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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign


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Still doesn't work in 1.12.

 

 

I don't think the problem is with the user profile directory. My user profile is still in C:\users\... It's the saved games and documents folders. They both reside on D:\ via...

 

attachment.php?attachmentid=189139&stc=1&d=1530755361

 

 

Documents would be D:\Docs and Saved games is at D:\Docs\Saved Games

 

I think the problem lies in that you're querying windows for the user folder and assuming the docs and saved games folders will always reside inside there. Is there a way to do a similar query but one that returns the saved games folder path directly instead of the user folder?

 

 

When I do %UserProfile% I get taken to c:\users\M1Combat so that's working... but that's not the root to either my documents folder or my saved games folder.

1116221641_DocLoc.thumb.PNG.8f0f5637d343ee0587a73456596836fa.PNG

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This might be more reliable but... Not being a python programmer I'm not sure how you would use it...

 

 

https://docs.microsoft.com/en-us/windows/desktop/api/shobjidl_core/nf-shobjidl_core-iknownfoldermanager-getfolderids

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Hey, Amazing job, but just would like to give some feedback on this.

 

I noticed one thing that can be a little bit frustrating is that. Lets say for example I'm on an A-10, and I brought along another A-10 wingman and 2 x M2000C and 2 x F15C as escort fighters, when I'm on route to the mission AO, the two M2000C and two F15C's flight route is exactly the same (which make sense) but the result is each pair of M2000C and F15C crashes into each other while on-route to the AO.. Is there any way that you can prevent this from happening? So we can bring as many fighters with us as possible without them having a mid-air collision? Thanks for all the hard work !! <33

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Hey! Multiplayer works, but theres now an issue where it always counts the host ending the mission as a "death."

 

Whenever I would leave the server, or switch to observer, i'd die. However my friend who's hosting, whenever he shuts down server he's fine. Wouldnt count as a loss.

We tested this with me flying a hornet and him an A-10 just to verify. I come, leave, switch roles to observer, its fine. He closes server? Hornet lost.

 

Any ideas?

 

EDIT: we tried using a third PC for the server, we now lost BOTH aircraft, he and I, so the clients count as loses at server shutdown it would seem

 

EDIT 2: We tried adding a "mission end" trigger in the F10 menu, which worked insofar as it shut down the mission and kept us alive, but the format for the briefing is one that the python refused to recognize :\

We're out of ideas for how to make this work, now.


Edited by Shein
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[ALL MODULES][sP/CO-OP] Liberation Dynamic Campaign

 

Hey! Multiplayer works, but theres now an issue where it always counts the host ending the mission as a "death."

 

Whenever I would leave the server, or switch to observer, i'd die. However my friend who's hosting, whenever he shuts down server he's fine. Wouldnt count as a loss.

We tested this with me flying a hornet and him an A-10 just to verify. I come, leave, switch roles to observer, its fine. He closes server? Hornet lost.

 

Any ideas?

 

EDIT: we tried using a third PC for the server, we now lost BOTH aircraft, he and I, so the clients count as loses at server shutdown it would seem

 

EDIT 2: We tried adding a "mission end" trigger in the F10 menu, which worked insofar as it shut down the mission and kept us alive, but the format for the briefing is one that the python refused to recognize :\

We're out of ideas for how to make this work, now.

 

 

 

The Hornet does NOT seem to be written into the debrief log overall, period. That is why you are losing it. We are seeing the same and I am trying to help the content creator debug/bug report, if possible.

 

EDIT: to clarify, this is an issue with the sim... not the mod.

 

 

Sent from my iPhone using Tapatalk

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The Hornet does NOT seem to be written into the debrief log overall, period. That is why you are losing it. We are seeing the same and I am trying to help the content creator debug/bug report, if possible.

 

EDIT: to clarify, this is an issue with the sim... not the mod.

 

 

Sent from my iPhone using Tapatalk

 

oh WOW!!! Thanks for that! We'll test immediately

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[ALL MODULES][sP/CO-OP] Liberation Dynamic Campaign

 

For what it's worth - we ran into the "clients counted as deaths" issue tonight... but only from the debrief.log on the host machine. The client machine log correctly counted the client as alive.

 

 

 

Interesting! I will need to check that tomorrow and follow up. Is that the auto generated log in the Logs folder for client rather than server? In my case, I am host AND a “client” so this could have interesting implications.

