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1 hour ago, SomethingSimple said:

Hi guys, currently working on a campaign in Syria but am running into issues with the spawning. For example I got an airbase defined in the dbairbases as having 5 parking spots. ATO schedules way too many flights and the planes end up stacking on top of each other in an upwards column and they fall down and crash. What can I do to fix that?

https://imgur.com/a/zcXGyw1

I also get a lot of planes spawn in each other like this on bigger airbases with more parking spots:

https://imgur.com/a/aBnRv0c

Helicopters spawning in the middle of the runway:

https://imgur.com/a/fNU1YzW

I have


prunestatic=true

in conf_mod.

This is the generated .miz:
Bekka Valley - Syria_first.miz
Let me know if you want any other files for troubleshooting.

 

Hi,
Normally since the 20.43.43, we have introduced a solution for the lack of space on small airfields.
So with the current 20.43.65 or 66 it should work.

You just have to add

LimitedParkNb = 5,                         --the exact number of parking spaces


in db_airbase.lua

You can also select the exact parking for a squadron, in oob_air_init

            parking_id = {
                ["C"] = {2,10},                   --["C"] = {2,10},
            },


(look at Polia's IRIAF Tanker War campaign, it uses this system)

Of course, you have to rerun firstMission.bat every time you change

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FAQ DCE (Cef & Miguel'version)

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But do your small bases have aircraft parking?
Or only helicopter parking?

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

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News : 52 campaign update (06/08/2021)

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Its a base that has 5 parking spaces where I can put 5 helicopters. I am not trying to put any planes there.

https://imgur.com/a/VA7GUBs

This is how it looks in ME. 5 parking spots to choose from out of total of 5 at the Airfield. Manually I can put 5 helicopters - 1 on each parking spot.

 

Some smaller planes can use the parking too for example christen eagle, larger ones get put on different AB:

https://imgur.com/a/0KxwYc6

I have this config in db airbases for this particular base:
 

	['Kiryat Shmona'] = {x =	-199857.71875, y = -34831.57421875, elevation = 100.00009155273, airdromeId = 20,ATC_frequency = "250.400",  side = "blue", divert = true,  LimitedParkNb = 5,},

 

Dont have specific parking configured in oob_air_init.

This is what results after mission gen when I pause right after mission start:

https://imgur.com/a/2hg6BwP

All the helos are stacked in different heights and ATO generates missions for them even though the parking can only take 5 at a time that are not in flight.


Edited by SomethingSimple
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Ha ok, you only wanted to put helicopters, ok.
So, they're stacked, but do they fly or do they fall?

Because the purpose of the script is to make all the planes (aircraft? we hadn't tested helicopters yet) that don't have a place on the parking spawning in flight.

The script doesn't limit the number of planes, it moves the problem by spawning in flight.


Edited by Miguel21

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

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Well they do fly for a bit and sometime they recover but most of the time at least half of them crash into the ground.

So the workaround is you check how many parking spots the base has preconfigured in db airbase and then if ATO wants more than that they spawn stacked in air?

Was this an issue with the original MBOT campaigns? I remember making/tweaking some back in the day and dont remember having too many issues. Or is this introduced by the mp mods in your versions etc?

And how about this screenshot?

https://imgur.com/a/aBnRv0c

The planes dont even spawn on a parking spot but just in middle of taxiways etc.

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Over PG, TFs and Crisis campaigns updated : fix for Gazelle on FARPS campaigns and Eagle over PG ...

A fix for Harrier and Hornet drivers :

Sadly there's a known bug with ejections for Hornet and Harrier drivers !
What ever you try it doesn't work !
We are looking for a permanent fix but waiting for it we found an interim solution :
- At mission start select Hornet/Harrier flight as usual
- Go inside cockpit with F1 as usual
- Quickly use ESC to change role
- Select Observer or any other role then FLY
- Finally quickly use ESC to change role and select Hornet/Harrier flight again

... ejection should work now !


Edited by PB0_CEF
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[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : New ScriptsMod available with DCE_Manager : 20.53.188

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15 hours ago, PB0_CEF said:

Over PG, TFs and Crisis campaigns updated : fix for Gazelle on FARPS campaigns and Eagle over PG ...

