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FlightControl

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Everything posted by FlightControl

  1. Indeed. Compare this to the cars we buy ... http://www.theaa.com/driving-advice/fuels-environment/official-fuel-consumption-figures There is always a commercial aspect to these figures. FC
  2. Interesting to see that bug reports provides a signal that people are using it :-) Okay, in order to investigate, a few questions: 1. When you say "using MOOSE", what exactly of MOOSE is being used? (Which classes)? Can you share a script? 2. Can you help to resimulate the issue? If you can, would you be so kind to activate the "tracing"... Add the following statements at the start of your script: BASE:TraceOnOff( true ) BASE:TracelLevel( 3 ) BASE:TraceAll( true ) Please rerun your mission until CTD, a dcs.log file will be generated in your Saved Games/Dcs/Log folder. If the file is too large to upload here, can you send it to flightcontrol_master@outlook.com? thanks! Sven
  3. It only documents that a flightstick is still a popular device. And that proves that companies like Logitech are completely wrong when it comes to their "G" investments strategies. The perfect device is just not available on the market (yet).
  4. Did you get something workin?
  5. True. The request of FF is not well placed in a discussion around the F/A-18. Would be better in the WWII era... agree. Sven
  6. I follow your logic and it makes sense! I hope that the device will have force feedback with magnets.
  7. Remember this one? What has changed since one year? https://forums.eagle.ru/showthread.php?t=159893&highlight=aren%27t+good+joysticks&page=17
  8. Pls check the answer of funkyfranky. If you have further questions, just post or send me a PM. Thanks for using the framework! Sven
  9. R.I.P. Mr. Bond.
  10. Any small mission will do. The bottleneck is not the CPU, it is the gpu or the memory.
  11. I like to confuse people. A hobby of mine. No, it's my Belglish that is the cause. I should have been more specific, sorry for that. 2 years ago, I ran dcs on a SP4, but there were texture issues. See this thread at Intel support... https://communities.intel.com/thread/105780 Bad-CRC used to help on that discussion too! I am really interested how dcs runs on your SP4, with 16GB of RAM! Sv.
  12. Surface Pro 4 I had DCS world running on a Surface Pro 4 with 4GB. The only issue were texture issues... Due to low memory. But it runs fine. Very well actually. Please read my sentence carefully lol :-) No real gaming experience is required, low fps is okay. What I wanna do is to be "portable", when I have time, I can spend some time coding and designing missions on the train or at the airport. Some tablets come with 16GB of internal memory, an i7 under the hood etc. Although an i5 is more than enough. The issue is memory and video card compability. DCS world is not such a huge program actually. FC
  13. Thank YOU for looking at the function and your feedback! 1.) Regarding the assisted attack option, which is very handy for the mission I'm building. Like in the example, I have an artillery group which can assist the attack. It starts to fire at the targets but I can't make it stop again. If I set ROE to weapon hold, it has no effect. The assisted attack works with a task. I might want to add a "cancel attack" option to the menu, which would clear the task... Yeah, that function of the ESCORT needs a revision. Thanks for telling. Can you do an issue log on the github site please? It used to work though, but haven't really tested this anymore. You mean? You have setup a lot of ESCORT classes? Another feature that is fun, is that the ESCORT flies ahead, and leads the attack, and you control the attack from the helicopter. So, if two AH-64D are flying ahead as an escort, following its path. And you can let them scan the area, and attack detected targets. Once clear, you can move on with your MI-8...
  14. Is there a good 2 in 1 PC/tablet that runs DCS world? Not looking for the ultimate gaming experience. Running = Graphics render, cpu does not get red hot, and at low settings some game experience is possible. There purpose is to design missions. Wanna have touch with keyboard. High resolution would be good to have. Surface Pro 4 does not run DCS. Any other that do? Sven
  15. Ha! L. !!!! Nice to meet you! Will look into your suggested actions.
  16. Chromium, where can i find the AI enhancement code? Let me have a look at it.
  17. Hey Viff! Thanks for your message. Great you take this initiative. Indeed, allow me also to agree with what you wrote. The scripting community is actually one big contributing team. By sharing code, documenting it, and sharing the ideas, people can contribute with each other, learn from each other, and continuously improve. This benefits not only the people who are designing missions, but definitely the people who join those missions and execute the mission scenarios. Good missions and simulations are about exciting graphics, high fps, stellar views, but, beyond those form factors, there is more. Simulation is very much about being able to design continuously more complex and challenging mission scenarios, co-op missions, share tasks, distribute tasks, follow-up the taskings, and achieve joint goals. Campaign management is only the tip of the iceberg here. The excitement comes when you as a team achieve a difficult goal. Without the scripting community people who have contributed so much, we would not have a stack of missions and servers available to the levels we are at today. And that includes also those people who modify DCS world (mods). Many people are missing from this list. Personally, I have learned a lot from many people in this community. A lot of names to list here ...