 

Then again, I am using an A-10C and not an F/A-18C and it’s my buddy who “dies” and not me? What plane is the host using, if he is a player?

 

EDIT: Also I am asking my friend to leave before I shut the server down, if that is of consequence? Need to check that tomorrow too.

 

 

Sent from my iPhone using Tapatalk


Edited by Morod
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Yep! His auto generated log file shows both A-10A's that we were flying as clients as well as the F/A-18C that was flying as an AI unit. Maybe the server's log doesn't track client aircraft at all at server shutdown.

 

We were both flying A-10A's

My machine is both server and a client

We both remained connected when I "Leave Server" from within the game to shut the server down

We both own F/A-18 module (maybe owning or not owning the module changes whether the aircraft is tracked or not?)

 

I am thinking server only tracks server's client aircraft (because it correctly logged me as KIA when I died in a prior mission but also logged him as KIA even though he successfully landed, parked, and shutdown) PROBABLY because the server disconnects all clients prior to shutting down and writing the log. So it is correctly writing out the 'state' of the world after all clients have been disconnected and the server has shut itself down; however, on a client the game writes the log once it gets a shutdown signal and therefore correctly tracks the aircraft remaining in the mission.

 

We've only tested with two players, would be interesting to see if in a game with 3+ players if each client has a different list of remaining aircraft as they all get disconnect signals from the server and disconnect one by one hahahaha

 

 

ie:

Player 3 gets disconnect signal and correctly writes log that includes Player 3, Player 2, and Player 1.

Player 2 gets disconnect signal slightly later, and writes a log that includes Player 2 and Player 1 (as Player 3 has already been 'disconnected').

Player 1 is server and after having disconnected other players, writes a log that only includes himself.


Edited by Psyrixx

Robert Sogomonian | Psyrixx

website| e-mail | blog | youtube | twitter

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For my first mission, I setup myself in an A-10C along with 10 MIG 21s as escort. A frontline CAS mission from Al Dhafra to Martoum. Flew along the waypoints yet I received no message that the strike was enroute and once I got close to waypoint 3/bullseye, the small hitch occurred. Yet nothing appeared. No enemies anywhere. Neither in the sky or on the ground. I confirmed with Tacview and even tried using labels to spot them. Nothing.

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Where can i find files to delete to restart campagn?

 

Clearing the progress and starting a new game

To do this you'll have to close the application, delete DCS[.openbeta]\liberation_save and DCS[.openbeta]\liberation_save_tmp, and start it anew. New game dialog should open up.

 

Loking at above instructions i cant find liberation_save or liberation_save_tmp?

[sIGPIC][/sIGPIC]

Pilot from Croatia

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Still doesn't work in 1.12.

 

 

I don't think the problem is with the user profile directory. My user profile is still in C:\users\... It's the saved games and documents folders. They both reside on D:\ via...

 

Documents would be D:\Docs and Saved games is at D:\Docs\Saved Games

 

I think the problem lies in that you're querying windows for the user folder and assuming the docs and saved games folders will always reside inside there. Is there a way to do a similar query but one that returns the saved games folder path directly instead of the user folder?

 

 

When I do %UserProfile% I get taken to c:\users\M1Combat so that's working... but that's not the root to either my documents folder or my saved games folder.

 

The temporary fix for you would be to change the start.bat file and replace %UserProfile% in there with parent folder of your Saved Games:

 

py.exe __init__.py "D:\Docs" > logs.txt 2>&1

(please note the quotes)

 

This might be more reliable but... Not being a python programmer I'm not sure how you would use it...

 

 

https://docs.microsoft.com/en-us/windows/desktop/api/shobjidl_core/nf-shobjidl_core-iknownfoldermanager-getfolderids

 

Thanks for the hint, the problem with that is that I don't want to depend on pywin32 library which would require the user to install third party binary dependency. As for now it would be pretty easy to specify the path as in my example in the upper answer in this post.

 

Hey, Amazing job, but just would like to give some feedback on this.

