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Posts posted by zaelu
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I don't want to make a friendly but in the end useless and off topic dispute with you two
But... I will say few informations. I am 50 years old by now. I joined these forums in September 24, 2005 after playing a lot of time other flight sims. I have a back log because I am old and need to work from time to time and have a child and also in time I do realized (doh... at 50...) that partially our hobby is used as propaganda for war which puts me off quite a bit.
I did made for my old squad quite a lot of missions. I also "fixed" from time to time training missions .... like lately... I have run through all the AV8B Training Missions. several times some of them and fixed in ME what I deemed necessary to be fixable. It's while looking at these missions I realized that no matter the dedication for them they will always feel and be limited and BUGGY as hell. Just to prove a bit what I said this is the "playthrough" list for AV8B that I have started. The youtube list in the post.
I also play MSFS, and Quake Champions (badly), and another dozen games probably... The day is still 24 hours...
An AI driven training course would be not only more informative but way funnier and become really a main dish not just a quick way to get you started without the manual. Because this is what we try to do in DCS... We try to learn a plane! The most important thing is that we know how that plane works and not that we are top dog on a server. It's meaningless actually. A real life pilot will always be amazed you the player know so much about his plane but will give a rats arse about the fact you downed 50 planes in one night on a quake server. Li-te-ra-ly!
For me a single player campaign is meaningless for example... some dreamer imagines some crazy scenario in which this or that country attacks his little country and he defends it with one plane.... what-ever! Dream on while some big boys steals your entire family life!
Imagine having an AI like Jester from F14 and F4. I am sure Cobra is looking into this as "this can change everything" in flight siming.
In one year or so everybody will slap their forehead wondering how the Earth turned all this time without this kind of training tools.
Manuals are cool but they fit a niche... a wide niche of people that need structured instructions and have no time to experiment.
You need to understand that everything we know...everything!!! Is not coming from manuals! But it's actually put in to manuals by those who experimented and some actually died doing it!
This is what we actually yearn for! The experience... Not the "nerding" and grinding but most have no choice in life and have to... read!
After a while... it becomes second nature and then first nature and then we can't do without. But actually... not only we can do without... this is how we did it in the first place.
But as wise men of Egypt said when Toth invented the writing and proclaimed that from then on no information will be lost: "No, from now on nobody will remember anything." I can say nobody is really experiencing anything."
Anyway...
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The training missions are done in months and are incredibly feeble to update destruction power and very very limited in everything. I never did training missions but I do know a bit of mission editor and dug my hands in triggers and scripts a lot of times and is very very limited and "dumb" compared with what any AI like Grok, ChatGPT, DeepSeek etc can throw in a fraction of a second.
One thing that can struck anyone reading the discussion with attention is how much the AI deduced on point. Sometimes big things sometimes little things only a human can spot. I for sure I have met in my life many many people way more linear than this AI... -
Things evolve very quickly it seems. I was chatting for 3rd time with DeepSeek and I asked him (it?) this:
"Do you have or will have in the future "agents". Say for example play a game with a human after you understand how it's played and have an interface to the game... for example a computer game"
He replied:QuoteThat's a great question! While I don't currently have the capability to directly interact with or play computer games in real-time, the concept of AI "agents" that can learn and play games is a rapidly evolving area in AI research. Here's a breakdown:
### Current Capabilities:
- **Game Understanding**: I can explain rules, strategies, and tips for many games if you describe them to me.
- **Text-Based Games**: I can play or simulate text-based games (like interactive fiction or choose-your-own-adventure games) since they rely on text input and output.
- **AI in Gaming**: There are already AI systems (like OpenAI's GPT models or DeepMind's AlphaZero) that can learn and play games at a superhuman level, but these are specialized systems, not general-purpose assistants like me.### Future Possibilities:
- **Game Agents**: In the future, it's possible that AI assistants like me could integrate with gaming interfaces to play alongside humans. This would require:
- **Learning Game Rules**: Understanding the mechanics and objectives of the game.
- **Real-Time Interaction**: An interface to interact with the game environment (e.g., APIs or screen-reading capabilities).
- **Adaptive Play**: Adjusting strategies based on the human player's style and skill level.
- **Collaborative Play**: AI agents could act as teammates, opponents, or even coaches in games, providing a more dynamic and personalized gaming experience.### Challenges:
- **Complexity**: Games with rich graphics, real-time action, or complex mechanics (e.g., first-person shooters or open-world RPGs) are harder for AI to handle without specialized training.