  18. FlightControl

    SHIPS

    eye candy
  19. ZONE_POLYGON would be the class name to use. DETECTION can use different zones and zone types... See the concepts here... On your comment... I don't think you need to be a super knowledgeable person in lua to setup a dispatcher if you have a mission template and if it is well documented, correct? And once people have something working, they will want more, want do try other things, and add things. It's the first baby steps that are important. With a proper example that should go.
  20. See here an outline: https://forums.eagle.ru/showpost.php?p=3155138&postcount=1015
  21. Have a look to what I wrote below. Please evaluate, let is sink in a bit, and respond.
  22. AI_A2A_DISPATCHER Been thinking a bit how to "introduce" the developments that I'm doing at the moment in terms of a GCICAP in the MOOSE framework ... In terms of the feedback that i am getting from various sources, would like to see what boundaries people are having with scripting... I mean, everybody can import a lua file in a mission, correct? Well, if you would use MOOSE, I will ask you to import two files: 1. The Moose.lua file, which contains the base code of the MOOSE framework. 2. Your script file, which contains your mission script logic. What I though to do, is to show how a CGICAP like mission would look like using MOOSE... So, got this prototype mission setup with a couple of units This is the mission script: EWR = DETECTION_AREAS:New( SET_GROUP:New():FilterPrefixes("AWACS"):FilterStart(), 6000 ) EWR:SetFriendliesRange( 30000 ) A2ADispatcher = AI_A2A_DISPATCHER:New( EWR ) A2ADispatcher:SetCAP( "CAP A", SPAWN:New( "CAP A" ):InitLimit( 10, 20 ), ZONE:New( "Patrol Zone" ), 500, 1000, 500, 600 ) A2ADispatcher:SetINTERCEPT( "Intercept Mineralnye", SPAWN:New( "INTERCEPT A" ), 900, 1200 ) Let me first promise you, this is not hard, a couple of lines ... You'll need to learn a few things, but that would be the same with GCICAP. People don't like change, but do if it is useful. Well, if you're open to learn and help me, then consider the following. EWR = DETECTION_AREAS:New( SET_GROUP:New():FilterPrefixes("AWACS"):FilterStart(), 6000 )The above code will setup a detection. In the demo mission, an AWACS plane that if flying around and will act as an EWR. The DETECTION_AREAS is a "class" that models the detection and grouping mechanism that is applied. That is, this detection mechanism will group the detected objects per area, and will report those areas. Each area will have several units in there. Other detection methods exist with respective detection classes: DETECTION_UNITS groups detected units "per unit", thus each group has one unit... DETECTION_TYPES groups detected units per "type". It can be that other DETECTION_ classes will be made in the future. Concerning the text :New() -- The ':'-point indicates that a method of the class is being used, in this case "New()" -- New() creates an object of the class and stores it in the variable EWR. Now we have in EWR a copy of DETECTION_AREAS but now with configuration parameters. It is an instance of DETECTION_AREAS or object. DETECTION_AREAS:New( SET_GROUP, Radius )as you can see, takes a parameter as input! This is a SET_GROUP object, which models a "set" of GROUPs (that is planes, vehicles, ships etc). You can look at it like a list of GROUPs of different types, forms, positions. What the SET_GROUP class does, however, it can dynamically grow or shrink the list as GROUPs that belong to this SET are born or destroyed during mission execution. Of course, criteria is needed to specify which GROUPs belong to this SET_GROUP! That is what the Filter methods do. Each Filter method receives a parameter that specifies in a text the category, prefix name, type etc of the GROUP that should be added automatically. Once you've described all the Filter criteria, the FilterStart() method starts the dynamic filtering and will scan the simulation for any GROUP that is alive, and matches the filter criteria. Those will be added in the SET_GROUP. On top, the FilterStart() returns also the object of the SET_GROUP, that is given as the parameter to the :New( ) method of the DETECTION_AREAS class!!! The second parameter of the DETECTION_AREAS:New( SET_GROUP, Radius) is the Radius parameter. This is a number, that specifies the radius to be applies when new areas are being created. So as specified in the mission script, i provide 6000 meters, which will create areas of 6000 meters... The next line of code, is A2ADispatcher = AI_A2A_DISPATCHER:New( EWR )This code activates the AI_A2A_DISPATCHER class, by creatiing a new object from it using the :New() method. You see that AI_A2A_DISPATCHER:New( EWR ) takes a parameter EWR, which is exactly the DETECTION_AREAS object EWR that we created above! AI_A2A_DISPATCHER will use the EWR detection to scan the area. Any intruding plane detected will be mitigated by the A2A_DISPATCHER in a number of ways: 1. Through an INTERCEPT: Intruders are in friendly airspace, no friendlies airborne nearby. Urgent intercept required. 