 

I noticed one thing that can be a little bit frustrating is that. Lets say for example I'm on an A-10, and I brought along another A-10 wingman and 2 x M2000C and 2 x F15C as escort fighters, when I'm on route to the mission AO, the two M2000C and two F15C's flight route is exactly the same (which make sense) but the result is each pair of M2000C and F15C crashes into each other while on-route to the AO.. Is there any way that you can prevent this from happening? So we can bring as many fighters with us as possible without them having a mid-air collision? Thanks for all the hard work !! <33

 

I think I've already asked for this on the reddit, but could you provide the debugging information (as in https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting)? Does it occur every time you generate a mission?

 

For my first mission, I setup myself in an A-10C along with 10 MIG 21s as escort. A frontline CAS mission from Al Dhafra to Martoum. Flew along the waypoints yet I received no message that the strike was enroute and once I got close to waypoint 3/bullseye, the small hitch occurred. Yet nothing appeared. No enemies anywhere. Neither in the sky or on the ground. I confirmed with Tacview and even tried using labels to spot them. Nothing.

 

The hitch meant that the enemy forces were activated. Just to clarify - in frontline CAS only enemy ground forces will be generated. Could you provide the files as stated in troubleshooting section ( https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting )?


Edited by shdwp
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Where can i find files to delete to restart campagn?

 

Clearing the progress and starting a new game

To do this you'll have to close the application, delete DCS[.openbeta]\liberation_save and DCS[.openbeta]\liberation_save_tmp, and start it anew. New game dialog should open up.

 

Loking at above instructions i cant find liberation_save or liberation_save_tmp?

 

It should be in your savedgames/dcs folder.

 

Here's you answer, thanks to the MoldyTowel.

 

Also I've explicitly state in the Manual that you need to look into Saved Games, thanks.

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Okay, so about the multiplayer thingy:

 

Could someone check whether it works correctly if:

 

* you pass it the clients debriefing?

* you pass it the debriefing when you've completed the objective, but everyone's still on the server?

* you shut down the server as a host and pass it the debriefing?

 

It looks like it wouldn't state the unit if its slot is not occupied (i.e. if somebody leaves it the unit wouldn't be in the log), but I hadn't been able to reproduce it by myself.

 

I think I might have an alternative for it that would work in all of the cases, but that would require to re-implement a part of the application and would probably take more than a few days.

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This is a really cool idea, but I'm having some issues with the debriefing. It seems the actual events in the mission have no bearing whatsoever on whether each unit gets counted as killed or not.

 

During the mission I lost only 1 jet and destroyed all but one of the enemy jets, but after saving the debriefing the campaign engine listed all of my jets as destroyed, and about half of the enemy as destroyed. The base no longer shows the jets as being there, so it really does consider them dead.

 

Is it supposed to tally one-to-one with the actual events while flying, or is it just a numbers game?


Edited by NoJoe
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Testing done!

 

* you pass it the clients debriefing?

Result: Client Aircraft is alive, but it otherwise kills most/every unit on the map. In attack missions that is automatic Base capture.

https://imgur.com/a/oDIxCxV

 

* you pass it the debriefing when you've completed the objective, but everyone's still on the server?

Result: Client Aircraft is LOST.

 

* you shut down the server as a host and pass it the debriefing?

Result: Client Aircraft is LOST

 

I also have encountered that sometimes enemy will not spawn any units.

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This is a really cool idea, but I'm having some issues with the debriefing. It seems the actual events in the mission have no bearing whatsoever on whether each unit gets counted as killed or not.

 

During the mission I lost only 1 jet and destroyed all but one of the enemy jets, but after saving the debriefing the campaign engine listed all of my jets as destroyed, and about half of the enemy as destroyed. The base no longer shows the jets as being there, so it really does consider them dead.

 

Is it supposed to tally one-to-one with the actual events while flying, or is it just a numbers game?

 

The thing that counts is "world_state" array which should list all of the units that were present when game has ended. Are you trying the multiplayer? It seems that it's not reliable when it comes to the MP. I think I'll have to reimplement the whole thing to decide purely base on events.

 

I also have encountered that sometimes enemy will not spawn any units.

 

This is something that I'd want a logs/generated mission/.. (check https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting for the full list) since I have no idea why this should happen.

 

As for the multiplayer - I guess it should be re-implemented. That'd take a couple of days. I'll update the topic to reflect that it isn't working anymore. Sadly I can't change the thread title tho.