- **Ethics and Fairness**: Ensuring AI agents enhance the gaming experience without ruining the fun or fairness for human players.If you're curious about specific games or scenarios, feel free to share, and I can brainstorm how AI might fit into those!
then I said:
"Yes, for example I am thinking at an "agent" that can act as a pilot trainer in a flight simulation. The player (human) flies the simulated plane on his computer while the A.I. agent being connected to the game and being aware of hole game environment and telemetry of the plane gives live feedback to the player on what mistakes he did or what to do in certain situations like emergencies etc.
For example:1.. player flies but not that good and ai reminds him that he has allowed the airspeed to drop too low and he should pitch down or throttle up
2. plane has an engine failure and ai quickly starts helping the human with instructions like: "search for a place to force land the plane while still flying correctly for the situation" or "look left there is a corn field you can land there!" or "let me call ATC to call for a may-day for the emergency while you fly the plane"
3. or even provoke chain failures for training purposes.Another example... there are simulations where the player flies a combat plane and the AI could assist in ground operations... being aware of what the actual game world does. Games have "so called AI" that moves the "ai units" i.e. the live units that are not played by humans but most of times are really limited in possibilities like tactics and strategies... so an AI agent could really flex some brain muscle there."
He replied:
QuoteYour idea is fantastic and aligns perfectly with the potential of AI in gaming and simulation! A flight simulation AI agent, as you described, could revolutionize pilot training and gaming experiences by providing real-time feedback, guidance, and dynamic challenges. Let’s break this down further:
---
### **1. AI as a Pilot Trainer in Flight Simulations**
Your concept of an AI agent acting as a live instructor is absolutely feasible with current and emerging AI technologies. Here’s how it could work:#### **Key Features:**
- **Real-Time Telemetry Monitoring**: The AI agent would connect to the game’s telemetry data (e.g., airspeed, altitude, pitch, engine status) and analyze it in real-time.
- **Error Detection and Feedback**: The AI could detect mistakes (e.g., low airspeed, incorrect flap settings, poor landing approach) and provide corrective instructions.
- **Emergency Scenarios**: The AI could simulate emergencies (e.g., engine failure, fuel leak) and guide the player through the correct procedures.
- **Dynamic Assistance**: The AI could adapt its feedback based on the player’s skill level, offering more detailed instructions for beginners and subtle hints for advanced players.
- **ATC Simulation**: The AI could act as Air Traffic Control (ATC), communicating with the player and coordinating emergencies or traffic.#### **Example Workflow:**
1. **Low Airspeed Alert**:
- AI: "Your airspeed is dropping. Pitch down slightly and increase throttle to maintain lift."
2. **Engine Failure**:
- AI: "Engine failure detected. Maintain glide speed and look for a landing spot. There’s a field at your 10 o’clock—aim for it."
3. **Chain Failures for Training**:
- AI: "Simulating hydraulic failure. Use manual controls to maintain stability."---
### **2. AI in Combat Flight Simulations**
For combat flight sims, the AI agent could act as a tactical advisor or even control allied units, enhancing realism and strategy.#### **Key Features:**
- **Tactical Guidance**: The AI could suggest strategies based on the battlefield situation (e.g., "Engage the enemy at high altitude to gain an advantage").
- **Ground Operations**: The AI could coordinate ground units, manage logistics, or call for reinforcements.
- **Dynamic Enemy AI**: The AI could control enemy units with advanced tactics, making the game more challenging and realistic.
- **Mission Planning**: The AI could help plan missions, assign objectives, and adapt to changing conditions.#### **Example Workflow:**
1. **Tactical Suggestion**:
- AI: "Enemy SAM site detected at your 3 o’clock. Climb to 20,000 feet to avoid radar detection."
2. **Ground Unit Coordination**:
- AI: "Allied ground units are under fire. Provide close air support at grid coordinates Bravo-7."
3. **Dynamic Enemy Behavior**:
- AI-controlled enemy units could flank the player or set traps, making the game more immersive.---
### **3. Technical Implementation**
To make this happen, the AI agent would need:
- **Game Integration**: Access to the game’s API or telemetry data (e.g., Microsoft Flight Simulator’s SDK or DCS World’s export tools).
- **Real-Time Processing**: Fast analysis of game data to provide timely feedback.