A fix for Harrier and Hornet drivers :

Sadly there's a known bug with ejections for Hornet and Harrier drivers !
What ever you try it doesn't work !
We are looking for a permanent fix but waiting for it we found an interim solution :
- At mission start select Hornet/Harrier flight as usual
- Go inside cockpit with F1 as usual
- Quickly use ESC to change role
- Select Observer or any other role then FLY
- Finally quickly use ESC to change role and select Hornet/Harrier flight again

... ejection should work now !

 

 

Thanks a zillion, PB0_CEF!!! We love your DCE Campaigns!

 

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Currently Crisis in PG Gazelle is bugged 😞  an IA Gazelle appears on your Gazelle !

Miguel is working hard to find the bug !

On 3/12/2021 at 1:37 AM, Sydy said:

 

Thanks a zillion, PB0_CEF!!! We love your DCE Campaigns!

 

Thank you Sydy 🙂

 

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[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : New ScriptsMod available with DCE_Manager : 20.53.188

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34 minutes ago, PB0_CEF said:

Currently Crisis in PG Gazelle is bugged 😞  an IA Gazelle appears on your Gazelle !

Miguel is working hard to find the bug !

Thank you Sydy 🙂

 

 

You’re welcome! I can’t deny that I am a bit anxious for Syria DCE Campaigns (Hornet and Viper specifically), but I am a patient guy! lol

 

Congrats for your team work!

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Hi Gents, first of all thanks again on this beautiful campaigns.

 

In Escuadrón 111 we are testing in multiplayer and if you do not mind we would like to share some basic notes, questions:

  • What is the final goal of the campaigns (ex.: Hornet over PG)?, I ask it because the environment is amazing, but I miss if there is a zone or a city to conquer, or if in a time during the deployment of the campaign troops and helicopters will enter in the game. Or the goal is to destroy everything, thanks for answer.
  • When we select in MP a target, sometimes there is no mission assigned for that target in the ATO generated, is it a bug or how is the logic behind it?
  • When for example 10 human pilots in coop, how can we form a package with all of them in? for example 2xF-16, 4xHornets, 4xTomcats, sometimes seems that there is no room in the ATO for put flying all of them and after several turns a package is formed, but we miss 6-9 hours of campaign.
  • Will it be possible to manage and build up the ATO for humans before the rest of the ATO is created for IA resources?
  • Will it be possible to include helicopters for humans?, for example to move SAMs to another position, troops for conquer a target, etc.

 

Again, amazing work.

 

Thanks!

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6 hours ago, Spartan111sqn said:

Hi Gents, first of all thanks again on this beautiful campaigns.

 

In Escuadrón 111 we are testing in multiplayer and if you do not mind we would like to share some basic notes, questions:

Mbot initial DCE is purely a Solo campaign. With Miguel we tryed to make an MP version but it's clearly difficult mainly because of DCS limitations. DCE campaigns are often heavy loaded with targets and planes (realistic ATO I think)  so there are often bugs with connexion or server...

Quote
  • What is the final goal of the campaigns (ex.: Hornet over PG)?, I ask it because the environment is amazing, but I miss if there is a zone or a city to conquer, or if in a time during the deployment of the campaign troops and helicopters will enter in the game. Or the goal is to destroy everything, thanks for answer.

DCE is mainly an attrition war system and there are basically no moving front or CAS managed with the pure system. We are (or we will try ) trying to introduce such features but it's really the beginning. 

If you want to know the exact wins or loss condition look in the camp_triggers_init.lua in the init folder : mainly the goal can be to destroy enough enemy planes or bases or ground targets and not loosing too much of your squadron's planes or your CVN for US Navy and prevent enemy to destroy enough of friendly targets. It's quite easy to define more precise targets but my main goal with those campaign was to allow enough mission to attack different targets in a logical order : SAMS, EWR, Airbases, strategical target such as bridges railways stations, etc... You can change percentages to speed up campaigns if you want 😉

 

Quote

 

  • When we select in MP a target, sometimes there is no mission assigned for that target in the ATO generated, is it a bug or how is the logic behind it?