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it's a cool idea and has promise OP. my only gripes are:

 

 

ATM it needs to wait for everyone to go to the marshalling point, but some of the steerpoints it will generate as marshaling points are too high for helicopters to go to (or, they didn't spawn at least making it impossible to progress) making a "force mission start" option might be good. in addition to this, marshaling points often have little relation to ultimate target steerpoints. in a mission i flew earlier it sent me 20-30nm east from my base (soganlug) then i flew nearly 100nm west to my target (kutaisi) if it could somehow evaluate distance to target and then place them between T/O location and target that would be maybe better.

 

 

in addition, it might be nice if at least some of the "baseline mission assets" (SAMs, etc) are just spawned automatically at mission start, the world "popping into existence" is a little odd. also, probably the hardest request i have but very necessary in my opinion is that the strategic AI needs to be able to launch attacks from multiple bases / base clusters. ATM i can't really load up a CVN group with hornets and have them escort anything, because missions are only generated from friendly base ----> enemy base.

 

 

also naval missions seem broken. i launched 2 hornets (me & buddy in MP) earlier and despite following waypoints 1 --> 2 several times nothing spawned and the map was empty besides us. mission type was "intercept" i believe.

 

 

also if you could allow the ability to buy naval escorts, having a single unescorted CVN seems odd and also makes the group vulnerable (depending on how red AI handles it) theoretically it could be sunk by a handful of mig-15s as carrier air defenses are relatively tame IIRC.

 

 

also if you could have it handle tankers that can be based at certain airbases that would be neat.

 

 

 

and if missions could be grouped. granted, i don't know if i want the whole theater flying around in one mission (though it would be neat) but having a bunch of "grouped" missions that can be simultaneously written into a .miz file would be nice. as it is, often some of my buddies won't be able to fly what they wanted in particular because the mission doesn't call for it.

 

 

 

anyway i don't want to demand the sun & stars from you, it's legit cool but teething issues, you know. hope you continue developing it, DCS really needs something like this imo.


Edited by Cik
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The temporary fix for you would be to change the start.bat file and replace %UserProfile% in there with parent folder of your Saved Games

 

 

Thanks I'll give it a shot :)

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Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

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Alright, I think I found the issue for why Carrier missions are not spawning the enemy aircraft (I am using 1.12).

 

The "Push trigger" for carrier ops is using the "ALL OF COALITION OUT OF ZONE" Condition. This is not a suitable trigger considering that the carrier itself is part of the Blue coalition and will never end up leaving the push zone. This means the flag 1 value is never set properly, so the enemy doesn't spawn.

 

In the meantime, I'm manually setting the condition for the push trigger to "PART OF GROUP OUT OF ZONE" and selecting the player group.


Edited by Patchwork
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The thing that counts is "world_state" array which should list all of the units that were present when game has ended. Are you trying the multiplayer? It seems that it's not reliable when it comes to the MP. I think I'll have to reimplement the whole thing to decide purely base on events.

 

 

 

This is something that I'd want a logs/generated mission/.. (check https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting for the full list) since I have no idea why this should happen.

 

As for the multiplayer - I guess it should be re-implemented. That'd take a couple of days. I'll update the topic to reflect that it isn't working anymore. Sadly I can't change the thread title tho.

 

Thank you for your work. Of all the DCE's in DCS, I find this one to be the most preferable and it has the most promise. Keep up the good work!

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Hishdwp,

 

Thank you for your work. You must have put in alot of hours I think. I wan't to give you a quick feedback on my experience so far. I started a campaign on Caucasus flying the Mig 29 A/S. I have flown three missions so far. On CAP and two frontline CAS. I fly SP.

 

First it looks like there is one loadout available. In all three missions, including CAP, I was armed with two Fab500 bombs, rocket pods and two R73's.

The weather gave me clouds on the ground which obscured the ground targets. I ended up blind dropping the bombs on the marker. I do like how you represent the frontline though. I also noticed through the external camera that all the targets where clustered on one spot. One Mk84 could take out the whole group.

 

Not sure if this the following is ED's problem but taking off on the CAS mission, two Mig15's and myself in Mig29 we took off from oppisite ends.

 

Further I noticed that the price for the Su25A and T are the same. I should say that the T version should be more expensive then the A version considering the planes capabilities.

 

I will definitly continue to fly your campaign.

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