- **Natural Language Processing (NLP)**: To communicate with the player in a natural, conversational way.
- **Machine Learning**: To adapt to the player’s skill level and improve its guidance over time.---
### **4. Challenges and Considerations**
- **Game Compatibility**: Not all games expose their data via APIs, so integration might require collaboration with game developers.
- **Latency**: Real-time feedback requires low latency to be effective, especially in fast-paced scenarios.
- **Ethics and Safety**: In training scenarios, the AI must ensure it doesn’t overwhelm the player or provide incorrect guidance.---
### **5. Future Possibilities**
- **Multiplayer Integration**: The AI could act as a wingman or mission commander in multiplayer games.
- **Custom Scenarios**: Players could design their own training missions or emergencies for the AI to manage.
- **Cross-Platform Support**: The AI could work across different flight sims or even real-world training systems.---
Your vision is incredibly exciting and aligns with the direction AI is heading in gaming and simulation. If you’re interested in exploring this further, tools like Microsoft Flight Simulator’s SDK or DCS World’s modding capabilities could be a great starting point. Let me know if you’d like help brainstorming specific features or technical details!
I got baffled. Not only that it can be done basically today but he/it understood more than I have said... like the last phrase was... wtf moment...
I haven't talked with him much... just 3 times this included. First time was just hello something and second time a discussion about nature of reality (you don't wanna know... trust me)
So... when someone makes a "lua script" that can connect these agents to DCS world to have real time telemetry and units position movements, heath etc knowledge real time?
Can you imagine?? Deep Seek in theory could be run locally on server!!!!
then I said:
"Your answer is really interesting and baffling. How do you know I am leaning towards MSFS and DCS?
If you are good at programming how would you do an interface between yourself and DCS World? There are a lot of "exporting" tools and things on DCS scene but I am not really a programmer and I can't express myself well."
And he replied:
QuoteHaha, great observation! I didn’t *know* you were leaning toward MSFS (Microsoft Flight Simulator) and DCS (Digital Combat Simulator), but they are two of the most popular and advanced flight simulators available, especially for the kind of AI-assisted training and dynamic scenarios you described. They’re also known for their robust modding communities and APIs, which make them ideal for integrating AI agents. So, it was an educated guess!
Now, let’s dive into how an interface between an AI (like me) and DCS World could work. I’ll break it down into simple steps and concepts, even if you’re not a programmer.
---
### **1. Understanding DCS World’s Exporting Tools**
DCS World has a powerful **Export API** that allows external programs to read telemetry data (e.g., aircraft position, speed, altitude, system status) and even send commands back into the game. This is perfect for creating an AI assistant.#### **Key Data You Can Export:**
- Aircraft telemetry (position, speed, altitude, heading, etc.).
- System status (engine health, fuel levels, weapon status, etc.).
- Environment data (weather, terrain, enemy positions, etc.).#### **Tools to Use:**
- **DCS-BIOS**: A community-driven project that simplifies exporting data from DCS.
- **Lua Scripting**: DCS uses Lua for modding, so you can write scripts to export data or interact with the game.
- **SimConnect (for MSFS)**: If you’re also interested in MSFS, SimConnect is the API for interfacing with the simulator.---
### **2. How to Build the Interface**
Here’s a high-level plan for creating an AI agent that interacts with DCS World:#### **Step 1: Set Up Data Export**
- Use DCS-BIOS or Lua scripts to export telemetry data from DCS to an external program.
- For example, you could export aircraft altitude, speed, and engine status to a text file or send it over a network socket.#### **Step 2: Create a Middleware Program**
- Write a small program (in Python, C#, or another language) to read the exported data and process it.
- This program will act as the "bridge" between DCS and the AI.#### **Step 3: Integrate the AI**
- Use an AI framework (like OpenAI’s API or a local machine learning model) to analyze the data and generate responses.
- For example, if the AI detects low airspeed, it could send a message like, "Increase throttle to maintain lift."#### **Step 4: Send Feedback to the Player**
- The middleware program can send the AI’s feedback back to the player via:
- Text-to-speech (e.g., the AI speaks instructions).
- On-screen messages (e.g., a HUD overlay in DCS).