To be sure to attack a specific target I think (but not sure) that you must select a strike flight for this target (even if you don't take it later I will give an example) and then other flight relatied with this strike : example : I want to attack Batumi in a TF campaign : I select Batumi airbase as a target then a flight of 4 Hornets in strike mission then 4 Tomcats in escort then 4 Hornets in SEAD mission (8 players) ... Batumi should be in the target list : If I want to be a striker I can take the 2 Hornets in strike, the 4 Tomcats in escort and the the 2 SEAD Hornets : 2 Hornets will be managed by IA for strike mission. The important thing  seems to select a Strike flight at the beginning to be sure to have this target. But of course DCE uses priorities so I'm not sure you will always have targets you select if there are more important targets left ... MP is really difficult to manage...

Quote
  • When for example 10 human pilots in coop, how can we form a package with all of them in? for example 2xF-16, 4xHornets, 4xTomcats, sometimes seems that there is no room in the ATO for put flying all of them and after several turns a package is formed, but we miss 6-9 hours of campaign.

Yes, it can be difficult to have different planes in the same package. But you can try to find missions that will allow players to change missions (like CAP with escort). It's not really a problem to miss 6-9 hours campaigns : nothing happens when missions are not played 😉

Quote
  • Will it be possible to manage and build up the ATO for humans before the rest of the ATO is created for IA resources?

This question is for Miguel 😉

Quote
  • Will it be possible to include helicopters for humans?, for example to move SAMs to another position, troops for conquer a target, etc.

Later may be but now there's no scripts to manage objectives captured like in Blue Flag... In some campaigns there can be helicopters but it's only to attack ground targets (Crisis over PG-Gazelle) you can play it in MP with planes but transport helicoptères will not be usefull... We are looking for SAR mission later ...

Quote

 

Again, amazing work.

 

Thanks!

 


Edited by PB0_CEF
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Last DCE news : New ScriptsMod available with DCE_Manager : 20.53.188

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11 hours ago, Spartan111sqn said:
  • Will it be possible to manage and build up the ATO for humans before the rest of the ATO is created for IA resources?

Hi
As Cef said, it was very difficult to bring multiplayer to a campaign specifically written for single player.

However, it works a bit like you say, for example:
If you ask for 2 F18 slots and DCE feels you need 4 (and the availability of planes allows it), well you'll get:
1 Group of 2 F18 client/player and 2 F18 AI

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FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager

News : 52 campaign update (06/08/2021)

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Quote

Mbot initial DCE is purely a Solo campaign. With Miguel we tryed to make an MP version but it's clearly difficult mainly because of DCS limitations. DCE campaigns are often heavy loaded with targets and planes (realistic ATO I think)  so there are often bugs with connexion or server...

Very realistic ATO, and IA composition very good also.

 

Quote

enough mission to attack different targets in a logical order : SAMS, EWR, Airbases, strategical target such as bridges railways stations, etc...

Understood, attrition goal, minimize the existing weaponery of the enemy. About bridges and railway stations, what for? if there are no troops, why do we need to destroy bridges?

 

Quote

 MP is really difficult to manage...

Understood, but honestly it seems that it is working well, amazing job!

 

Quote

nothing happens when missions are not played 

Ok, good to know

 

Another quesiton, is the repair concept in place, for example we kill a tracking radar of a SA-6, after several turns, does it will appear again if we do not destroy after a while the complete SAM batallion?

Thanks for your answers, keep pushing and evolving this awesome campaigns

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1 hour ago, Spartan111sqn said:

Understood, attrition goal, minimize the existing weaponery of the enemy. About bridges and railway stations, what for? if there are no troops, why do we need to destroy bridges?

No, not yet it's only to diversify targets and it counts to the number of targets you must destroy to win the campaign (one way to win it)

 

1 hour ago, Spartan111sqn said:

Another quesiton, is the repair concept in place, for example we kill a tracking radar of a SA-6, after several turns, does it will appear again if we do not destroy after a while the complete SAM batallion?

