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EvilBivol-1

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Everything posted by EvilBivol-1

  1. What kind of aircraft are performing the attack and with what kinds of weapons? Maybe you can attach the mission so we can see?
  2. You don't really need it. Everything you need to know is in the .LUA files, in particular clickabledata.lua. It may seem a little intimidating at first, but actually it's pretty straight forward as far as clickable arguments go. Personally I rarely used the doc and went straight to the source. In either case, I'll see about uploading a Ka-50 cockpit arguments guide.
  3. File updated to add mainpanel_init.lua file, which can be used to read non-clickable instruments.
  4. You can install the English BS2 upgrade over a Russian BS1. However, understand that this will "lock" you into an English BS2 product and you will not be able to change to a Russian BS2, because it will use a different set of activation keys.
  5. Well, it's hard to say without seeing what you're seeing, but perhaps what you're describing is normal as the helicopter returns to the original point of hovery entry. If you engage auto-hover while still moving forward, naturally you'll pass somewhat beyond this point and the AP will then fly backward to return to it. To avoid this, you can simply hit the trim button again as you speed reaches about 0.
  6. It sounds like you never trimmed her for level flight. If the mission starts on the ground, the helicopter is trimmed to stay still on the ground. In flight, this stick position is aft of "neutral" and pitches the helicopter back. To avoid this, simply trim the stick slightly forward (about 15%) as you take off. And in general, you should trim often in flight.
  7. Just a small hint, when placing ground units, you may find it easier to run another window of the sim in MP mode and simply re-launch the mission each time you need to check placement. Not only does the mission load quickly, but you also have the ME open still and can make adjustments by looking at the live mission in the MP window. Just don't save the mission in the ME until the live one is exited. This may cause errors.
  8. We've prepared a short document describing the various cockpit triggers available in the ME and used primarily to create interactive training lessons for DCS flyable aircraft. While cockpit triggers are considered a dev tool, most of their functionality is available to the end-user. However, some of the triggers require use of the in-game console, which is disabled in public versions. Have fun! cockpit-triggers.doc
  9. No, that should be fire. Just keep in mind that in the A-10C cockpit there are two AP buttons - one on the LASTE panel and one on the throttle. The former is mapped to the A key by default, which is what the A-A training mission is looking for, while the latter is mapped to the Q key. They are two different input commands, even though they perform the same function.
  10. As far as I know the Russians still use a basic map system, where the FAC and the pilot have the same map with the same grid system. The FAC first identifies the large square on the map, and then one of 9 sub-squares within the large sqare (1 being the center and from there increasing counter-clockwise, so that 9 ends up being the top left sub-square. From there I think it's all just voice guidance for visual contact witht he target. I doubt there is any good way of doing it this way in DCS. Recently they've been testing and trying more automated systems, but even there it's probably more like sending a datalink target similar to what we do in Black Shark.
  11. Мне кажется что все странности связанны с автоматической групповой задачей. Я ее на скриншоте выделил. По моему из за нее бот вообще не выполняет триггерные действия а просто ведет себя по дефолтным алгоритмам групповой задачи. Попробуй удалить ее со всех точек маршрута и тогда ботом будут управлять твои действия.
  12. Вообщем, что у нас получилось. Задача стояла (насколько я понял) заставить бота перейти из атаки одной группы к атаке другой, потом успешно продолжать маршрут. Судя по моим тестам, первая проблема у нас состояла из автоматической групповой задачи CAS/Непосредственная Поддержка. Бот ее выполнял и чихать хотел на наши триггерные действия. Я эту автоматическую задачу удалил и бот начал действовать по заданным скриптам. Поначалу мы пытались работать с Основными Задачами, но тут тоже была какая-то проблема. Я мог заставить бота прекратить работу по первой цели, но на вторую он не шел, просто уходил дальше по маршруту и домой. В следствии я поставил Фоновые Задачи. Вот тут все и срослось. В начале миссии боту даются две фоновые задачи - атаковать новую гр.001 (более удаленную) и новую группу (более близкую). Так как атака гр.001 стоит первой по очереди в триггере, бот начинает с нее. Но в ее действии заложено условие окончания задачи по установлению флага-1, который в триггерах выходит по времени (можно изменить). При достижении этого условия, бот отключает эту задачу и переходит к следующей в очереди, что есть атака новой гр. Там условий окончания нету, поэтому он их добивает. Потом уходит по маршруту домой.
  13. Вот где нужно смотреть условия начала и окончания выполнения действий. Работаю я в А-10 версии 1.1.0.9.
  14. В добавку, это простой пример в котором флаг отвечающий за переход на атаку другой группы ставится чисто по времени. Ты можешь это время изменить и бот будет работать по первой цели соответственно дольше или меньше. Но суть в том, что в полноценной миссии флаг может быть установлен любым другим полезным триггером, там может ведомого сбили или еще чего.
