PB0_CEF Posted May 8, 2019 Author Share Posted May 8, 2019 In the same file you can change the timing of the SAM suppression ! It can be a more cool way to make it heasier without changing all the philosophy in the same file than above in this line : timer.scheduleFunction(RadarOn, ctrl, timer.getTime() + math.random(240, 600)) --Schedule turning radar back on in 4 to 10 minutes You can change to (600,1200) : it will turn radar back on in 10 to 20 minutes for example (or less if you want to play less secure :music_whistling:) but will not automatically destroy it for the next missions :thumbup: [/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...
Markeebo Posted May 8, 2019 Share Posted May 8, 2019 In the same file you can change the timing of the SAM suppression ! It can be a more cool way to make it heasier without changing all the philosophy in the same file than above in this line : timer.scheduleFunction(RadarOn, ctrl, timer.getTime() + math.random(240, 600)) --Schedule turning radar back on in 4 to 10 minutes You can change to (600,1200) : it will turn radar back on in 10 to 20 minutes for example (or less if you want to play less secure :music_whistling:) but will not automatically destroy it for the next missions A VERY viable option. Thanks Markeebo Sent from my SM-G955U using Tapatalk Link to comment Share on other sites More sharing options...
Markeebo Posted May 10, 2019 Share Posted May 10, 2019 Another tech question. I just watched an F16 land in Iran. I'm sure this is due to the fact that none of the airfields are declared for a coalition. Will manually declaring an airfield for a coalition mess up the DCE? I'm sure if it had been declared red, he would have gone somewhere else. Or perhaps he was defector.... Markeebo Sent from my SM-G955U using Tapatalk Link to comment Share on other sites More sharing options...
PB0_CEF Posted May 10, 2019 Author Share Posted May 10, 2019 Good to know : I never noticed that ! I think I only have to put some Iranian defenses on all bases to « declare » them of the good side (and same for the blue side airbases) Thanks for this information ;) [/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...
Dave317 Posted May 10, 2019 Share Posted May 10, 2019 I'm having a bit of a problem with the F14 CVN missions. If there are more than 2 F14's on deck my wingman crashes into the 3rd aircraft. I assume this is an ED problem but is there any way around this while we wait for a fix? Link to comment Share on other sites More sharing options...
PB0_CEF Posted May 10, 2019 Author Share Posted May 10, 2019 What was your mission ? Which campaign exactly ? [/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...
Dave317 Posted May 10, 2019 Share Posted May 10, 2019 (edited) Tomcat over Caucasus CVN. Intercept mission I think. edit. Just tried it with the PG campaign on the carrier and it's the same. If you have more than one wingman they will collide on deck as soon as number 2 starts to taxi. Where can it be adjusted to only have one wingman? Edited May 10, 2019 by Dave317 Link to comment Share on other sites More sharing options...
sirrah Posted May 11, 2019 Share Posted May 11, 2019 Since version 9 of Hornets over PG I'm experiencing strange graphics when flying night missions. I post this here because I only have this issue on this DCE campaign. Let me try to explain.. When setting gamma below 1.4, the skies turn to "256 color bitmap" kind of graphics. It only happens during night missions when it's completely dark outside. When switching NVG on, the effect diasappears and all looks normal. I play VR only and don't have a proper monitor, so I'm not sure if it's a VR only problem. Also I didn't manage to take a screenshot from this strange effect, because it isn't visible when I do a print screen. This is roughly the effect that I see (though skies only and night time only) Anyone else experiencing this? - I allready cleared the fxo and metashader2 folders, but no joy - When I set gamma to 1.4 it disappears (I usually have it set lower due to the poor black of the cv1) - Running DCS OB (latest version) - Running DCE Hornets over the PG v.11 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 Link to comment Share on other sites More sharing options...
PB0_CEF Posted May 11, 2019 Author Share Posted May 11, 2019 Tomcat over Caucasus CVN. Intercept mission I think. edit. Just tried it with the PG campaign on the carrier and it's the same. If you have more than one wingman they will collide on deck as soon as number 2 starts to taxi. Where can it be adjusted to only have one wingman? Since the last Miguel Mod you should have this bug only with Tomcat intercept missions with 2 x 2 Flights : they appear on parking on the same line and will collide. All other missions should be fixed (we hope :music_whistling: ) We are working on this (hotstart_intercept starting on the catapult maybe ? ) but now I see only too solutions : - Use only 2 planes in squadrons : it will be difficult to generate missions :( - Don't enable Intercept missions for Tomcats waiting for a fix .... [/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...
grant977 Posted May 12, 2019 Share Posted May 12, 2019 Is there a way to cut down on CAP missions for the F14 without turning it off in the options? And if I do so do I need to totally restart the campaign to make it take effect? Link to comment Share on other sites More sharing options...
