600 @3.8Ghz|EVGA RTX 3070 XC3 Ultra|Corair vengence 32G DDR4 @3200mhz|MSI B550|Thrustmaster Flightstick| Virpil CM3 Throttle| Thrustmaster TFRP Rudder Pedal /Samsung Odyssey Plus Headset

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This sounds great!

Will certainly try this one, soon as I get the chance :thumbup:

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

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Sounds very promissing, thanks.

Questions I have:

are there waypoints created for the targets automatically?

are the Coordinates in precise mode for the hornet?

What is the skill Level of the AI, SAMs? Can we have an Option (perhaps somewhere in the future) to customize it for each side?

Are there JTAC for lasing targets available?

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Sounds very promissing, thanks.

Questions I have:

are there waypoints created for the targets automatically?

are the Coordinates in precise mode for the hornet?

What is the skill Level of the AI, SAMs? Can we have an Option (perhaps somewhere in the future) to customize it for each side?

Are there JTAC for lasing targets available?

 

Waypoints are not created for players, I cant get that to work (yet).

You need to manually enter the waypoint in your CDU using the provided info.

 

Waypoint data is in precise mode for the hornet

 

SAMs use the MOOSE functionality.

 

Skill level is default. I should be able to make an option for that.

 

No JTAC's yet.

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Had a chance to test out your mission in multiplayer. Only issue I noticed so far was that aircraft were spawning in at the ends of the runways facing backwards with engines off and never moving.

 

Not sure if its a DCS or MOOSE issue but if you change line 10 from

 

local spawnType = SPAWN.Takeoff.Hot -- spawntype

 

to Air, Cold or HOT the plane spawns will work.

 

Great mission!!

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I’ll run it tonight.

 

After I made that post I reloaded the mission and set the option to see all units on the map.

 

It looked like most flights were taking off and then immediately attempting to land. Both fighters and bombers but every so often a flight would perform its mission.

 

If I see it again tonight I’ll let you know.

 

Thanks

Eric

 

 

Sent from my iPhone using Tapatalk

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Dedicated server/hosted server.

 

Ok with the start hot option is looks like the planes are taking off and then getting reset and then trying to take off again. When changed to air start they all seem to spawn and run their missions properly.

 

Are you running some type of airbase cleanup script? I was not able to find anything.

 

One last thing, are you tracking how many planes are available/left in the different squadrons? If not could you take a look at Pikey's script for persistent squadrons?

 

Thanks

Eric

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Just tried this mission for the first time (SP and in VR). It worked really well, wasn't too heavy (performance wise) and seems pretty balanced. Also the progress saving functionality worked like it should.

 

I really like it a lot! Thanks for all your effort! :thumbup:

 

 

One question though, is there a way to incorporate my progress in any future versions you might upload?

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

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I tried the latest version (v027) but it didn't look like any of the scripts initialized. Didn't get any text on screen saying "Scripts loaded" or any info on enemy units. In fact, it looked like I was the only plane in the theater. Didn't see anyone else in F2 view or the F10 map.

 

I tried spawning in all slot types (F-14 and F/A-18 on carriers and land, and F-15 and A-10C on land, even spectator) and no joy. Took off in the Tomcat from the carrier and flew all the way to Iran and nothing happened.

 

I'm guessing a bug crept in for v027? I tried another mission that uses MOOSE (Through the Inferno) and that loaded fine, so I don't think it's on my end.

 

Looking forward to trying out the mission properly.

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I tried the latest version (v027) but it didn't look like any of the scripts initialized. Didn't get any text on screen saying "Scripts loaded" or any info on enemy units. In fact, it looked like I was the only plane in the theater. Didn't see anyone else in F2 view or the F10 map.

 

 

 

I tried spawning in all slot types (F-14 and F/A-18 on carriers and land, and F-15 and A-10C on land, even spectator) and no joy. Took off in the Tomcat from the carrier and flew all the way to Iran and nothing happened.