  15. Правильно. Я специально это сделал, что-бы показать что ИИ можно заставить перейти на атаку другой группы по установленным условиям. В этом примере это по установлению флага, что на мой взгляд наиболее полезное условие. Я думал что именно в переключение атакуемой группы и был твой вопрос, поэтому так построил. Со вчера:
  16. Посмотри в условиях окончания задачи атаки группы№001.
  17. димок, посмотри такой вариант. HAI-attack-group-switch.miz
  18. Я не уверен если это именно то, что ты задумал, но вот пример того что ты описал. Вертолет рождается и через триггерные действия ему прописана атака первой и второй группы (одновременно, через 3 секунды после начала миссии). Но переключение атакуемой группы контролируется условиями задачи. Атака первой группы останавливается при установлении флага 1. Атака второй группы начинается при установлении флага-1. Флаг 1 устанавливается в триггерах через 120 секунд после начала миссии. Наоборот, основные задачи имеют приоритет. Если ИИ уходит на выполнение фоновой задачи нежели основной, значит основная невыполнима по какой-то причине. Без конкретного примера трудно сказать что там происходит. Если ты еще этого не сделал, советую осмотреть GUI мануал. Там это все описано, правда не легко читается. HAI-attack-group-switch.miz
  19. Скорей всего твои цели можно успешно достичь и в текущем редакторе. Он наоборот больше возможностей дает. Надо просто лучше ознакомится со всеми вариантами целеуказания. Там ведь есть возможности указывать конкретные группы, а можно и оставлять выбор цели на логику ИИ смотря на обстановку. Так же есть возможность волшебно давать ИИ данные о позиции цели, даже если он ее сам не видит. В твоем случае я думаю особенно полезно будем пробовать задачи Enroute Task или Фоновая Задача. Впрочем, я не утверждаю что проблем нет и все заработает. Некоторые вещи действительно могут не получатся.
  20. Мне кажется у тебя немного "накипело" в следствии неудачной работы в редакторе. Это старое знакомое дело. Нужно немного отойти, все будет хорошо. :) Давай ты лучше миссию приложи, может мы сможем кое-где помочь. Кампании от ИД мне кажутся на очень хорошем уровне, но я согласен что несмотря на глубокие возможности текущего редактора к настройке ИИ, необходимо развивать более простые и автоматизированные инструменты миссий-строения.
  21. От себя могу сказать, что есть стреляющие здания и вертолеты-боты стали умнее и полезнее (на западных форумах пользователи уже отмечали более вменяемых ведомых).
  22. By default, triggers have no Events added, so old missions have no problems woith this.
  23. Of course it depends on what was set in the original mission, but in some cases you may need to fix errors with targeting points.
  24. A new Black Shark 2 Upgrade installer is now available on the website and should correctly recognize all previous versions of the Black Shark, including Steam.
  25. Black Shark 2 List of New and Improved Features List of changes between Black Shark 2 and A-10C v.1.1.0.9: • Player controlled Ka-50 • Ka-50 cockpit in improved and more efficient EDM format • Dynamic cockpit shadows • Adjusted rotor effects for the Ka-50 flight model • Network compatibility with DCS: A-10C Warthog • Improved helicopter target engagement AI: o When analyzing a tactical situation, the HAI will take in account all threats, not only the target that the HAI is engaging. o If it's possible to engage targets from a safe distance, the HAI will not fly close to threats. o If it appears that the HAI is not at a safe position, for example too close to enemy air defenses, the HAI will fly away from the threat(s) and then start engaging targets from safe a distance. o If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run) from maximum range of that weapon and then break away to make a new attack if required. This reduces fire effectiveness, but greatly increases HAI survival when engaging targets with cannon or rockets. o HAI will not hover in an unsafe location. o If high-priority targets are screened by low-priority targets that make it impossible to attack high-priority targets from safe distance, the HAI will attack low-priority targets first to break the screen. In other words, if you have line of enemy APCs and tanks at 4 km and enemy AAA and SAMs at 12 km, the HAI will engage those APCs and tanks first. No more flying over the enemies' heads. o Jinking defensive maneuvering has been added. When flying in the WEZ of AAA, tanks, and APCs, the HAI will fly at high speed and jink. Of course, HAI will not jink when aiming at a target. • New, 15-mission Ka-50 campaign "Medved-2" • Updated and improved Georgian Oil War campaign • New voiceovers for Russian radio entities • Added Abkhazia and South Ossetia factions to the ME • Added Abkhazia and South Ossetia borders to the ME map • Added a number of unit skins for Abkhazia and South Ossetia • Animated cirrus cloud layer • Higher resolution textures for a number of ground objects • Improved smoke effects • Improved FARP texture • Updated documentation List of changes between Black Shark 2 and Black Shark v.1.0.2: Improved graphics: • High Dynamic Range (HDR) • Cockpit dynamic shadows • Soft self-shadows • Tree shadows • Normal maps • Animated cirrus cloud layer • 3D and transparent water • Low altitude clutter • Improved airbases • Improved FARP texture Improved sound • Implemented surround sound support. • Many new and revised sound samples provide a more rich and accurate audio environment. Improved gameplay • Network compatibility with DCS: A-10C Warthog. • Ability to take-off from ships (ships pitch and roll depending on wind strength (sea state)). • AI radio traffic can be heard when tuned to the correct radio frequency. • Mission Briefing and Debriefing available in-flight. Expanded theater of operations • The map now covers terrain further east to include the region of South Ossetia, center of the 2008 conflict between Russia and Georgia, as well as additional Russian and Georgian territory. The newly covered area provides a variety of terrain types, 5 new airbases, highly detailed cities, and a number of radio navigation beacons. Mission Editor improvements • Group properties interface that allows for in-depth AI scripting of a variety of behavior options, such as waypoint or trigger-based task execution, rules of engagement settings, readiness states, attack conditions, orbiting and holding points, etc. • Ability to lock either arrival times or travel speeds for AI routes. • Ability to copy and paste groups • New ground group formation options • Improved trigger menu interface includes cloning, trigger re-ordering, and OR rules. • 32 new trigger conditions and 19 new triggers actions. • Ability to set AI aircraft to spawn at mission start, but delay start-up. • Added Abkhazia and South Ossetia factions with corresponding units, skins, and map borders. • New active ground units: o 9B11 Mortar o Variety of armed stationary objects (house, barracks, blockpost, tower) Mission Generator • The mission generator utilizes a wide collection of force templates placed throughout the map to generate a randomized mission based on the player's desired mission location and options. Force templates can be edited and created within the Mission Editor. Improved AI • Helicopter AI (HAI) o When analyzing a tactical situation, the HAI will take in account all threats, not only the target that the HAI is engaging. o If it's possible to engage targets from a safe distance, the HAI will not fly close to threats. o If it appears that the HAI is not at a safe position, for example too close to enemy air defenses, the HAI will fly away from the threat(s) and then start engaging targets from safe a distance. o If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run) from maximum range of that weapon and then break away to make a new attack if required. This reduces fire effectiveness, but greatly increases HAI survival when engaging targets with cannon or rockets. o HAI will not hover in an unsafe location. o If high-priority targets are screened by low-priority targets that make it impossible to attack high-priority targets from safe distance, the HAI will attack low-priority targets first to break the screen. In other words, if you have line of enemy APCs and tanks at 4 km and enemy AAA and SAMs at 12 km, the HAI will engage those APCs and tanks first. No more flying over the enemies' heads. o Jinking defensive maneuvering has been added. When flying in the WEZ of AAA, tanks, and APCs, the HAI will fly at high speed and jink. Of course, HAI will not jink when aiming at a target. • Plane AI (PAI) o AI-fighters will now always try to launch AA missile when the target has entered into its no-escape zone. However, AI-fighters will fire missile immediately if it appears the fighter is losing first-launch superiority. • Ground Unit AI o Ground units are able to cross streams. o Ground units will by-pass destroyed bridges and seek alternate routes. o Ground groups will disperse when attacked. o Some ground groups will pop smoke when attacked. o NVG capability was removed from MANPAD SAMs. Dynamic weather • Dynamic weather conditions can be set for the mission based on a number of weather fronts and pressure differentials. Winds and cloud formations are calculated dynamically during the mission based on the fronts settings. This makes it possible, for example, to see precipitation in one part of the map and relatively clear skies in another. New or improved 3D models: • Air units o A-10A o A-10C o An-26 o An-30 o C-130 o E-2 o E-3 o F-15C o F-15E o KC-135 o L-39 o Mi-8 o Mi-26 • Ground units o 9S80 radar vehicle o HEMTT TFFT fire-fighting truck o LVTP-7 o Patriot SAM site units o SA-11 SAM site units o SA-3 SAM site units o Russian infantryman • Naval units o Pr. 1241.1 Molniya o Ticonderoga-class cruiser o Oliver H. Perry-class frigate • Other o Fuel tank depot Active Pause • The active pause feature allows you to pause the simulation, while continuing to work with cockpit controls. Campaigns • A new 15-mission campaign features a variety of missions with some randomization elements and voice-over messages. The campaign takes places in the South Ossetia region and is very loosely based on the 2008 conflict between Russia and Georgia. • Updated and improved Georgian Oil War campaign. GUI • Added sliders to control tree and ground clutter draw distances. • Added software Multisample Anti-aliasing (MSAA) settings. • Added an exporting function to the Input Options menu to export all mapped command to a text file. • Added Misc. tab with various game options, including view restriction options for multiplayer.
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