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


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On 12/14/2020 at 12:05 AM, GT_Grifter said:

 

The last two missions i've flown out of incerlik, my T + 0:00 takes off goes fine, but the 6 other flights I have stacked after me @ T + 5, 10, 15... etc never activate.  Annoyingly most of my assets are at Incerlik.  Still, love this mod so much!

There is problem with Incirlik. See my post above. Incirlik strangely does not belong to any sides. It stays neutral. However the flights are generated. I hope it gets fixed soon.

[CENTER] [/CENTER]
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Is there any better documentation on custom payloads and setting default liveries? The Wiki is half-baked at best, and with the roles in Liberation not matching the roles in DCS 1:1, I don't know what to name certain custom payloads.

Z390 Aorus Elite | i5-9600k @5.0Ghz | RTX3060 12GB | 32GB DDR4 | Windows 10 | Quest 2 | Warthog HOTAS | Sahaj 20cm Extension

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On 12/29/2020 at 7:09 AM, Nealius said:

Is there any better documentation on custom payloads and setting default liveries? The Wiki is half-baked at best, and with the roles in Liberation not matching the roles in DCS 1:1, I don't know what to name certain custom payloads.

 

Hadn't tried making custom loadouts yet, but for skins, you have an example in the custom faction page of the wiki, skins are a property of factions.

 

Basically, at the end of the file, you may specify a group of skins for a specific aircraft, among which the program will choose the ones used in mission.

 

Here's the example

 

"liveries_overrides": {
    "FA_18C_hornet": [
      "NSAWC brown splinter",
      "NAWDC black",
      "VFC-12"
    ],
    "F_15C": [
      "65th Aggressor SQN (WA) MiG",
      "65th Aggressor SQN (WA) MiG",
      "65th Aggressor SQN (WA) SUPER_Flanker"
    ],
    "F_16C_50": [
      "usaf 64th aggressor sqn - shark",
      "usaf 64th aggressor sqn-splinter",
      "64th_aggressor_squadron_ghost"
    ], "F_14B": [
      "vf-74 adversary"
    ]
  }

 

You will have to know the name of the aircrafts and skins as seen by DCS Mission Editor. To do that, you have to create a mission where you put the aircrafts and skins you want to use, take note of what the unitIDs are (to see them, just select the unit, in the upper right corner, beside the unit or group name you will find a button with a ?, just press it; you may also open the unit list from the tool bar on the left side of the screen, but if you want to do that, it's better to give every unit a unique name, when you create it, or you may have a hard time understanding what is what in the unit list), save the mission, than open the .miz file from file explorer with an archive program (like 7zip), extract the actual mission file (it's called "mission" and have no extension), open it with a text editor (I highly suggest Notepad++) then search for the every aircraft using its unitID, search and take note of the unit name (for example, FA_18C_hornet) and the skin name (e.g. NSAWC brown splinter), then use them with the liveries_overrides function, as shown above, in your faction .josn file. Mind the syntax, a missing comma may screw your whole file.

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I love the concept! I'm having difficulty with performance though...  I'm trying to play a 1990s Syria full-map, but can barely get 20fps taking off from Incirlik.  I tried culling units, turning off smoke on the front lines, but the sheer number of units in the mission is really killing my frames.  Unfortunately, my CPU/GPU usage was barely cracking 30% during the whole thing.

 

Intel i9 9900k

RTX2080ti

24GB RAM

 

Any suggestions?

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18 hours ago, Sport said:

I love the concept! I'm having difficulty with performance though...  I'm trying to play a 1990s Syria full-map, but can barely get 20fps taking off from Incirlik.  I tried culling units, turning off smoke on the front lines, but the sheer number of units in the mission is really killing my frames.  Unfortunately, my CPU/GPU usage was barely cracking 30% during the whole thing.

 

Intel i9 9900k

RTX2080ti

24GB RAM

 

Any suggestions?

if you run tacview, suggest turning that off.
also hosting it on a dedicated server if you can will greatly increase frames

but Syria is absolutely terrible on performance right now, so running a full map is 😬


Edited by VFA41_Lion
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Somehow the culling option stopped working for me. I set it to 150nm, which did seem to work before (within the same campaign). But since todays OB hotfix culling doesn't seem to work. When the mission is generated I see a map filled with units, exceeding a 250nm radius around my aircraft. Anyone else experiencing this?