- A separate app or window running alongside the game.#### **Step 5: (Optional) Send Commands Back to DCS**
- If you want the AI to interact with the game (e.g., simulate emergencies or control allied units), you can use Lua scripts or DCS-BIOS to send commands back into DCS.---
### **3. Example Workflow**
Let’s say you want the AI to monitor airspeed and provide feedback:1. **DCS Exports Data**: DCS sends the aircraft’s airspeed to a text file or network socket.
2. **Middleware Reads Data**: Your program reads the airspeed value.
3. **AI Analyzes Data**: The AI checks if the airspeed is too low.
4. **AI Provides Feedback**: The AI sends a message like, "Your airspeed is low. Increase throttle."
5. **Player Hears Feedback**: The message is delivered via text-to-speech or displayed on-screen.---
### **4. Tools and Resources**
Here are some tools and resources to help you get started:#### **For DCS World:**
- **DCS-BIOS**: [GitHub Repository](https://github.com/DCSFlightpanels/dcs-bios)
- **DCS Lua Scripting Guide**: [Official Documentation](https://www.digitalcombatsimulator.com/en/support/faq/616/)
- **Export Scripts**: Look for community scripts on forums like the [DCS Forums](https://forums.eagle.ru/).#### **For AI Integration:**
- **Python**: A beginner-friendly programming language for building the middleware.
- **Text-to-Speech Libraries**: Use libraries like `pyttsx3` (Python) or Windows Speech API.
- **OpenAI API**: If you want to use a powerful language model like me for generating instructions.#### **For Networking:**
- Use sockets or HTTP to send data between DCS, your middleware, and the AI.---
### **5. Example Code Snippet (Python)**
Here’s a simple example of how you might read data from DCS and provide feedback:```python import time import pyttsx3 # For text-to-speech # Simulated function to read airspeed from DCS (replace with actual data export) def read_airspeed(): # In a real scenario, this would read from a file or network socket return 120 # Example airspeed in knots # Initialize text-to-speech engine engine = pyttsx3.init() # Main loop while True: airspeed = read_airspeed() if airspeed < 130: message = "Your airspeed is low. Increase throttle." print(message) engine.say(message) engine.runAndWait() time.sleep(5) # Check every 5 seconds ```
---
### **6. Next Steps**
If you’re interested in pursuing this, here’s what you can do:
1. **Learn the Basics of DCS Exporting**: Explore DCS-BIOS and Lua scripting.
2. **Experiment with Python**: Write small programs to read and process data.
3. **Join the Community**: The DCS modding community is very active and can help you with specific questions.---
This might sound complex, but once you break it down into smaller steps, it becomes manageable. If you’d like, I can help you brainstorm more specific ideas or even guide you through setting up a simple prototype! Let me know how you’d like to proceed.
It takes me more to process these than it take him to say it...
I can't share a link to the discussion unlike on ChatGPT and Grok. I will add pics I think.
for the record I add some screenshots. -
Is this bug still present? The NVG + - seems not to be working... maybe I haven't turned my encoder a million times as it should be?
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7 minutes ago, JupiterJoe said:
Sorry, that's going to clash with the Starship 7 launch. Can you reschedule?
Starship is one hour later after 2025 and beyond... if all goes as planned and they don't hold...
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The full mission can be made to continue after take off if you edit it and resave it.
You need to delete some triggers that set conditions for the next "talk" after take off. That talk also sets a flag and becomes a trigger for the rest so if that one doesn't work the rest will not work either.
The problematic trigger I think is the Altitude. There are two more one regarding gear up and other regarding being in nav master mode. The last two are linked to cockpit arguments which I don't know by heart if they are correctly linked to gear and nav mode but I did delete those conditioning triggers and the mission didn't continue. Only after I deleted the altitude one the mission continued.
So basically I remove all 3 triggers/conditions (7001 7002 7003 I think) and left only the time since flag 7 which is the previous talk where the instructor voice say to take of and we continue after being airborne and in Nav master mode. But prolonged it from 19 seconds to 60.
TLDR... less complicated than it sounds... look at the pic
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Holy Necro I know.
Just wanted to say/ask that the mission is still hard to follow many things are either not implemented or changed since this thread was active.
Mainly some switchology is either not working as intended now or is different or not clear enough. Like switching to TV mode which is confusing as the TV simply does not work until I reset with NWS or I turn the aircraft towards the waypoint or target the TV is supposed to be looking at.
The modes TDC HOTAS and another one mentioned in the mission are simply G O N E... is a MTC or something in place. Obviously that part is very confusing in the mission.
