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


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On 9/6/2021 at 11:53 AM, sirrah said:

As much as I love Liberation, whatever I try, performance is extremely awful. In fact, to the point that it's unplayable...

 

I can imagine this has everything to do with the massive amount of units, but I find it hard to believe I'm the only one with this issue, so perhaps I'm doing something wrong here. I mean, I also play online from time to time, on very crowded servers with lots of units (maybe even more that in Liberation). For instance the 4YA servers. And they all run smooth as butter.

 

Today I thought I'd start a new Liberation campaign, for me to play with the Hind. My idea was that for chopper ops, I could make better use of the culling option to increase performance.

 

Here's what I tried:

  • Started the Syria Golan Height Campaign
  • Culling set to 70km (I assume this means everything outside 70km radius from my starting point, will be removed, right?)
  • Use culling on carrier group
  • No artillery
  • No infantry units
  • No carcasses
  • Battleground smoke set at 2000

But still, even with culling set to 70km, I have massive stutters and an awful/unplayable framerate.

 

Any ideas?

 

 

(my system specs in my signature. But again, I can play on very crowded servers without any performance issues, so why is Liberation that much worse?)

 

 

I'm also interested in a competent reply, however: I'm afraid you can't count on servers' performance as a comparison because in that case it's not your machine doing the heavy lifting.

 

My question for everyone: how's the WWII part in Liberation?


Edited by Picchio
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1 hour ago, Picchio said:

 

I'm also interested in a competent reply, however: I'm afraid you can't count on servers' performance as a comparison because in that case it's not your machine doing the heavy lifting.

 

 

1 hour ago, Picchio said:

 

My question for everyone: how's the WWII part in Liberation?

 

 

I would try and lower your total units in mission editor as a test to see liberation  is generating too many units and overloading your system , as I have a smaller dedicated server and found most of campign templates were just too big for mine server with over 1000+ units even with fog of war and everything culled and turned off, still too much.  so I modified a template and made my own and now I have total units of 430 and my lag issues are allot less for smaller players  running on laptops and no lag for desktops. hope that helps  I am using my own factions and my own custom campaign template to control the generating of total units and is working way better than any default settings. 

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1 hour ago, Picchio said:

 

I'm also interested in a competent reply, however: I'm afraid you can't count on servers' performance as a comparison because in that case it's not your machine doing the heavy lifting.

 

My question for everyone: how's the WWII part in Liberation?

 

Reducing budget and the Income Multipliers helped me a lot. https://github-wiki-see.page/m/dcs-liberation/dcs_liberation/wiki/Performance-Options


Edited by claw
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Hey everyone. I have an issue playing WW2 liberation where enemy planes after taking a lot of damage are flying upside down indefinitely.. sometimes without their engine working. They won't lose speed or altitude but just keep going right across the map

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17 hours ago, Jetguy06 said:

Thanks, Claw. Do I need to uninstall the current version of Liberation before installing the new one? If I do, how do I cleanly uninstall it? Thanks!!

No need to uninstall. They are seperate installs. Campaigns made in an older version are sometimes not compatible with a new version, so beware of that. 

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hello everyone,
I don't really understand how the campaign engine works.
What happens to the CPU-driven missions if I leave the simulator?
I assume that there are more operations running at the same time, so if the operation led by me human ends, what happens to the others led by the cpu?

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4 hours ago, MeatBall said:

hello everyone,
I don't really understand how the campaign engine works.
What happens to the CPU-driven missions if I leave the simulator?
I assume that there are more operations running at the same time, so if the operation led by me human ends, what happens to the others led by the cpu?

 

Interesting question, I'm curious too...

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15 hours ago, MeatBall said:

hello everyone,
I don't really understand how the campaign engine works.
What happens to the CPU-driven missions if I leave the simulator?
I assume that there are more operations running at the same time, so if the operation led by me human ends, what happens to the others led by the cpu?

 

I depends on what you mean by "leave the simulator".

 

If you have flown the mission(s) you wanted to and then quit DCS, everything in the Liberation mission remains as it is. There is no extrapolation of what might happen, if DCS ran another half hour, or an hour, or whatever.

 

If you let DCS continue to run, even if you don't fly any further missions, the AI missions Liberation built (-- all those other flights going on around you, and those scheduled to start later -- they will continue to be flown until they have been completed.

 

I don't know what happens after the last AI flight has RTBed; I've never tried that. Maybe Liberation ends the mission, maybe it waits for you to do that; idk.

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When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X99A GAMING 9 ACK Memory: 16GB DDR4-3000 G.Skill Ripjaw System disk: Samsung SSD 970 EVO Plus 1TB
CPU: Intel Core i7-5820K @ 3800MHz PSU: Corsair AX860i PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15 Graphics card: Zotac Nvidia GeForce GTX 1080 Ti Amp! Extreme VR: Oculus Rift CV1
 
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4 hours ago, Captain Orso said:

There is no extrapolation of what might happen, if DCS ran another half hour, or an hour, or whatever.

 

So, if I'm understanding this correctly...

 

You have to start the mission and wait in the cockpit for XX time until your takeoff time.  Then you get to WP1 and wait until your push time.  Then you have to RTB and WAIT until the mission completes?

 

Jeez.  I wish I had more than a couple of hours a sitting to actually *properly* fly this sim!

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IRRC you can fly the missions you set up for yourself anytime you wish, or you can edit the .miz mission to have them start when you want. It's up to you.

