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I think that maybe the priority number is too high : When Tomcat was strictly AI it was its best mission.

 

Look in the "targetlist.lua" file in the Init folder and lower the priority number from 10 to 2 or 3. It should lower the CAP probability (you will have to restart the campaign or look in Statut folder to change priority number in the Targetlist file too... )

 

 

The main drawback with this modification is that it will apply to any friendly squadrons and so you will have less chances to have CAP support to defend your side.

The best solution for me is still to change CAP squadron capability from true to false in Oob_air_init.lua in init folder or if you don't want to restart your campaign to change that in Status folder (air_init file I think).

If you want to make CAP later you can change it again in Status folder ... in fact it's a good way to do exactly the kind of mission you want ;)

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Last DCE news : Crisis in PG - Blue version

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PBO_CEF,

 

I've been flying Hornet over the PG for a while now (think I've done about 10 sorties). Not sure if you're open for suggestions, but I noticed a few things that maybe could use a bit of tweaking.

 

  1. I flew a couple of missions where I was tasked to escort F-117's. I noticed that none of the F-117's actually attacked anything. The assisting SEAD F-16's did their job, but the F-117 just circled the target and in one case even RTB before it reached it's IP waypoint.
  2. I think (for single player) it should be awesome if you'd add some more ai flights. For instance the CAS missions on Siri and Abu Musa could use some additional ai support to prevent the player from having to do three missions to clear all targets.
  3. Not sure what the enemy Rapier skill is set to, but I get shot down every time I get in range. You might want to nerf those a little bit (could also be a lack of skill on my side though :P)

 

 

Still, I'm having lot's of fun with this campaign :thumbup:

 

 

I always want to improve DCE campaigns :thumbup:

 

 

1 : F-117 is very difficult to handle : sometimes it works and sometimes not: in my last mission with Tomcat over Caucasus, 1 lone F-117 destroyed 2 SA-3 launchers and I often saw it destroy Structures in Airbases but it's true sometimes they don't even overfly the target ... I don't really know why :doh:

 

It can be the same with F-15E ...

 

 

 

2 : the only way to do that seems to change those lines for those targets :

firepower = {

min = 20,

max = 40,

in the targetlist_init.lua in the Init folder or if you don't want to restart you campaign to change it in the targelist.lua file in the Status folder.

 

If you put :

firepower = {

min = 40,

max = 120,

it means that at least 4 attack planes will be used to attack this target and max 12.

Be careful if you change to more than 40 because FA-18C are limited to 4 on the CVN and you will not attack it anymore yourself (it can be a choice ;) )

(the firepower value for each plane configuration can be found in the db_loadout.lua file in the Init folder)

 

3 . I often avoid Rapier Missiles because I attack from High altitude (20 000 ft at least ) and try to launch my bombs as soon as possible so that I can climb quickly.

 

Of course you can try to destroy Rapier battery with Harm and Mav on the first mission to attack easier on the next mission or to protect your wingman's attack...(Harm destroys the early warning radar so it's easier to find the Rapier battery :music_whistling: )

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Last DCE news : Crisis in PG - Blue version

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The main drawback with this modification is that it will apply to any friendly squadrons and so you will have less chances to have CAP support to defend your side.

The best solution for me is still to change CAP squadron capability from true to false in Oob_air_init.lua in init folder or if you don't want to restart your campaign to change that in Status folder (air_init file I think).

If you want to make CAP later you can change it again in Status folder ... in fact it's a good way to do exactly the kind of mission you want ;)

 

Ok thanks, better solution, i will try this one

 

so in oob_air_init.lua

 

 

[19] = {

name = "VF-103", --unit name

player = true, --player unit

type = "F-14B", --aircraft type

country = "USA", --unit country

livery = {"VF-103 Jolly Rogers Hi Viz"}, --unit livery

base = "Carl Vinson", --unit base

skill = "High", --unit skill

tasks = { --unit tasks

["Intercept"] = true,

["CAP"] = true, ------------> false

["Escort"] = true,

["Fighter Sweep"] = true,

["Strike"] = true,

},

number = 4,

 

 

 

 

this at start of campaign

 

else during campaign i have to change the status folder if i want back to cap mission (there isn't an air_list file in that folder, oob_air maybe?)

 

right?


Edited by MeatBall
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I always want to improve DCE campaigns :thumbup:

 

 

1 : F-117 is very difficult to handle : sometimes it works and sometimes not: in my last mission with Tomcat over Caucasus, 1 lone F-117 destroyed 2 SA-3 launchers and I often saw it destroy Structures in Airbases but it's true sometimes they don't even overfly the target ... I don't really know why :doh:

 

It can be the same with F-15E ...

 

Maybe if you use other ai aircraft types, the problem is fixed. I never have this issue with ai F-18s for instance

 

2 : the only way to do that seems to change those lines for those targets :

firepower = {

min = 20,

max = 40,

in the targetlist_init.lua in the Init folder or if you don't want to restart you campaign to change it in the targelist.lua file in the Status folder.

 

If you put :

firepower = {

min = 40,

max = 120,

it means that at least 4 attack planes will be used to attack this target and max 12.

Be careful if you change to more than 40 because FA-18C are limited to 4 on the CVN and you will not attack it anymore yourself (it can be a choice ;) )

(the firepower value for each plane configuration can be found in the db_loadout.lua file in the Init folder)

 

Great! I'll have a go at that

 

3 . I often avoid Rapier Missiles because I attack from High altitude (20 000 ft at least ) and try to launch my bombs as soon as possible so that I can climb quickly.