 

I'm doing a Syria full map "campaign" (performance was acceptable with culling 150nm, but without culling it becomes unplayable)

I'm running latest OB

I didn't forget the missionscripting.lua sanitize thingy

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme

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

 

~ No war today... the enemy just called in sick ~ GUMMBAH

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  • 2 weeks later...

First of all thanks for this mod. This is something ED should have done since the very beginning.

 

I have a couple of issues. I think DCS Liberation is not recording all the targets I destroy. When the mission is completed and I go back to DCS Liberation I don't see any target destroyed in the window that pops up. In the log I see these messages in the log:

 

2021-01-25 00:50:24,785 :: ERROR :: Could not find Flight matching unit|2|2515|13|F-14B| Pilot #1
2021-01-25 00:50:24,786 :: ERROR :: Could not find Flight matching unit|0|2526|11|MiG-29S| Pilot #1
2021-01-25 00:50:24,788 :: ERROR :: Could not find Flight matching unit|2|2507|2|F-15E| Pilot #1
2021-01-25 00:50:24,793 :: ERROR :: Could not find Flight matching unit|2|2507|2|F-15E| Pilot #2
2021-01-25 00:50:24,796 :: ERROR :: Could not find Flight matching unit|0|2527|3|Su-27| Pilot #1
2021-01-25 00:50:24,799 :: ERROR :: Could not find Flight matching unit|2|2506|2|FA-18C_hornet| Pilot #2
2021-01-25 00:50:24,802 :: ERROR :: Could not find Flight matching unit|0|2526|11|MiG-29S| Pilot #2
2021-01-25 00:50:24,805 :: ERROR :: Could not find Flight matching unit|0|2525|27|Su-33| Pilot #2
2021-01-25 00:50:24,810 :: ERROR :: Could not find Flight matching unit|2|2514|2|F-14B| Pilot #2
2021-01-25 00:50:24,811 :: ERROR :: Could not find Flight matching unit|2|2515|13|F-14B| Pilot #2
2021-01-25 00:50:24,812 :: ERROR :: Could not find Flight matching unit|2|2514|2|F-14B| Pilot #1
2021-01-25 00:50:24,814 :: ERROR :: Could not find Flight matching unit|0|2525|27|Su-33| Pilot #1
2021-01-25 00:50:24,815 :: ERROR :: Could not find Flight matching unit|2|2506|2|FA-18C_hornet| Pilot #1

 

There are many many like that. Any clue?

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A question regarding Aircraft OCA strikes. It seems like the aircraft destroyed during OCA are not counted in the actual total aircraft destroyed during a mission. Is that something other players have experienced?

 

I do love this mod to bits though. Basically 90% of my DCS gameplay is spent in liberation. Thanks to the devs!

F-5 | Mirage | Huey | Mig-21 | Ka-50 | F/A-18C | F-14A/B

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Cita
En 25/1/2021 a las 1:29, tillaitor dijo:

First of all thanks for this mod. This is something ED should have done since the very beginning.

 

I have a couple of issues. I think DCS Liberation is not recording all the targets I destroy. When the mission is completed and I go back to DCS Liberation I don't see any target destroyed in the window that pops up. In the log I see these messages in the log:

 

2021-01-25 00:50:24,785 :: ERROR :: Could not find Flight matching unit|2|2515|13|F-14B| Pilot #1
2021-01-25 00:50:24,786 :: ERROR :: Could not find Flight matching unit|0|2526|11|MiG-29S| Pilot #1
2021-01-25 00:50:24,788 :: ERROR :: Could not find Flight matching unit|2|2507|2|F-15E| Pilot #1
2021-01-25 00:50:24,793 :: ERROR :: Could not find Flight matching unit|2|2507|2|F-15E| Pilot #2
2021-01-25 00:50:24,796 :: ERROR :: Could not find Flight matching unit|0|2527|3|Su-27| Pilot #1
2021-01-25 00:50:24,799 :: ERROR :: Could not find Flight matching unit|2|2506|2|FA-18C_hornet| Pilot #2
2021-01-25 00:50:24,802 :: ERROR :: Could not find Flight matching unit|0|2526|11|MiG-29S| Pilot #2
2021-01-25 00:50:24,805 :: ERROR :: Could not find Flight matching unit|0|2525|27|Su-33| Pilot #2
2021-01-25 00:50:24,810 :: ERROR :: Could not find Flight matching unit|2|2514|2|F-14B| Pilot #2
2021-01-25 00:50:24,811 :: ERROR :: Could not find Flight matching unit|2|2515|13|F-14B| Pilot #2
2021-01-25 00:50:24,812 :: ERROR :: Could not find Flight matching unit|2|2514|2|F-14B| Pilot #1
2021-01-25 00:50:24,814 :: ERROR :: Could not find Flight matching unit|0|2525|27|Su-33| Pilot #1
2021-01-25 00:50:24,815 :: ERROR :: Could not find Flight matching unit|2|2506|2|FA-18C_hornet| Pilot #1

