DCS Liberation

High to low on the ball…a bit of spotting of the deck there. And yeah…I know…master arm on…light on on the deck…yada-yada-yada…

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Some shots from this afternoon

@fearlessfrog off the cat!

Looking back toward @BeachAV8R

Someone in the air with Harpoons :slight_smile:

Hit on one Oil Platform:

Hit on another Oil Platform:

Trying to get a Mig Locked:

Pieces of said Mig after @fearlessfrog saves my butt:

RTB:

Parking Job:



Other Shots:




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Wish I could have made this one. Looks like my timezone is doing the videogame equivalent of c**kblocking me :laughing:

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We’re still at the stage of just figuring stuff out, bending DCS and Liberation to our will. so hopefully some more planned stuff once we finished off this one. As @taubkin saw today on Discord, it’s about as informal as can be. :slight_smile:

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Those look like GBU-10’s? :wink:

(I got my loadout completely wrong this mission - it fitted the ATFLIR so maybe I did a ‘Hey, what are you doing’ and scooted before the red shirts were done? Dunno…)

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Here is the breakdown on the campaign progress. We are on the cusp still on that northern front. And I was wondering why I wasn’t seeing a BLUE ring around the Patriot…apparently it was dead or killed at some point early on or in the last turn. I’ll repair it…

MUDSPIKE-TURN13-POSTFLIGHT-01.zip (76.1 KB)

LIBERATION-TEST-071

LIBERATION-TEST-072

LIBERATION-TEST-073

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LIBERATION-TEST-074

LIBERATION-TEST-077

LIBERATION-TEST-076

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That’s not right…

Ready for my strike on Pisa though!

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@Fridge and @fearlessfrog did a number on Maktoum’s runway earlier this evening. Punched a bunch of holes in it and the field is out of action for 4 turns. Our forces are knocking on the gates though…set to breakthrough…

LIBERATION-TEST-085

LIBERATION-TEST-082

LIBERATION-TEST-083

LIBERATION-TEST-086

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There’s a whole range of Italian jokes on that - but not to be written. Remind me if we’re ever in the same chat room on Discord. :wink:
(Always makes me smile how ITALICS fonts are slanted just like the leaning tower of Pisa)

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Guys,

I am checking out the Liberation 3.0 campaign as I am looking for more content for my MiG-19 which I like quite a lot.

Two questions for more seasoned Liberation users:

  1. Is there a way how to switch the units to metric system?

  2. How is your performance in VR? I switched all the eye candy off (smoke, moving vehicles, infantry…) and enabled culling (150 km) and I am running a small Russian campaign with 0/3 performance impact… but I am still struggling to get reasonable fps - I am usually below 45 and more towards 30-35fps which is rather painful in VR.

(i9-9900k, 2080ti, G2)

Thanks.

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Not sure. If you mean units system-wide then there is a setting in the Options.

I have a lower system than you do (i7 6700K @ 4500, 32GB RAM, nVidia 1080) and get similar results.

In my opinion it appears DCS can’t handle the load that Liberation generates - the “C” in DCS isn’t ready for VR unless you have cutting edge hardware, if you can find it, and afford it. Not having cutting edge hardware I’m just speculating on how well it would, actually, scale. It’s also possible the scripting (or the scripting engine) could be tweaked.

This seems to be a theme I’ve seen others express over the last few years - it’s not just me.

Perhaps ED’s work on the dynamic campaign will help; I’d assume the changes to the engine would necessitate something more efficient in this area. And why I’ve not heard of/seen any breakthrough’s in performance here; why spend time tweaking the existing code when you are making what I’d imagine is a significant change (in something other than making it look good - graphics).

As far as ‘gameplay’ goes (a void Liberation is commendably attempting to fill) DCS is lacking. Don’t get me wrong, VR changed things for me (or I’d be using BMS) and I manage to find a way to enjoy DCS. I just have to remain in my own little corner when playing.

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I browsed around the settings and couldn’t find any way to use metric units.

For VR, if I’m not doing BVR stuff I set culling to 68km. I keep moving vehicles on. Infantry off. Destroyed unit carcasses off. I usually run with lower starting budgets to limit the number of units, and I create all the packages/flights myself. That way I can space out the takeoff times, TOTs, and have more control over flight duration by not having any tasks other than maybe a BARCAP 60~90 minutes after mission start.

I also run the misison on a second instance of DCS as a server, then join as a client from my main DCS exe. With the server exe handling most of the mission scripting it frees up a bit of performance on the client exe. Other people do the same but from a dedicated server.

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Great idea! Once I get another rig built I’d assume this would scale even better; running Box A as you describe and playing on Box B, all through my local network[1]?

[1] This is where I envy my console brethren; just turn it on, put on your headset, and go :slight_smile:

It might, but I’m not sure if you can sign in to DCS on both machines with the same account. With the method I use, I run the second .exe windowed and leave it on the F10 map, with all graphics settings on the minimum. I’ll also open up task manager and set affinity for both on separate cores, but I’m not sure if that actually does anything.

Yeah when I hit ‘enter’ that thought occurred to me. I guess if I really wanted the extra performance (if any) and was willing to pay for 2 licenses…would that even work?

Smart idea. I will try this evening.

Sooo… coming back to the gang after some tweaking’n’playing (limiting the initial budget works well for good FPS; the campaign has almost a closed club feel to it).

In Single Player mode: do you know whether I can just do my thing, land and quit the mission and all is fine? Or am I supposed to land and wait for all other packages to do their bits and land so that the results of the entire turn are properly recorded? I got the feeling that in the former case the mission is just cut and potential kills happening after me quitting are not emulated.

And also: do I really need to open the generated mission file in the Mission Editor and fly from there as opposed to just going into Mission menu and fire the mission up from there? Do you know what is the difference?

(sorry if the answers are already in the thread; I am on a mobile and did not read all the posts)

Thanks!

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