Zarbas Posted May 12, 2019 Share Posted May 12, 2019 Hi PBO_CEF, I really like the idea of a user maintained dynamic campaign and I'm really appreciating the effort to put everything together and keep everything up-to-date, so first of all thank you! I fly mainly the F-18 and I've played intensively both your Caucasus and Persian Gulf campaigns, but there are a couple of bugs that I keep correcting manually on every release, and it would be great if you could add those fixes in the next one :) in init/targetlist_init.lua -> line 803 FARP 1 - Crew Tent 1, 2 and 3 have wrong names, some numbers are repeated. same for init/targetlist_init.lua -> line 634 - Prohladniy Depot 1,2 and 3 I've just found a bug in the last release that break the next mission generation in the Hornet over Caucasus campaign if a Tomcat is shot down. in init/camp_triggers_init.lua -> line 257 the squadron name is wrong the line should be action = 'Action.AirUnitReinforce("R/VF-101", "VF-101", 6)', instead of action = 'Action.AirUnitReinforce("R/VF-103", "VF-101", 6)', I'm a Software Engineer and I would be happy to help improving the game on which I spend most of my free time, so please let me know with a private message if you need any help Link to comment Share on other sites More sharing options...
Zarbas Posted May 12, 2019 Share Posted May 12, 2019 Is there a way to cut down on CAP missions for the F14 without turning it off in the options? And if I do so do I need to totally restart the campaign to make it take effect? yes, you can tune it if you like, open the file init/db_loadouts.lua and find the ["F-14B"] section. Inside its ["CAP"] sub-section there is a value called tStation that is usually set to 7200. That value is the length of the patrol task in seconds (1 hour -> 3600 seconds, so 7200 is a 2 hours patrol between wp 2 and 3). For reference some common values are: 1800 (30 mins like the F-18 ) 2700 (45 mins) 3600 (1 hour) I haven't tried to tune the value without restarting the campaign, but I'm quite sure that generating a new mission is enough Link to comment Share on other sites More sharing options...
grant977 Posted May 12, 2019 Share Posted May 12, 2019 What about turning down the percent of caps it gives you. I have had nearly every single mission scheduled as a CAP out of 20. Wit just one being an escort. No strikes, no sweeps despite those being enabled. Link to comment Share on other sites More sharing options...
PB0_CEF Posted May 14, 2019 Author Share Posted May 14, 2019 (edited) Hi PBO_CEF, I really like the idea of a user maintained dynamic campaign and I'm really appreciating the effort to put everything together and keep everything up-to-date, so first of all thank you! I fly mainly the F-18 and I've played intensively both your Caucasus and Persian Gulf campaigns, but there are a couple of bugs that I keep correcting manually on every release, and it would be great if you could add those fixes in the next one :) in init/targetlist_init.lua -> line 803 FARP 1 - Crew Tent 1, 2 and 3 have wrong names, some numbers are repeated. same for init/targetlist_init.lua -> line 634 - Prohladniy Depot 1,2 and 3 I've just found a bug in the last release that break the next mission generation in the Hornet over Caucasus campaign if a Tomcat is shot down. in init/camp_triggers_init.lua -> line 257 the squadron name is wrong the line should be action = 'Action.AirUnitReinforce("R/VF-101", "VF-101", 6)', instead of action = 'Action.AirUnitReinforce("R/VF-103", "VF-101", 6)', I'm a Software Engineer and I would be happy to help improving the game on which I spend most of my free time, so please let me know with a private message if you need any help Thanks a lot Zarbas for this bug tracking and sorry for those problems.... I've corrected those bugs in my new coming versions (soon) and changed Tomcat CAP time for 1 hour. :thumbup: I will send you PM soon too :) Edited May 14, 2019 by PB0_CEF [/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...
PB0_CEF Posted May 14, 2019 Author Share Posted May 14, 2019 What about turning down the percent of caps it gives you. I have had nearly every single mission scheduled as a CAP out of 20. Wit just one being an escort. No strikes, no sweeps despite those being enabled. You can change CAP in "Status" folder (oob_air.lua file) so that you will not have to restart your campaign. Find your squadron part and change CAP = true to CAP = false. Then use Nextmission.bat file to generate a new mission. When you are ready to do CAP again use the same method ... I 've done that for my Tomcat over Caucasus campaign after my first CAP mission : my second mission was an intercept one and my third was a bridge strike :) [/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...
