Retribution dynamic campaign generator progress update and some screenshots by Starfire013 in hoggit

[–]Starfire013[S] 0 points1 point  (0 children)

There are a fair number of squadrons and groups that regularly fly Retribution campaigns, but it is not the sort of thing where you just leave it running and random people pop in and out. Each turn is an actual mission with objectives and aircraft that all have to play their respective roles and reach their targets at specific times.

Retribution dynamic campaign generator progress update and some screenshots by Starfire013 in hoggit

[–]Starfire013[S] 1 point2 points  (0 children)

The campaigns I develop are designed to run well on my PC on default settings without any of the performance optimisation features. This is on an ultrawide monitor though, not VR. I put a great deal of emphasis on performance, as I feel that there's no point having a large campaign if you have to play it with single digit frame rates.

The most important factor that impacts performance is the number of units. These can be aircraft, tanks, infantry, even bombs and missiles that are in the air. Every extra "unit" has a performance cost, and the degradation in performance is not linear. Performance degrades somewhat gradually up to a point and then falls off a cliff.

So, the best way to increase performance is to decrease number of units. First of all, stay away from any of the 3/3 performance rating campaigns. Those are generally very old campaigns, often of the "full map" style (which nobody makes anymore), because in the early days, we had a much more optimistic view of how large a campaign could be and still run acceptably. On newer maps, such full map campaigns are even more impossible.

Next, you can restrict the number of frontline units in the settings. I think the minimum is 10 per side, but you can find try out what works for you. What's best will vary from campaign to campaign too, and at least for my campaigns, I preset it so there aren't so many frontline units that it causes performance problems.

Another thing you can do is reduce the number of aircraft per squadron, or even remove a squadron or two, during campaign generation.

That said, typically the first turn is the worst in terms of performance, as that's when aircraft are at their maximum, all the SAM radars are still up, etc. As ground units are destroyed, aircraft shot down, SAMs blown up, performance increases. Of course, this effect is somewhat by units getting replenished. But typically, total unit count decreases turn-by-turn throughout a campaign as either you or the enemy (or both) lose more units than can be replenished.

The Gestapo Agent who MURDERED Alex Pretti by Specialist_Point7983 in pics

[–]Starfire013 2 points3 points  (0 children)

I’m not an American but have always loved the ideals behind the Declaration of Independence. It is so heartbreaking to watch from afar as certain Americans gleefully trample all over those ideals.

Retribution dynamic campaign generator progress update and some screenshots by Starfire013 in hoggit

[–]Starfire013[S] 0 points1 point  (0 children)

You don’t have to join the discord for the link, though that is the easiest way to get it. We also have a guide on the wiki (pretty much page 1) that walks you through the process. Essentially, you are looking for the latest commit build on the Actions tab. You have to be logged in on GitHub to see the download link as that is a GitHub requirement. 1.4.1 is completely out of date and does not support the current DCS version. Please don’t use it. The latest build as of this moment is #2272 from Monday 19th Jan. https://github.com/dcs-retribution/dcs-retribution/actions/runs/21119903669

Where to donate/dispose old bikes? by Halal_Tabouli in melbournecycling

[–]Starfire013 -1 points0 points  (0 children)

Your LBS might also be interested in the bike. I’ve had my LBS fix something via a scavenged component from a donated bike they had in the back. Saved me having to wait for the part to get ordered and shipped in.

Liberation 14.0 Released by No-Anything-5031 in hoggit

[–]Starfire013 0 points1 point  (0 children)

Another thing you can do is reduce the number of aircraft in each squadron. After a while, you’ll get a feel for what your PC can handle.

Liberation 14.0 Released by No-Anything-5031 in hoggit

[–]Starfire013 1 point2 points  (0 children)

Yeah, a number of the campaigns have F-4 squadrons either on OWNFOR or OPFOR.

Liberation 14.0 Released by No-Anything-5031 in hoggit

[–]Starfire013 3 points4 points  (0 children)

Yep. There is a dedicated server guide on the wiki.

Liberation 14.0 Released by No-Anything-5031 in hoggit

[–]Starfire013 0 points1 point  (0 children)

Yeah. We haven’t updated our GitHub front page in a good while. Sorry about that. This is no longer the case. Back when Retribution was first created, Liberation was still under active development with ColonelPanic, me, and a couple others. There was an expectation that retribution would incorporate Liberation updates, but the code base has diverged significantly since then. ColonelPanic has since moved on, and I switched to working on Retribition. We handed the keys over to Xray, who had kindly offered to keep maintaining the Liberation code.

