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


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How long does it take ground forces to capture a base? My front lines in a Syria Civil War map have been "parked" in front of near-defenseless airbases for several turns now. I've tried setting the ground AI to both "aggressive" and "breakthrough" (the northern side has been just "aggressive" throughout) but the front lines haven't moved. I am still getting the messages in the log each turn that our ground forces are "making progress" toward Hama and Al Dumayr, though. Is there anything else I need to be doing? Or is it just a matter of more turns passing? Because right now, the missions are getting pretty boring...

 

[ATTACH=JSON]{"data-align":"none","data-size":"full","title":"LiberationParked.jpg","data-attachmentid":7119524}[/ATTACH]

 

Okay - I answered my own question with experimentation last night.

 

The problem was the optimization setting in Liberation turning off vehicle movement. Apparently, if the vehicles don't physically move to past the enemy base in DCS, the front line will not move. This hurt frame rate quite a bit in VR, but both bases were taken in a single turn with the setting turned back on.

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Hey everyone - this is such a great asset to DCS World.

I just bought the channel map on sale and I'm trying to generate a battle of Britain scenario. I can do everything normally, but when I click to fly mission nothing happens. I have tried previous versions of Liberation too but this has not worked.

Is this a known issue or does anyone know how to fix this?

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Hi all. Having an issue with the frequency in the Mig19. It's set to 251, but it says it's invalid when I try and load the mission. It's not a huge deal as i can manually change it in the editor, but it always does it. Just thought i'd let you know.

 

EDIT: the error is because the Mig19's radio only goes up to 150MHz. on another note, is there a way to change the radio frequency of the AWAC in a mission? it's 225 or something but I can't tune that with the Mig19.

 

Thanks!

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Hey everyone - this is such a great asset to DCS World.

I just bought the channel map on sale and I'm trying to generate a battle of Britain scenario. I can do everything normally, but when I click to fly mission nothing happens. I have tried previous versions of Liberation too but this has not worked.

Is this a known issue or does anyone know how to fix this?

 

Can confirm. Version 2.1.5 - Started New campaign on Channel map. Summer '44, WWII BlueFor and Redfor. Purchased aircraft, pass turn for delivery. Added missions from Dunkirk and Manston. When I click the Take Off button, nothing happens. No mission is generated and no popup about how to run it. No errors in the info panel.

 

Liberation log attached.

channelcampcreate.txt

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hey all. any ideas how to get the AI to strike other targets in a group of ground targets? had airstrikes target a group of three on one mission. their waypoints had all three targets in them, but they kept dropping bombs on the same target, even after he was dead. so on the next mission i assigned two strike groups, one against the one remaining target and one against the other. both groups dropped their bombs on the spot of the dead target that was destroyed the previous mission. any ideas? thanks!

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hey all. any ideas how to get the AI to strike other targets in a group of ground targets? had airstrikes target a group of three on one mission. their waypoints had all three targets in them, but they kept dropping bombs on the same target, even after he was dead. so on the next mission i assigned two strike groups, one against the one remaining target and one against the other. both groups dropped their bombs on the spot of the dead target that was destroyed the previous mission. any ideas? thanks!

 

Guessing a limit of the "rather old" DCS mission engine // rubbish (sorry, work in progress) DCS AI?

 

Maybe you'll need to edit the targets in the mission editor?

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Guessing a limit of the "rather old" DCS mission engine // rubbish (sorry, work in progress) DCS AI?

 

Maybe you'll need to edit the targets in the mission editor?

 

thanks sir. ya, i'll maybe try messing around with them in the editor.

 

on another note, what happens when your front line moves beyond an enemy target? do they get 'captured'?

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thanks sir. ya, i'll maybe try messing around with them in the editor.

 

on another note, what happens when your front line moves beyond an enemy target? do they get 'captured'?

 

I guess nothing. Again - DCS limitations. The save file only (I THINK) saves destruction of units. But I'm not the guru ;-)

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on another note, what happens when your front line moves beyond an enemy target? do they get 'captured'?

 

DCS capture protocol is "Kill all enemy units at the base, then have at least one friendly unit occupy that base." I believe that happens automagically. The important thing is "Kill *ALL*." Anything left, even non-tactical units, will prevent it.

 

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Can confirm. Version 2.1.5 - Started New campaign on Channel map. Summer '44, WWII BlueFor and Redfor. Purchased aircraft, pass turn for delivery. Added missions from Dunkirk and Manston. When I click the Take Off button, nothing happens. No mission is generated and no popup about how to run it. No errors in the info panel.

 

Liberation log attached.

 

 

I've downloaded the updated source code from Github and replaced the old files with the new ones. Channel map now seems to be working :thumbup::pilotfly:

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I've downloaded the updated source code from Github and replaced the old files with the new ones. Channel map now seems to be working :thumbup::pilotfly:

 

It looks like it's just missing thechannel.json file from resources/dcs/beacons, and since in github thechannel.json is just "[]", which is the same as the existing normandy.json, just copying normandy.json to thechannel.json seems to be a workaround to avoid pulling individual file from github.