Zarbas Posted May 14, 2019 Share Posted May 14, 2019 (edited) Hi PBO_CEF and grant977, I might have a solution for you. while I'm really lazy and I find really annoying keep skipping missions until I find something I like, I wrote a small patch for my campaigns to let me choose the mission I like based on the tasks available. In the file ATO_PlayerAssign.lua - line 59, just before if #playable > 0 then add this code block: local r if #playable > 0 then --there are playable flights repeat print("\n\nAvailable tasks:") for index = 1, #playable do print(index.." - "..playable[index].unitname) end print((#playable + 1).." - random task") print((#playable + 2).." - skip mission") print("Please select your task (1-"..(#playable + 2).."): ") r = tonumber(io.read()) until r ~= nil and r >= 1 and r <= (#playable + 2) end if r == (#playable + 1) then r = math.random(1, #playable) elseif r == (#playable + 2) then playable = {} end then comment line 61 prepending a double -- like this --local r = math.random(1, #playable) It will let you decide between the available tasks, and you can still pick a random one or skip this iteration if you don't like any (I know, it's not super-realistic but you can still pick a random one if you want). This is the output: https://imgur.com/ZdTIsPg If you prefer having the entire ATO_PlayerAssign.lua file, you can find the one I'm using at this link: https://ufile.io/z2l5tk3k Please let me know if the link is not working (it will expire in 30 days) Thanks a lot Zarbas for this bug tracking and sorry for those problems.... I've corrected those bugs in my new coming versions (soon) and changed Tomcat CAP time for 1 hour. :thumbup: I will send you PM soon too :) No worries, thank you for the time you're dedicating at this project Edited May 14, 2019 by Zarbas Link to comment Share on other sites More sharing options...
grant977 Posted May 15, 2019 Share Posted May 15, 2019 Oh cool I’ll have to try this Tomorrow. Do I need to restart campaign to implement? Link to comment Share on other sites More sharing options...
Zarbas Posted May 15, 2019 Share Posted May 15, 2019 Oh cool I’ll have to try this Tomorrow. Do I need to restart campaign to implement? Nope, you can just replace the file and play a mission or skip to the next one Link to comment Share on other sites More sharing options...
grant977 Posted May 15, 2019 Share Posted May 15, 2019 Put it in it works but damn thing only gives me choice for CAP or random. Strike, CAP, Sweep, and Escort are all true in my campaign. Any thoughts? Link to comment Share on other sites More sharing options...
Zarbas Posted May 16, 2019 Share Posted May 16, 2019 You're probably just really unlucky... Why don't you try to backup your campaign files (don't forget missions in the EN folder!) and start a new one keep skipping some missions? Maybe there is something wrong with the campaign you're playing. Link to comment Share on other sites More sharing options...
grant977 Posted May 16, 2019 Share Posted May 16, 2019 I’m almost done when I start a new one I’ll just clean install and see if it fixes the issue. Link to comment Share on other sites More sharing options...
PB0_CEF Posted May 17, 2019 Author Share Posted May 17, 2019 You're probably just really unlucky... Why don't you try to backup your campaign files (don't forget missions in the EN folder!) and start a new one keep skipping some missions? Maybe there is something wrong with the campaign you're playing. My first try was unlucky too but I used Nextmission.bat (my campaign was running) and it worked :thumbup: Did you received my PM Zarbas ? [/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...
Zarbas Posted May 17, 2019 Share Posted May 17, 2019 My first try was unlucky too but I used Nextmission.bat (my campaign was running) and it worked :thumbup: Did you received my PM Zarbas ? Yes, sorry, it's been a crazy week at work and I didn't have time to answer. I'm happy it worked for you guys, if you have any other nice to have features please let me know Link to comment Share on other sites More sharing options...
MeatBall Posted May 18, 2019 Share Posted May 18, 2019 Hi PB0_CEF, i have a question on the cap missions: I noticed that the operation of CAP, lasts a long time, if I understand correctly I should fly between the two waypoint (2,3), for about 3 hours, is it normal? Link to comment Share on other sites More sharing options...
PB0_CEF Posted May 18, 2019 Author Share Posted May 18, 2019 Hi PB0_CEF, i have a question on the cap missions: I noticed that the operation of CAP, lasts a long time, if I understand correctly I should fly between the two waypoint (2,3), for about 3 hours, is it normal? No I will change this soon ;) [/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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