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MsKatze

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Everything posted by MsKatze

  1. The texture appears after trying to repair it, but the tone seems to be different from before. Is this a texture that was changed after the update? PS: The texture after zoom out is still the old version.
  2. Hello, this problem has been bothering me for a while. Textures load normally when observing FARP from a distance But when you try to zoom in, FARP will lose its texture
  3. Hello there! I would like to submit a potential issue with the search & identify function of the Peterovich AI for Mi-24 Hind. Yesterday during a multiplayer session I noticed that Peterovich had significant difficulty in locating targets on open fields, even in very close range. In this case the target is a AI BMP-2 and a T-55, both stationary, with a handful of destroyed wrecks, and one friendly AI M-60 nearby. Time of the in-game session was mid-day and weather condition was clear. Aircraft was being flown without any aggressive maneuver at reasonable altitude and no battle damage had been sustained. Peterovich failed to locate the targets even after the BMP and T-55 had fired upon my aircraft, but he did warn me about the in-coming ground fire from 12 o’clock as usual. I do notice the newly implemented changes in 2.9 for Peterovich AI to act according to target density and possible obscurity of the targets. In this case however, both targets were located in open fields, and no bush or tree or building could obscure Peterovich’s view. It was also not likely for Peterovich to be overloaded as there weren’t too many targets for Peterovich to process. Swapping a fresh aircraft and flew to the same target area did not fix the issue, neither did re-entering the server provide any help. The issue was repetitive during the whole game session. I am therefore confused by the behavior of Peterovich and I would like to ask if you could kindly provide any assistance? Or it maybe it is a potential bug? You can find my track file as attached to this post. Thank you! 001.trk
  4. I guess is that some garbled server name may be causing the server list to crash?
  5. The artillery seems to be limited within 20 km, and the appropriate distance cannot be determined according to the ammunition
  6. There are both Saved Games and DCS install directory have graphics.lua, which one should I modify?
  7. Sure, here is the miz file, and thank you for your attention test_ww2.miz
  8. Hi, Grimm! I have utilized your modified explosion script in my own mission. The effect is absolutely impressive! Thank you for bringing us such a realistic modification! However I do find that the script seems not to work very well with my WWII missions, specifically B-17s and Ju.88s. I have set the AIs to perform a high altitude level bombing, and I have ordered them to drop all bombs on target. The first part of the bomb load dropped out of the aircraft just fine, but the bombs coming out last exploded while still within the bomb bay, destroying the whole bomber formation. I have tested using the vanilla game, it does not cause this issue using my current AI set-up. I wonder if it is possible for you to have a look at this issue and thank you in advance!
  9. Hi cfrag I have downloaded and tried your Toolbox, it’s fantastic mission-building experience, especially for someone that has zero background knowledge for lua coding like me. However I have currently encountered some difficulty in trying to build a urban conflict style mission on the Mariana map using your toolbox, and I wonder if it is possible for you to kindly provide some assistance. Thank you in advance! a) SpawnZones i. When I set ‘orders’ to ‘guard’, the AI will only search for enemy units once. And after the AI set their first and initial waypoint, they will not automatically adjust their waypoint or search for enemies again. Even there are new enemy units approaching afterwards, the AI will still stay on their initial waypoint without further action. It is then very easy for enemy units to travel around the guarding units and to attack the objective that the AI guarding units are supposed to guard. ii. When I set ‘orders’ to ‘attackZone’, it seems that the AI will not identify whether the target zone is friendly or foe before initiating the attack. Is it possible to provide options for AI to IFF the target zone and decide whether or not to initiate the attack? Also is it possible to provide options for the attacking AI to actively search for enemies within a pre-defined area? This is particularly important for urban conflict set-up as the AI enemy units can easily hide behind buildings or obstacles beyond reach of attacking AI units. And the objective will become impossible for AI to capture or neutralise as there are still enemy units in the objective that cannot be destroyed. iii. Is it possible to provide options to limit the maximum total number of attacking groups on the map? I am aware the existence of ‘maxSpawns’ function, but ‘maxSpawns’ can only limit the number of times the AI attacking groups spawn, but not the maximum total number of groups on the map. The function I would like to achieve is to set a ‘cap’ for the number of AI attacking groups on the map, once the ‘cap’ is reached, the system should stop spawning new groups until the existing groups on the map are reduced to a lower amount. This is relevant as I have some guys with relatively low-end rigs having performance issue playing my mission, and I think this ‘cap’ function can reduce the overall pressure on hardware for the players. b) cfxOwnedZones It will also be very nice to have a ‘cap’ function for this as for ‘SpawnZones’, as described above in a) iii. c) cfxCommandernull i. When I set ‘cfxCommander.forceOffRoad’ or ‘cfxCommander.noRoadsAtAll’ value to ‘false’, the mission is very prone to CTD, especially for urban environment like towns on Mariana map. But if I don’t set the value to ‘false’, the AI will stuck themselves among woods or buildings because they can only travel in a straight line. ii. I hope ‘cfxCommander.forceOffRoad’ and ‘cfxCommander.noRoadsAtAll’ can be designated to individual unit, as sometimes I wish part of the units to travel only on roads and part of the units to travel off-road. For the time being I can only try to let the AI engage each other on the roads as they are so easy to stuck among buildings in an urban environment. iii. Is it possible to provide options to designate targets for ‘attackOwnedZone’ and ‘cfxOwnedZones’? For example I have five zones, A, B, C, D, E, and F. I wish the units in zone A to only attack zone B and C, and units in zone D only attack units in zone E and F. The ‘untargetable’ option I have currently cannot fulfil the function of target zone designation, only to decide if the zone is to be attacked by AI or not, and having no limit about which AI group is going to attack that zone. This can lead to the situation that AI in every other zones are trying to despatch a group to attack that particular frontline zone regardless of the time and distance, between zones, causing unnecessary pressure on hardware. I am aware that it can be very difficult for the current AI in DCS World to perform urban combat scenarios, but I have a potential walk-around idea for OwnedZones. Is it possible to calculate and compare the number of units presenting in a zone, so that when one faction has substantially more units than the other, the zone can be captured and the remaining enemy units automatically de-spawn? This maybe a solution to the issue mentioned in a) ii. Thank you for your time and attention in reading this. I am looking forward to your input and the release of Toolbox version 1.0.
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