Yes it should work : it depend which destruction percentage is reached. You can find (and change) valors in the conf_mod.lua file :

campMod = {
    -- RepairTotallyDestroyed = false,            -- répare (ou pas) les targets totalement détruites
    RepairMinimumDestroyed = 25,            -- ne répare pas si le target.alive est inférieur à
    RepairSAM = 15,                            -- en %, Only CampaignMaker please
    RepairAirbase = 12,                        -- en %, Only CampaignMaker please
    RepairStation = 8,                        -- en %, Only CampaignMaker please
    RepairBridge = 8,                        -- en %, Only CampaignMaker please
    Repair = 2,                                -- en %, Only CampaignMaker please    
    
    KillTargetValue = 20,                    -- en %, si la vie du Target est < 20%, on déclare les survivants mort, pour éviter d'y retourner.

 

By default Totally destroyed targets are not repaired or targets under 25% alive. All targets under 20% alive are considered destroyed : it's would be a shame to launch a mission for a sole truck in a SAM site no ? Reparation speed depends on target types ...

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Last DCE news : New ScriptsMod available with DCE_Manager : 20.53.188

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Hey!
This is my first time starting a DСE compaign. "Hornet_over_Caucasus-CVN-20.43.67". The installation was done correctly. Launched the FirstMission.bat script. All OK!
I start the 1st mission. I choose FA -18. At the start of the compaign, the information - "Start is postponed, wait!" Waiting ...
By briefing, departure at 05.05. No more information appears .. I am performing StartUp, my wingman is standing next to me.
Time 05.05 - I'm taxiing to the catapult - staff did not react to me in any way.!
I can not departure  😢
How should this initial take-off procedure be performed correctly?


Edited by SMN

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5 hours ago, SMN said:

Hey!
This is my first time starting a DСE compaign. "Hornet_over_Caucasus-CVN-20.43.67". The installation was done correctly. Launched the FirstMission.bat script. All OK!
I start the 1st mission. I choose FA -18. At the start of the compaign, the information - "Start is postponed, wait!" Waiting ...
By briefing, departure at 05.05. No more information appears .. I am performing StartUp, my wingman is standing next to me.
Time 05.05 - I'm taxiing to the catapult - staff did not react to me in any way.!
I can not departure  😢
How should this initial take-off procedure be performed correctly?

 

 

Hi,

 

Be aware that take off time is “airborne time”, not taxi time. If a flight arrives to land at that time, the ground crew will be inhibited and will not call tou to connect at the catapult.

 

Crank it up, taxi out 5min before and get the hell out of there. If a flight arrives and they don’t call you, wait until all planes over the cvn land request launch again.

 

Good luck,

 

Sydy


Edited by Sydy
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@PB0_CEF , hey CEF, playing latest F-14B Crisis in the Gulf, I noticed all of the anti-ship strike aircraft launch their Harpoons from east of the Oman peninsula on low profile at targets on the west side. Most, if not all Harpoons just fly into the terrain, for information.

Cheers!


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19 hours ago, Scotch75 said:

@PB0_CEF , hey CEF, playing latest F-14B Crisis in the Gulf, I noticed all of the anti-ship strike aircraft launch their Harpoons from east of the Oman peninsula on low profile at targets on the west side. Most, if not all Harpoons just fly into the terrain, for information.

Cheers!


Sent from my SM-G950F using Tapatalk
 

Yes I saw this bug but currently have no solutions for it 😞 Human pilot can do it well but IA alone no ...

Crisis in PG Gazelle campaigns should work fine now with new 20.43.68 Scriptmod... advanced users can use it for other campaigns too  : change Path.bat scriptmod version to 68 and install Gazelle campaign to have 20.43.68 new scriptmod available...

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : New ScriptsMod available with DCE_Manager : 20.53.188

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Attj Miguel Et Al. Its me the pain in the ass. I can't get dce working anymore!!

Followed instructions to the t!

Most interested inf14 (esp iranian) or f14a.  Jf17 or huey too.  Pllls help

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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2 hours ago, sublime said:

Attj Miguel Et Al. Its me the pain in the ass. I can't get dce working anymore!!

Followed instructions to the t!

Most interested inf14 (esp iranian) or f14a.  Jf17 or huey too.  Pllls help

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

hello pain in the ass ^^

It's been a long time since we've talked.
Did you use the latest versions of DCE with the installer?

I coded the installer mainly for you ^^

 

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod

DCE_Manager

News : 52 campaign update (06/08/2021)

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