Releases: Miguel21bis/DCE
Releases · Miguel21bis/DCE
Release list
Version 22.110.637
Version 22.110.637
### Fixed
skipMission resets the entire campaign
release 22.110.636
Version 22.110.636
### Add
F-14BU
camp_init and conf_mod can now be edited directly via DCE_Manager
### Fixed
SetDate not working
generator tasksCoef not functioning
generator: certain aircraft never selected (F-14BU)
Apache Datalink
aircraft recovery corrupted
### Changed
new generator organisation
AAA blue & red; both sides can now fire
release 22.108.627
Version 22.108.627
### Fixed
Datalink: on F-18 and if there are more than 4 aircraft, the IDs are mixed up
MP: problem with mixed aircraft and helicopter generation
mission generator: player aircraft is never proposed
### Loadout
V209 - add Fuel tank to MiG-21Bis and extend range for NAM - Sweep to MiG-19P
### Changed
if mission generation fails, the system sometimes indicates that CAP or interception missions are generated but are not proposed due to lack of opposition.
DCE scriptsMod 22.107.621
### Fixed
Boundary: If there is no trigger, the boundary table must be created via base_mission
ArtySpotter bug nil km
FARP & warhouses unitId
AAA_Barrage not loaded on firstMission
Interceptor: they land too quickly, often with dry tanks
2 AWACS or 2 tankers may spawn for the same mission, in a same flight
the radio frequencies of Escort Flight 1 and Escort Flight 2 are different
Mig-15bis using HF-only radio cannot communicate with EWRs
ships may not move correctly or may not move at all
"Fighter Sweep" flights are no longer proposed
### Changed
manhunt: add manhunt preferentially on ejected pilots closest to the border, using the distanceFromFrontline variable
distance SANDY EjectedPIlot sound ( distance <= 30000 )
Loadout F-16
DCE_Manager compatibility
after 1999, targets are individually listed with LatLon coordinates in precise mode
intercepteur range and position
Redesign of the AntishipStrike mission on the Russian side: they can now attack in multiple packages of different aircraft types
just increase the packmax value in the targetList
example:
["firepower"] =
{
["min"] = 100,
["packmax"] = 5,
["max"] = 150,
},
["titleName"] = "TF-71",
TODO: still need to attack targets by stages, avoiding spreading aircraft over multiple targets
### Add
SA-10 radars are automatically turned off if it has no missiles left, avoiding its destruction by HARM
Su-25TM
A6E refueling
Give the player a real reason for the absence of flight for him (in progress)
F-100D
F-14A-95-GR
F-14A-135-GR-Early
uh2a uh2b uh2c uh2f
Version 22.99.587
DCE – Changelog
This file describes the main changes in DCE that may affect gameplay, mission generation,
and campaign customization.
It is intended for players and campaign makers, not only developers.
known issues:
- [pedro] lands on another ship instead of CV or LHA
- [target] a squadron is assigned to a target while another squadron (identical type&task) is based closer to it.
Version 22.99.587
version supporting Cef's new Vietnam campaign
### Fixed
- **Performance**
Major optimization of mission generation time.
Campaigns now generate missions significantly faster, especially large ones.
- **Datalink**
- **Spawn on supercarrier**
We need to completely overhaul the player spawn on the Supercarrier.
Players should not spawn on the Sixpack; this greatly simplifies crew conflicts and taxiing.
There may be a problem with Wingman No. 3 in your group,
but it only seems to occur when using a dedicated server.
We managed to launch more than 16 planes without a hitch :)
In MP, there will still be no AI spawning on the deck. Only players will be allowed.
Also, the taxiing times provided in the briefing are becoming more and more accurate.
You must stick to them, as you’ll have about 5 minutes to move.
- **strikeOnlyWithEscorte**
Creating a package is not possible or results in an error if the strikeOnlyWithEscorte option is enabled
- **MP choice**
The aircraft selection in MP mode is unsatisfactory
- **helicopter spawn**
The helicopter spawn point is incorrect
### Added
- **Aircraft Radio Data (Automatic)**
Aircraft radio capabilities are now automatically read from `Mods` and `CoreMods`.
- **change of front line during a campaign**
Action.LoadFileBorder("file.miz") in camp_triggers_init
The .miz file must be located in the \Files folder (create it if necessary)
- **The choice of aircraft in MP takes into account the base.**
- **AAA_Barrage with the kind permission of Bandit648 .**
To use it, you must:
- use a preset_AAA_Barrage in conf_mod other than 0
- add zones to base_mission whose names begin with “AAA_ZONE_”
- **Support for multiple third-party mods**
You still need to download and install these mods.
tetet_etc** // VSN_etc** // vwv_etc** //
A-4E-C // A-6E // A_6B //
Bronco-OV-10A // F111C //
AH-1G // SH-3D // UH-60L // OH-6A
### Changed
- **Loadout Structure**
Loadouts have been split into multiple files and moved into the `db_loadouts` folder.
- **Custom Mods Support**
A new `Mods` directory has been added.
Users can now add their own files **without risk of being overwritten by a DCE update**.
Supported content:
- Loadout files (`db_loadouts = {}`)
- Data files (`Data_divers = {}`)
File names are free and do not need to follow a specific pattern.
- **MenuF10**
The F10 menu has been redesigned
- **F10 EjectedPilot**
New method for calling ejected pilots to transmit on their frequency. You must be close (~40km) and ask regularly on the radio:
This avoids chaos if dozens of pilots need to be rescued (as in the Vietnam campaign).
- **better presentation of aircraft choices in MP**