 

 

 

I'm guessing a bug crept in for v027? I tried another mission that uses MOOSE (Through the Inferno) and that loaded fine, so I don't think it's on my end.

 

 

 

Looking forward to trying out the mission properly.

 

I am having exactly the same same issue the number of times I have flown the mission. I had thought the mission file I downloaded is corrupted and planned to re-download again and do the mission.

Are there any other file to be installed beside the mission file?

Windows 10 Pro 64bit|Ryzen 5600 @3.8Ghz|EVGA RTX 3070 XC3 Ultra|Corair vengence 32G DDR4 @3200mhz|MSI B550|Thrustmaster Flightstick| Virpil CM3 Throttle| Thrustmaster TFRP Rudder Pedal /Samsung Odyssey Plus Headset

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Did you try joining as spectator first for a few seconds to allow scripts to initialise, then choose a slot?

 

 

Sent from my SM-G950F using Tapatalk

W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 32GB G.Skill RipJaws V DDR4 3200 RAM, Samsung 960 Pro 512GB M.2 SSD (OS), Samsung 850 Pro 512GB SSD, 2TB Seagate SDHD, 2TB WD Green HDD, GALAX GTX GeForce 1070 EXOC Sniper White 8GB VRAM

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It looked like most flights were taking off and then immediately attempting to land. Both fighters and bombers but every so often a flight would perform its mission.

 

The AI flights are behaving differently based on the way they spawn. I changed the way waypoints and tasks are given to fix this in latest version.

 

Are you running some type of airbase cleanup script? I was not able to find anything.

 

One last thing, are you tracking how many planes are available/left in the different squadrons? If not could you take a look at Pikey's script for persistent squadrons?

 

Yes, I was running a clean up script as a last resort. Didn't know this would cause problems on a dedicated server. It has been removed in latest version. Curious if this would fix the issue you are describing when using Hot spawn.

 

Could you please reference the script you are referring to? I implemented a limited amount of AI flights that is persistent in latest version.

 

One question though, is there a way to incorporate my progress in any future versions you might upload?

 

Yes and No. As long as I'm not adding or changing variables you can use your save data for future versions. Latest update has limited flights added. This means you need to manually add the following variables to PersianPowerUnitCount.lua to keep your data:

flightsRED = 60
flightsBLUE = 60

 

Didn't get any text on screen saying "Scripts loaded" or any info on enemy units.

 

I have not encountered this issue myself. You should at least get a message telling you the mission is generated or loading from save. This means the script is running.

 

Flights are only starting to spawn after at least 30 seconds after mission start.

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No, not that I am aware of. Could you take a look at your DCS.log to see if it is throwing any errors?
Thanks I would check.

 

I would like to note that at the start of the mission I would hear the chirping sound that normally accompanying a mission message but in my case no message is displayed.

Windows 10 Pro 64bit|Ryzen 5600 @3.8Ghz|EVGA RTX 3070 XC3 Ultra|Corair vengence 32G DDR4 @3200mhz|MSI B550|Thrustmaster Flightstick| Virpil CM3 Throttle| Thrustmaster TFRP Rudder Pedal /Samsung Odyssey Plus Headset

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Here is the persistent squadron script. The most important part is this section

 

else Graveyard = {
 
  ["F-14A"]=32,
  ["MiG-21Bis"]=12,
  ["F-5E-3"]=12,
  ["MiG-29A"]=12,
  ["F-4E"]=12,
}

 

The aircraft names in the graveyard section have to match the name DCS uses. It looks like it only tracks 1 squadron of each type of plane. Not sure if you can make it work with multiple squadrons of the same type in your mission.

 

I'm also attaching the persistent scenery script he just released. In my test version I just added it after MOOSE gets loaded and it worked fine.

PersistentSQN.lua

SimpleScenerySaving-master.zip

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No, not that I am aware of. Could you take a look at your DCS.log to see if it is throwing any errors?

 

Hey,

 

I have just downloaded version 32 and I still get no notification. I happen to be alone in the theatre

I looked into dcs.log file

 

 

The scripting section has a very long list but no error message.