 

There are many many like that. Any clue?

 

 

I've found the problem. I didn't start the mission from inside the editor. I have started it from the editor many times but I don't know why the last days I have been starting it from outside the editor.

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On 12/4/2020 at 12:35 AM, Werewolf1025 said:

I'm trying this out online for the first time, after we finished it didn't automatically update and is only giving me the option to manually submit. Anyone know where the state.jsn file would be? Couldn't locate it anywhere. 

This has happened to me on occasion. Whenever i hit manually whatever, it goes directly to the state.json file.... 

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Hi all!

We released a new version of DCS Liberation: https://github.com/Khopa/dcs_liberation/releases/tag/2.4.0

DCS Liberation is a community-made tool that allows you to create a single-player or multiplayer PvE turn-based dynamic campaign. We are also happy to hear your feature requests or bug reports via github.

2.4.0

Saves from 2.3 are not compatible with 2.4.

Highlights

Improved flight plan generation to avoid loitering in or traveling through threatened areas when practical.
Improved AI aircraft purchasing behavior.
Era-restricted weapons (work in progress).
Tons of UI polish.
Rebalanced economy to keep OPFOR competitive over the course of the game.

Features/Improvements

[Flight Planner] Air-to-air and SEAD escorts will no longer be automatically planned for packages that are not in range of threats.
[Flight Planner] Non-custom flight plans will now navigate around threat areas en route to the target area when practical.
[Flight Planner] Flight plans along front lines now ensure that the race track start is closer to the departure airfield than the race track end.
[Campaign AI] Auto-purchase now prefers airfields that are not within range of the enemy.
[Campaign AI] Auto-purchase now prefers the best aircraft for the task, but will attempt to maintain some variety.
[Campaign AI] Opfor now sells off odd aircraft since they're unlikely to be used.
[Campaign AI] Multiple rounds of CAP will be planned (roughly 90 minutes of coverage). Default starting budget has increased to account for the increased need for aircraft.
[Mission Generator] Multiple groups are created for complex SAM sites (SAMs with additional point defense or SHORADS), improving Skynet behavior.
[Mission Generator] Default start type can now be chosen in the settings. This replaces the non-functional "AI Parking Start" option. Selecting any type other than cold will break OCA/Aircraft missions.
[Cheat Menu] Added ability to toggle base capture and frontline advance/retreat cheats.
[Skynet] Updated to 2.0.1.
[Skynet] Point defenses are now configured to remain on to protect the site they accompany.
[Hercules] Updated the Hercules Cargo list file.
[Balance] Opfor now gains income using the same rules as the player, significantly increasing their income relative to the player for most campaigns.
[Balance] Units now retreat from captured bases when able. Units with no retreat path will be captured and sold.
[Economy] FOBs generate only $10M per turn (previously $20M like airbases).
[Economy] Carriers and off-map spawns generate no income (previously $20M like airbases).
[Economy] Sales of aircraft and ground vehicles can now be cancelled before the next turn begins.
[UI] Multi-SAM objectives now show threat and detection rings per group.
[UI] New icon for AA sites with no active threat.
[UI] Unit names are now prettier and more accurate, and can now be set per-country for added historical flavour.
[UI] Default loadout is now shown for flights with no custom loadout selected.
[UI] Aircraft for a new flight are now only selectable if they match the task type for that flight.
[UI] WIP - There is now a unit info button for each unit in the recruitment list, that should help newer players learn what each unit does.
[UI] Docs for time-on-target and creating new theaters/factions/loadouts are now linked in the UI at the appropriate places.
[UI] ASAP is now a checkbox rather than a button. Enabling this will disable the TOT selector but changes to the package structure will automatically re-ASAP the package.
[UI] Arrival airfield is now shown in the flight list if it differs from the departure airfield.
[UI] Start type can now be selected when creating a flight.
[UI] Arrival and divert airfields can be edited after the flight is created.
[Factions] Added option for date-based loadout restriction. Active radar homing missiles are handled, patches welcome for the other thousand weapons.
[Factions] Added Poland 2010 faction.
[Factions] Added Greece 2005 faction.
[Factions] Added Iran 1988 faction.
[Units] Support for E-2 Hawkeye, SH-60B Seahawk, S-3B Viking (thanks to awinterquest) and SpGH Dana - these are now being used by appropriate factions.
[Culling] Missile sites are no longer culled.
[Campaigns] Added campaign "Black Sea Lite" by Starfire
[Campaigns] Added campaign "Exercise Vegas Nerve" by Starfire
[New game Wizard] The theater page is now the first page of the campaign wizard, recommended factions will be selected automatically on the faction selection page.
[New game Wizard] Added information text about the selected campaign performance.
[Mod Support] Added support for High Digit SAMs mod 1.4.0
[Mod Support] Added SAMs sites generator : KS19Generator, SA10BGenerator, SA12Generator, SA17Generator, SA20Generator, SA20BGenerator, SA23Generator