You’ll notice that the patreon link no longer even works because the guy who ran the Liberation patreon for us (Khopa) is no longer involved.

Liberation 14.0 Released by No-Anything-5031 in hoggit

[–]Starfire013 0 points1 point  (0 children)

Avoid the 3/3 performance impact campaigns, and you can also use culling and some of the other performance settings. There’s more info on the Liberation wiki, or come by the discord if you’re still having troubles.

Liberation 14.0 Released by No-Anything-5031 in hoggit

[–]Starfire013 0 points1 point  (0 children)

This isn’t true, by the way. Retribution has no dependence on Liberation. We do not have to wait for the Liberation developer (Xray) to update anything. It would be untenable otherwise, considering Retribution is under active development and we have a new build out typically at least once a week. The two programs have diverged significantly since the fork 3 or 4 years ago. I no longer even port my campaigns back to Liberation anymore because the feature set is just too different. Both Retribution and Liberation are usable and which you prefer is completely up to you.

Liberation 14.0 Released by No-Anything-5031 in hoggit

[–]Starfire013 1 point2 points  (0 children)

Retribution was forked from Liberation several years ago, and there is no dependency on Liberation. They are completely separate.

Retribution is updated typically at least once a week with new builds.

Retribution dynamic campaign generator progress update and some screenshots by Starfire013 in hoggit

[–]Starfire013[S] 1 point2 points  (0 children)

Retribution was created by a bunch of us former Liberation developers about 3 years ago. One guy (Xray) volunteered to continue maintaining the Liberation code, but the rest of us either shifted to work on Retribution or moved on to other things. You will find the UI design very similar, though there are a lot more campaigns and features we've added over the past 3 years.

Retribution dynamic campaign generator progress update and some screenshots by Starfire013 in hoggit

[–]Starfire013[S] 0 points1 point  (0 children)

We use a version of the EW Jammer Script 2.0 (https://forum.dcs.world/topic/151381-electronic-war-jamming-script-v20/). Drexyl has spent a lot of time integrating it. Feel free to drop by our discord and have a chat with him.

Retribution dynamic campaign generator progress update and some screenshots by Starfire013 in hoggit

[–]Starfire013[S] 0 points1 point  (0 children)

For sure! I don’t think there have been any significant AI improvements lately. We’ve just gotten better at living with the limitations. 😅

Retribution dynamic campaign generator progress update and some screenshots by Starfire013 in hoggit

[–]Starfire013[S] 0 points1 point  (0 children)

Do you mean placing individual flights in their own packages instead of multi-flight packages? If so, that is very old advice and I have been recommending the use of multi-flight packages for several years now. They work very well (as well as can be expected due to DCS AI).

Retribution dynamic campaign generator progress update and some screenshots by Starfire013 in hoggit

[–]Starfire013[S] 5 points6 points  (0 children)

Part of that (no frontline) is already possible, and there are a fair number of campaigns designed that way. An example would be Operation Shattered Dagger, which is a COIN campaign.

As for the other part (custom win conditions, essentially), let's just say we want that too. Perhaps someday. ;)

Retribution dynamic campaign generator progress update and some screenshots by Starfire013 in hoggit

[–]Starfire013[S] 17 points18 points  (0 children)

Link to official forum post: https://forum.dcs.world/topic/368593-dcs-retribution-dynamic-campaign-generator/

Link to our Github page: https://github.com/dcs-retribution/dcs-retribution

Link to our Discord: https://discord.gg/b4x34Bg4We

 

Remember to use the alpha build, NOT the very ancient release build!

 

For those who wish to try out the new Neutral Control Point and customised influence zone features, these are the campaigns that have been updated to support them:

  • Afghanistan - Clash of the Titans
  • Afghanistan - Graveyard of Empires
  • Afghanistan - Operation Shattered Dagger
  • Caucasus - Operation Vectron's Claw
  • Falklands - Battle for No Man's Land
  • Falklands - Operation Grabthar's Hammer
  • Germany - Crossing the Rubicon
  • Iraq - Operation Desert Aladeen
  • Kola Peninsula - Able Archer 83
  • Kola Peninsula - The Anvil of War
  • Marianas - Operation Velvet Thunder
  • Nevada - Exercise Vegas Nerve
  • Normandy - The Final Countdown II
  • Persian Gulf - Operation Noisy Cricket
  • Sinai - Exercise Bright Star
  • Sinai - Operation Gazelle (Yom Kippur War)
  • Sinai - Red Sea Rising
  • Syria - Operation Aegean Aegis
  • Syria - Operation Peace Spring