This below seems to indicate Moose script is loaded:

SCRIPTING: *** MOOSE GITHUB Commit Hash ID: 2019-11-25T11:17:48.0000000Z-8e5dfee82704126c24fd34e81f8b9ee626c0c874 ***

2019-12-01 18:14:48.207 INFO SCRIPTING: *** MOOSE STATIC INCLUDE START ***

2019-12-01 18:14:48.207 INFO SCRIPTING: Init: Scripts Loaded v1.1

 

 

The only error message I see is at the end of the mission but no error indicated in the list between start and where it end.

 

Error message is below:

 

 

2019-12-01 18:14:48.438 INFO SCRIPTING: *** MOOSE INCLUDE END ***

2019-12-01 18:14:48.438 INFO SCRIPTING: 4485( 1)/I: BASE00000.TraceOnOff(Tracing in MOOSE is ON)

2019-12-01 18:14:48.439 INFO SCRIPTING: Loaded Simple Group Saving, by Pikey, 2018, version 1.0

2019-12-01 18:14:48.439 ERROR DCS: Mission script error: : [string "C:\Users\ERNEST~1\AppData\Local\Temp\DCS.openbeta\/~mis000027E5.lua"]:90: attempt to index global 'lfs' (a nil value)

stack traceback:

[C]: ?

[string "C:\Users\ERNEST~1\AppData\Local\Temp\DCS.openbeta\/~mis000027E5.lua"]:90: in function 'file_exists'

[string "C:\Users\ERNEST~1\AppData\Local\Temp\DCS.openbeta\/~mis000027E5.lua"]:105: in main chunk

2019-12-01 18:14:48.445 ERROR DCS: Mission script error: : [string "C:\Users\ERNEST~1\AppData\Local\Temp\DCS.openbeta\/~mis000027E5.lua"]:90: attempt to index global 'lfs' (a nil value)

stack traceback:

[C]: ?

[string "C:\Users\ERNEST~1\AppData\Local\Temp\DCS.openbeta\/~mis000027E5.lua"]:90: in function 'file_exists'

[string "C:\Users\ERNEST~1\AppData\Local\Temp\DCS.openbeta\/~mis00006E5B.lua"]:1189: in main chunk

2019-12-01 18:15:24.700 INFO DX11BACKEND: Unloaded 501 mb of textures.

2019-12-01 18:15:54.396 ERROR SOUND: can't load wave: "sounds\speech\sound\eng\common\player\callsign\omdm"

2019-12-01 18:16:05.469 ERROR SOUND: can't load wave: "sounds\speech\sound\eng\common\atc\callsign\omdm"

 

 

 

I have to mod installed I did a dcs repair before doing this mission.

I will just attach the whole log file

Thanks in advance.

dcs.rar

Windows 10 Pro 64bit|Ryzen 5600 @3.8Ghz|EVGA RTX 3070 XC3 Ultra|Corair vengence 32G DDR4 @3200mhz|MSI B550|Thrustmaster Flightstick| Virpil CM3 Throttle| Thrustmaster TFRP Rudder Pedal /Samsung Odyssey Plus Headset

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Version 32

Dedicated Server

 

Takeoff Air - like you said is the most reliable. Lots of planes in the sky.

 

Takeoff Hot - Planes are not getting reset as they try to take off but on some airfields they are getting backup trying to taxi (DCS issue). If using the airbase cleanup script are you able to extend the time it checks for stuck planes? Really like the immersion of planes taking off.

 

Didn't notice anything else. Looking forward to your next update.

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Did you modify your MissionScripting.lua file?

 

That was the key. I had a modified file for MBot's dynamic campaigns in OvGME, but it only commented out the "os" and "io" lines, not the "lfs" line. Commented that one out too, and it worked like a charm. Got the notifications that the scripts loaded and saw the friendly tankers and AWACS. Didn't actually fly the mission so can't comment on whether there were enemies present, but I would wager everything works fine now.

 

Thanks for the help! :thumbup:

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