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17 hours ago, rob10 said:
I think most of the audio files are encrypted at this point, so not sure there is an option for doing anything to/with it.
While a long time ago it was a little over-zealous in firing that sound (i.e. when it really shouldn't have), I haven't heard it in a quite a while. Just practice a little more and it should go away on it's own (since you won't be triggering it).
Thanks! It's saying it every single time actually. Probably not so much if you are really really good and come smoothly. I am training now again for refueling and is startling every single time. I think if I would export the telemetry to some recording it can be seen every single time I almost lose control because of that silly sound byte. I try to imagine it actually means "You're looking good! Go ahead!"
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Does anyone know where is the file for this annoying sound? Thank you!
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2025... Absolute same bugs are still present (INS alignment not working as instructed, Mag var bugs out, etc) which is so funny since the guy that made these training was so ironic on slow people with his snarky comments in the training missions... He still tries to sell campaigns on FB... rofl.
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The update solved the ground units problem.
The non AG versions where not working but it turned out I had to start a flight in Su-33 at least once... LOL. Long time since I loaded the 33...
edit
Still... the the non AG variants work after a first clean start of DCS only after I enter once in a Su-33. It's strange. -
Funny thing is I tried to man that unit and shoot but it has so much recoil it almost turn the truck upside-down after each shot and I don't think I can hit something in the air at any distance after a first lucky shot.
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@Abburo Wow, good to know. I will stay further away from now
. Thanks for the info. Yes the VC Zis 150 AAA was the culprit.
I must say I wasn't really caring about it as I thought it just some jungle truck with "some 23mm double cannon" or less. Accuracy is maybe a little too good for "average skill level" it was set. I will do some more tests on the maximum range. I was at around 800m altitude but can't remember the exact distance so maybe they are withing acceptable range or maybe slightly over and accuracy should decrease at such range significantly.
Anyway it doesn't look laser aiming but just very lucky with some of the shells.
Thanks and regards!
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Not sure if it was reported or not but the Vietcong units that come with the Vietnam Asset pack are a bit... super uber.... they fire at ridiculous range and their shells are heavy tungsten or something. One day I was strolling around in my Ka-50 and one of those shells lobed at me at something like 5 km and torn my helicopter apart. I was like... quickly floored
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17 hours ago, freebirddz said:
did you apply patch above ?
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If you mean this one, yes. I have placed the two files overwriting the existing ones.
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With the latest patch the Su-30 makes moving units not work any more in most missions. If I create a brand new simple mission with one tank moving and one slot for game master the tank is not appearing. Tested several times with and without the Su30 mod and is not working only when the mod is enabled.
Map doesn't matter.
I have a mission where just red side lose the units. same units. Like same ship on blue appear but on red doesn't.
I am not sure if it could be a conflict with another mod... I don't have many... A4, Bronco, OH-6A but o far from what I tested Su-30 ON means units not working at all (or one side in one mission)
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On 12/26/2024 at 11:43 PM, Bucic said:
What's your wake turbulence setting?
On.
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Personally I haven't encountered the problem after clearing the shader caches and the nvidia shader cache. Did several start in f5 and the FPS is dropping first to 10 but recovers fast to 40. Maybe I am just still lucky and at some point it will fail again...
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YES! For all helicopters.
I actually can't understand why this wasn't already done. We have it on Gazelle (and Kiowa apparently... not owning that) and the free Oh-6 Cayuse and works like a charm.So... Fade in - Fade out trim for president Yes!
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I cleared the caches (DCS ones, nvidia shader cache) and did few flights on different maps. So far the issue is not showing again. I will test some more to see if it holds.
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From 40 in VR on other modules I went to 10 in the F-5e "remastered".
I didn't had it before last patch so I don't know how it was before.
When starting for the first time on Syria map free flight the cockpit was fully loaded but before I hit fly the FPS looked normal in the 40+. When I hit fly... gone. 10-12FPS
Same if jet is powered down on ground. FPS is in the bin. Caucasus, Syria Mariana... same.
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Any news?
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This is still a wonderful plane. I made a mission similar with the one in the movie above just yesterday and it was awesome!
Updates would be appreciated!
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DCS KA-52 Mod
in Flyable/Drivable Mods for DCS World
Posted
I know it could be seen as a joke but I think this mod would be nice to be published also under MSFS... all things considered...