Fixes

[Hercules] Updated the default Hercules radio frequency.
[Economy] Pending unit orders at captured bases will be refunded.
[UI] Carrier group SAM threat rings now move with the carrier.
[UI] Base intel menu no longer compresses text, and is now scrollable.
[UI] Edit Flight window is now dynamically sized to adapt to the width of waypoint names, so they no longer get truncated.
[UI] Budget income display is now rounded to 2 decimal places.
[UI] Fixed incorrect income per turn displayed for strike target tooltip.
[Factions] USA with C-130 faction now links to the required mod.
[Campaign] Fixed issue where destroyed buildings would sometimes not count as destroyed and thus respawn.
[Campaign] Fixed issue where destroyed runways were not registered.
[Units] J-11A is no longer spawned with empty loadout.
[Units] F-14B is no longer spawned with empty loadout for fighter sweep tasks.
[Units] Pyotr Velikiy cruiser has been removed for now as it's nearly unkillable.
[Units] Submarines have been removed for now as they aren't wholly functional.
[Units] Fixed "FACTION ERROR : Unable to find OliverHazardPerryGroupGenerator in pydcs" error at startup.
[Mission Generator] Fixed a bug where units set to Aggressive stance sometimes did not move.
[Mission Generator] Flyover points for OCA/Aircraft missions are now generated correctly.
[Flight Planner] Fixed not being able to create custom waypoints for buildings.
[Flight Planner] Strike missions will no longer be automatically planned against SAMs.
[Flight Planner] Strike missions will no longer be automatically planned against FOB structures.

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Wow. Massive improvements. Many thanks for this gem!  Without that I would have given up playing DCS intensely.

_________________

Home built PC Win 10 Pro 64bit, AMD Ryzen 9 3900X, 64GB RAM, Gforce RTX 2080Ti. HOTAS & VR: VKB Gunfighter MKIII with MCG PRO, Vipril MT-50 CM2,HP Reverb G2. :gun_rifle:

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On 1/27/2021 at 4:04 AM, hisothiro said:

A question regarding Aircraft OCA strikes. It seems like the aircraft destroyed during OCA are not counted in the actual total aircraft destroyed during a mission. Is that something other players have experienced?

 

I do love this mod to bits though. Basically 90% of my DCS gameplay is spent in liberation. Thanks to the devs!

Yes, I can confirm that. I have experienced the same problem - aircraft destroxed on ground does nt count as destroyed. Also noted, that damage value does not calculates, no percentage damage level shown, so it cannot sumarize and probably can not lead to fully destroyed status.

But, anyway, great mod that is responsible for my recent addiction to DCS. Thank you and keep up great work.