 

Problem is that we don't have precision bombs (yet)

in the Hornet and due to poor visible ranges in vr, I'll have to drop really low to release bombs

 

Of course you can try to destroy Rapier battery with Harm and Mav on the first mission to attack easier on the next mission or to protect your wingman's attack...(Harm destroys the early warning radar so it's easier to find the Rapier battery :music_whistling: )

 

I did use MAV-F's on them, but that bring me back to point 2; many primary targets will remain intact + the MAV's really have trouble locking such small targets. Don't know how to lock the Rapier with HARM.

if you say it's possible I'll look into that :thumbup:

 

Thanks for your reply (see my notes in red above)

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Error

 

Hi Hisothiro and PBO_CEF,

 

 

I am playing Hisothiro's Tomcat campaign over PG. Two times I had an error when two Viggens attacked patrol boates. I believe it is caused when RBF15 misiles impact on their targets. The two Viggens where killed as well by unkown causes.

 

Anything I can do to fix this?

 

Thanks,

RedeyeStorm

Capture.JPG.9d152922da6b92fc75ac5fddd8930822.JPG

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Hi Hisothiro and PBO_CEF,

 

 

I am playing Hisothiro's Tomcat campaign over PG. Two times I had an error when two Viggens attacked patrol boates. I believe it is caused when RBF15 misiles impact on their targets. The two Viggens where killed as well by unkown causes.

 

Anything I can do to fix this?

 

Thanks,

RedeyeStorm

 

 

I also get this. I meant to mention it a while ago but you just jogged my memory.

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hi, Im intersted in checking out that DCE tomcat campaign!

 

already installed everyting and ran the first mission, looking good! One thing, when you install the campaing into the main install it will be deleted whenver you update DCS, right? so would it also work putting it into saved games instead so compaign progress wont get deleted by DCS update?

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hi, Im intersted in checking out that DCE tomcat campaign!

 

already installed everyting and ran the first mission, looking good! One thing, when you install the campaing into the main install it will be deleted whenver you update DCS, right? so would it also work putting it into saved games instead so compaign progress wont get deleted by DCS update?

 

You can keep it there, DCS updates won't delete anything.

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DCE Campaigns

 

You can keep it there, DCS updates won't delete anything.

 

 

 

You MUST keep it there or I’m not sure at all that it will work

 

The only file you will have to edit after an update is missionscript.kua if you don’t use JSGME or OvGME (see readme file)

 

 

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[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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I must say this DCE campaigns are very very cool.

 

 

 

I always review the Trackview after each mission and it's really nice to watch the action unfold over the whole theater, even after "pruning" the campaign.

 

 

Is there some explanation on how the ATO works? For example does detection by EWR trigger an intercept flight to take off, or is every flight pre-programmed in the mission?

 

 

 

Is there some strategic logic at play in the choice of strike targets? I could not find any details, it would be great to have some pointers.

 

 

Heartfelt thanks to Mbot, PB0_CEF and all those who worked to make this possible.

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Mbot did a marvelous global system with true logic :

 

Intercept aircraft are ready on airbases and will react when EWR detect planes. If EWR are destroyed new CAP missions will try to prevent enemy attacks.

 

Mbot targets priority system (look at each target in targetlist_init.lua) gives the system priorities to choose the targets : it should be something like this :

 

EWR - SAMs - air bases - Stategic targets -

 

Not sure I respect exactly those priorities in my targetlists because it's rather complex to dispatch all that :music_whistling:

Mbot waypoint system is looking for SAM free area to enter in enemy territory and that's why SAM are often priority targets to make next missions easier ...

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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Great stuff, thank you!

 

So if a player disregards the mission, changes loadout and strikes a different target this is taken into account in the following missions?

 

 

For example if one strikes an airbase and destroys parked aircraft, they will be counted as destroyed in the following mission?

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PB0, you were talking about a possible campaign for helicopters, any news ?

It works ! But it's difficult to find a good theater for helicopters because DCE is not done for CAS missions and distances are often too big for helicopters :(

I tested it on my "secret" :music_whistling: Iran-irak war campaign with Iraqi Gazelle operating near a static frontline with most of static tanks (only active AA defenses to avoid too much processor's work). It's interesting but I have very low FPS so I think it's not playable like it is now. Prune script doesn't work but I will try to look at this to make it work ...

 

 

I'm working on a smaller scale Normandy DCE campaign using the beautiful Frenchpack, Mirage F1, Mirage 2000C and Gazelle in their natural environment :)

Only 2 bases on each side and less Squadrons and I wil try to have moving convoys.


Edited by PB0_CEF

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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Is there any risk to brake something if I change weapon loadout via Mission Planning? Ie. remove fuel tanks and load bombs instead..

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Is there any risk to brake something if I change weapon loadout via Mission Planning? Ie. remove fuel tanks and load bombs instead..

 

 

 

No problem with that : mission planning is done for that but be careful with IA loadout for air to ground missions : if they are programmed by DCE to launch Mavericks they will have difficulties to launch iron bombs ... stay in the same weapon category

 

 

I hope new PG update will not brake campaigns... I will have to test it

 

 

Envoyé de mon iPhone en utilisant Tapatalk

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

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No problem with that : mission planning is done for that but be careful with IA loadout for air to ground missions : if they are programmed by DCE to launch Mavericks they will have difficulties to launch iron bombs ... stay in the same weapon category

 

 

I hope new PG update will not brake campaigns... I will have to test it

 

 

Envoyé de mon iPhone en utilisant Tapatalk

 

Thanks, good to know :thumbup:

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PBO_CEF what should I edit in Tomcat over Caucasus to have a hotstart on the carrier?

Tried changing the line ['hotstart'] = false in camp_status.lua but it was still a cold start. Maybe I should run SkipMission.bat after the edit?

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