 

If you want the AI flights to occur and terminate normally, you will have to let the mission run by itself until complete. If you are playing SP you can however accelerate the time to 20x so in won't take hours.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X99A GAMING 9 ACK Memory: 16GB DDR4-3000 G.Skill Ripjaw System disk: Samsung SSD 970 EVO Plus 1TB
CPU: Intel Core i7-5820K @ 3800MHz PSU: Corsair AX860i PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15 Graphics card: Zotac Nvidia GeForce GTX 1080 Ti Amp! Extreme VR: Oculus Rift CV1
 
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12 hours ago, Mower said:

I keep getting your flight is delayed please wait, but it never puts me in my jet, how can I fix this please?

 

 

this is the most annoying part of Liberation.  All flights have a specific take off time and TOT.  You have to click the ASAP checkbox on your flight planner in Liberation before starting the mission.  Even then it won't change your takeoff or TOT times, it'll just allow you in the cockpit for startup checklists.  You can still take off, but if there's any kind of coordinated mission with escorts, sead, etc -- you'll still have to fly around waiting for them to hit their time triggers else you'll be flying alone.

 

 

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oh thats a big problem.
You can edit everything to your needs though.
Have a look at Jabber's take on it.
I tend to treat it like a turned based strategy game where I get to play a piece in real time.

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4 hours ago, Mower said:

oh thats a big problem.


This isn't a BMS level campaign system... yet.  I have found that if I fragged a AWACS flight to take off prior to my own package on a carrier none of the flights may ever take off, so the solution is to have the annoying offenders start airborne--which makes them non-targetable but at least planes leave the deck or runway.

 

My biggest issue with Liberation is that unlike BMS where we have the background sim running constantly and when we enter the pit there will be plenty of planes mid-flight at various stages of their missions, in Liberation everything starts once you hit start in order that they're fragged to take off, and there is no way to instantly skip ahead to your own take off time.  In order to get that full "BMS live environment" feeling, one has to sit around with time acceleration on for a spell and frag their flight to occur minutes or an hour into the future.


Still, regardless of this, the Liberation missions I have run have been among the closest to BMS/Falcon even when starting at 0:00:00 of anything I've ever experienced with DCS.  The canned missions don't give me heebie jeebies and sweat like these can.

 


I think the issue is Liberation isn't built into DCS, nor is there a true background sim.  ED says they're working on something, let's hope this is so...  I long for that real time dynamic environment we've had for decades.  Closest alternative is some of the online dynamic environment PvP servers with ground objectives.

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  • 2 weeks later...

Just tried firing up Liberation again, and I'm still getting: "unable to write dcs liberation state to [nil]".

Having done some digging, I've tried the following:

 - Ensuring that the default folder locations, as defined in preferences are correct

 - Set the Liberation.exe to be run as an Admin

 - Ensured that I've started DCS before starting Liberation

 - Ensured that the MissionScripting.Lua was copied to the DCS Script Folder

I don't use Viacom and wasn't running SRS or Discord during the test.

Any thoughts?

System: 9700, 64GB DDR4, 2070S, NVME2, Rift S, Jetseat, Thrustmaster F18 grip, VPC T50 stick base and throttle, CH Throttle, MFG crosswinds, custom button box, Logitech G502 and Marble mouse.

Server: i5 2500@3.9Ghz, 1080, 24GB DDR3, SSD.

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15 hours ago, Mr_sukebe said:

Just tried firing up Liberation again, and I'm still getting: "unable to write dcs liberation state to [nil]".

Having done some digging, I've tried the following:

 - Ensuring that the default folder locations, as defined in preferences are correct

 - Set the Liberation.exe to be run as an Admin

 - Ensured that I've started DCS before starting Liberation

 - Ensured that the MissionScripting.Lua was copied to the DCS Script Folder

I don't use Viacom and wasn't running SRS or Discord during the test.

Any thoughts?

Delete liberation_nextturn.miz from SavedGames Mission folder (Saved  Games\DCS.openbeta\Missions)

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1 hour ago, dark_wood said:

Delete liberation_nextturn.miz from SavedGames Mission folder (Saved  Games\DCS.openbeta\Missions)

 

??

That confuses me.  Isn't that the mission file that I'm meant to run using my dedicated server?

System: 9700, 64GB DDR4, 2070S, NVME2, Rift S, Jetseat, Thrustmaster F18 grip, VPC T50 stick base and throttle, CH Throttle, MFG crosswinds, custom button box, Logitech G502 and Marble mouse.

Server: i5 2500@3.9Ghz, 1080, 24GB DDR3, SSD.

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17 hours ago, Mr_sukebe said:

Just tried firing up Liberation again, and I'm still getting: "unable to write dcs liberation state to [nil]".

Having done some digging, I've tried the following:

 - Ensuring that the default folder locations, as defined in preferences are correct

 - Set the Liberation.exe to be run as an Admin

 - Ensured that I've started DCS before starting Liberation

 - Ensured that the MissionScripting.Lua was copied to the DCS Script Folder

I don't use Viacom and wasn't running SRS or Discord during the test.

Any thoughts?

You are running Liberation as Admin. Are you also running DCS as Admin? They must match, or you end up with privilege conflicts.

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14 hours ago, Mr_sukebe said:

 

??

That confuses me.  Isn't that the mission file that I'm meant to run using my dedicated server?

Yes, but if haven't played in a long time, and updated to the last version, that old mission won't be compatible with the new stuff.

Just rename it, if you don't want to lose it, and start a new fresh campaign, which will generate a new miz file

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