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5 hours ago, Jara4 said:

Yes, I can confirm that. I have experienced the same problem - aircraft destroxed on ground does nt count as destroyed. Also noted, that damage value does not calculates, no percentage damage level shown, so it cannot sumarize and probably can not lead to fully destroyed status.

But, anyway, great mod that is responsible for my recent addiction to DCS. Thank you and keep up great work.

So I ended up asking on the discord and one of the devs confirmed that they do count, but the end screen doesn't actually display every single destroyed unit.

F-5 | Mirage | Huey | Mig-21 | Ka-50 | F/A-18C | F-14A/B

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4 hours ago, hisothiro said:

So I ended up asking on the discord and one of the devs confirmed that they do count, but the end screen doesn't actually display every single destroyed unit.

I compared that with DCS output and it was the same - DCS does not count destroyed AC on ground. In fact, they are not destroyed, only damaged. I have discussed that matter on discord yesterday and they confirmed you need at least direct hit by 1000lb bomb to destroy AC on ground. However, that is problem of DCS damage model. Khopa also suggested to create lua script/plugin that would decrease requirements for destroying parked AC to just 20%, to allow OCA/Aircraft strike and strafing. Let's see. 

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On 2/10/2021 at 1:44 AM, Jara4 said:

I compared that with DCS output and it was the same - DCS does not count destroyed AC on ground. In fact, they are not destroyed, only damaged. I have discussed that matter on discord yesterday and they confirmed you need at least direct hit by 1000lb bomb to destroy AC on ground. However, that is problem of DCS damage model. Khopa also suggested to create lua script/plugin that would decrease requirements for destroying parked AC to just 20%, to allow OCA/Aircraft strike and strafing. Let's see. 

There is indeed a damage requirement to destroy them. However, if you attack aircraft on the ground and they disappear a few minutes later (after a wing has been destroyed or after they have caught fire for example) they count as destroyed.

F-5 | Mirage | Huey | Mig-21 | Ka-50 | F/A-18C | F-14A/B

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  • 2 weeks later...

Getting an annoying bug in Liberation: when I setup a CAS flight, they engage max. 1 unit on the ground before RTB. I checked the mission editor and they are supposed to attack all targets within 40km. The JTAC is designating a target but each flight will only attack one unit before RTB. If I setup 4x flights of 1 aircraft they will attack 4 targets. I am using a late cold war scenario, A-10A for CAS, they RTB with plenty of ordinance under the wings. Tried in Syria and PG maps, same result. Other mission types (CAP, Strike, SEAD, etc.) are working as intended.

 

I am using Liberation 2.4.2 (the latest) and DCS in stable release. Any idea what could cause this and what I could do to fix it? I get my ass kicked because the enemy just replaces the few tanks my A-10s are destroying. My only assumption would be that I use stable and some new script was introduced in the open beta, but I do not wish to use OB.

AMD R5 5600X | 32GB DDR4 3000MHz | RTX 3080 | HP Reverb G2 | VKB Gunfighter Pro Mk3 w/ pedals | Thrustmaster TCWS

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Anyone has had any success in using the liveries override with ground units?

I've edited the usa_2005 faction and added this at the bottom but no luck so far

"liveries_overrides": {
    "FA_18C_hornet": [
      "VFA-37",
      "VFA-106",
      "VFA-113",
      "VFA-122",
      "VFA-131",
      "VFA-192",
      "VFA-34",
      "VFA-83",
      "VFA-87",
      "VFA-97",
      "VMFA-122",
      "VMFA-132",
      "VMFA-251",
      "VMFA-312",
      "VMFA-314",
      "VMFA-323"
    ],
    "m-1 abrams": [
      "Desert By Keshman"
     ],
     "m-2 bradley": [
      "Desert By Keshman"
     ],
     "m1043 hmmwv armament": [
      "Operation Iraqi Freedom"
     ],
     "m1045 hmmwv tow": [
      "Operation Iraqi Freedom"
     ]
  }

 


Edited by Eight Ball
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Does anybody ask Khopa, if Moose A-A Dispatcher script can be included in? it would be a great addition to the generated missions and even better AI behavior of enemy fighters.

I dont know how to contact him, so if any of you can, please ask him about this. Thanks


https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Task_A2A_Dispatcher.html

 

 

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