2. Through an ENGAGE: Intruders are in friendly airspace, friendlies airborne and nearby in a CAP. Those friendlies will engage. Any remaining targets will be intercepted. 3. Through a SWEEP: Previous detected intruders has been lost without any intervention. They need to be "searched". Friendly planes will sweep the area. 4. CAP: At regular intervals, friendly airplanes will take-off and CAP specified patrol zones. These zones can be of several formats: trigger zones, polygon zones, zones around moving vehicles, zones around moving planes etc... To be able to spawn the right friendlies for the right task, configuration is required for AI_A2A_DISPATCHER. This will be done using the methods of AI_A2A_DISPATCHER. The first things that needs to be done, is setup the squadrons. Lets discuss how a CAP squadron is setup: A2ADispatcher:SetCAP( "CAP A", SPAWN:New( "CAP A" ):InitLimit( 10, 20 ), ZONE:New( "Patrol Zone" ), 500, 1000, 500, 600 ) The method A2ADispatcher:SetCAP( Name, SPAWN object, ZONE object, MinAltitude, MaxAltitude, MinSpeed, MaxSpeed ) will setup the CAP configuration... - The first parameter is the Name of the squadron. Multiple CAP entities can be setup. At regular intervals, the dispatcher will start a CAP for a squadron. - SPAWN object is used to create dynamically new groups of a certain type, weapon load etc. The SPAWN functionality is VAST, and is beyond this explanation. Those who have used MOOSE before, will know SPAWN, those who didn't, please check below for the documentation on it. - The ZONE object is used to specify the zone where to patrol in. Again can be polygons, circle zones, moving zones etc... - MinAltitude, MaxAltitude, MinSpeed, MaxSpeedspecifies the minimum, maximum altitude and speed that the CAP will executed in. In my example, I have a CAP A group defined, that will be spawned dynamically when a CAP is being triggered by the dispatcher. Similarly, an INTERCEPT task can be configured: A2ADispatcher:SetINTERCEPT( "Intercept Mineralnye", SPAWN:New( "INTERCEPT A" ), 900, 1200 ) This will take: - The first parameter is the Name of the squadron. Multiple INTERCEPT entities can be setup. Intercept groups need to be setup at different airbases. When intruders come, the CLOSEST interception point will be calculated for the interception of the intruders. - SPAWN object. - MinSpeed, MaxSpeedspecifies the minimum, maximum speed that the INTERCEPTION will executed in. Other IA_A2A_DISPATCHER methods are being created, like options to specify the frequency and probability per squadron of the CAPs executed by the dispatcher. Probably also settings to configure the messaging. And later even a cooperation of the AI_A2A_DISPATCHER with the TASK_A2A_DISPATCHER ... What I would like to task from you (sorry for the long explanation) is: 1. Do you think such scripting is DOABLE? 2. What are the barriers from doing or using such mechanisms? 3. How do you experience the current GCICAP setup process? A few disclaimer notes, to avoid a deviating discussion: We can go into a discussion like GCICAP does this and that and does that better than that etc. I understand that such is true and am at this moment not so much interested in those things. We will get there eventually. My main goal is to provide a good baseline. The bells and wistles will be added later as the experience and usage will grow. At the moment, I will be happy if I can release an A2A dispatcher that does CAP, INTERCEPT, SWEEP and ENGAGE with some intelligence and load balanced behaviour! MOOSE documentation link: http://flightcontrol-master.github.io/MOOSE/ Note that the AI_A2A_DISPATCHER is work in progress. You won't find it yet in the documentation! So is this mission. A working demo will be added later in this thread to show the potential and the workings. kind regards, Sven
  23. I am a few days off releasing Air 2 Air tasking implementing INTERCEPT, ENGAGE and SWEEP tasking, which are dynamically allocated based on detection results done by EWR installations and AWACS. This on top of the already present Air 2 Ground tasking implementation for CAS, BAI, SEAD... This will be MOOSE release 2.2, so please a few days patience. I am heavily testing this stuff, because this release also comes with a whole new lot like settings management (imperial, metric), (LL, MGRS, BR BRA, BULLS) and now also for WWII an appropriate communication mechanism from that era. And before I forget to mention, a lot of this came from the functional inputs and experience from the MOOSE community members, like Pikey, LooseCannon, Mechanist, WingThor, ... to name a few... Thanks guys! Sven
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