 

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It's a standalone (like Dynamic Campaign Engine) single player/coop dynamic campaign, in which you capture the land from the oppressor by conducting a series of various operations to weaken military base defenses and finally capture them, liberating the map bit by bit.

 

Features:

  • Most of the modules and maps are already supported
  • Both sides are playable, with appropriate aircraft for each other
  • Supports single player and co-op multiplayer!
  • Multiple aircraft with different roles participating in the fight (Escort+CAS+Ground attack units versus Interceptors+AA+Ground defenders)
  • A number of missions types including Strikes, CAS, Anti-AA, CAP, ship attack, interceptions, escort and troops transport, which will be conducted by both sides of the conflict
  • Carrier operations, both transport and attack helicopter operations, AWACS (251 MHz), tanker (140 MHz)
  • Economy system which will reward you with money for completing operations, which you could spend to buy new planes and vehicles
  • Progression in both quality and quantity - the deeper you go into enemy territory, the more advanced planes and ground units you will encounter, and in greater quantities
  • Large amount of customization options (also a modding guide in which you can fine tune the campaign)
  • Dynamic weather and time for every operation, visual frontlines that move closer to the base as you lower its defenses

 

Project has been inherited by Khopa and is currently hosted on his repository: https://github.com/Khopa/dcs_liberation/wiki/Getting-started.

 

Thank you so much!!! This has just made my DCS experience using the A10C and Hornet complete! Outstanding work!!

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First of all, THANK YOU so much for this incredible engine. It takes DCS to another level!

 

Would it be possible to have an option to add vehicles capable of resupply near SAM batteries? They need not be the same group, but need to be close.

 

GAZ-66

KAMAZ-43101

GAZ-3308

KrAZ-6322

M818

Ural-375

Ural-4320 (either)

 

This would allow SAM's to rearm. Otherwise it seems with lots of action the battery gets exhausted immediately and then is a sitting duck (which takes the fun away from both sides!).

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+1 : many thanks for this outstanding work !!!

A very minor question, but that puzzles me to the point where I think I misunderstood something: what is the use of the "pass turn" button ? I understand you use it at the very beginning (turn 0) in order to start turn1 with all the stuff you bought during turn0.

But normally, you don't use it anymore after that, do you?

Which leads me to question 2: after playing turn1, you buy units. But these units won't be available for turn2, am I correct?

And therefore question 3: why not make the units you buy immediately available? In which case, you'd buy units beginning of turn1, then play turn1 then buy beginning of turn2, then play turn2 etc. and no need for a pass turn button just for the very first turn.

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+1 : many thanks for this outstanding work !!!

A very minor question, but that puzzles me to the point where I think I misunderstood something: what is the use of the "pass turn" button ? I understand you use it at the very beginning (turn 0) in order to start turn1 with all the stuff you bought during turn0.

But normally, you don't use it anymore after that, do you?

Which leads me to question 2: after playing turn1, you buy units. But these units won't be available for turn2, am I correct?

And therefore question 3: why not make the units you buy immediately available? In which case, you'd buy units beginning of turn1, then play turn1 then buy beginning of turn2, then play turn2 etc. and no need for a pass turn button just for the very first turn.

 

doing a mission passes a turn, so you don't have to press the pass turn button unless you want to skip a turn. units always come the next turn, so make sure you put your order in before playing a mission.

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Can someone help me understand the TOT timing of the campaign generated AI flights? It seems like all of my A/A escort flights are planned to be at target like 5-8 minutes after the strike package flight which inevitably gets them shot down by enemy CAP. This doesn't make sense to me. Am I supposed to edit all of them on my own to plan it correctly? Is there a cue to push on when you get to the "hold" waypoint and meet up with an escort/DEAD flight or is it simply supposed to be a visual meet up and press on with the AI as they progress type of deal?

 

Also, is it possible to see your flight's radio freq somewhere other than the mission editor before the start?

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Can someone help me understand the TOT timing of the campaign generated AI flights? It seems like all of my A/A escort flights are planned to be at target like 5-8 minutes after the strike package flight which inevitably gets them shot down by enemy CAP. This doesn't make sense to me. Am I supposed to edit all of them on my own to plan it correctly? Is there a cue to push on when you get to the "hold" waypoint and meet up with an escort/DEAD flight or is it simply supposed to be a visual meet up and press on with the AI as they progress type of deal?

 

Also, is it possible to see your flight's radio freq somewhere other than the mission editor before the start?

 

If I'm going to fly a ground attack mission and I want air cover, I do not let the mission plan that for me. I either edit the available CAP flights to match my take off time, or I create my own. I have had much better air cover doing it this way lately.

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Is it possible to change the load/save directories , say to discord?

 

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