Priest
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Good catch! Wonder if DCS can handle time zones that aren't in 1 hour increments from UTC. Are there any other countries that observe something like this in real life?
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This is a visual issue anomaly that occurs when upscaling is enabled. I'm running a 2080TI and get the same result when any upscaling mode is used.
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Posted this in ME bugs section a week ago no feedback so I'll try here... There's a "formation interval" advanced waypoint option for ground units now I'm not sure when it was added but it must have been fairly recent. Nice! Except it's mostly broken? It works with offroad and onroad formation types. Use it with any other formation type though and the formation gets switched to an offroad type formation in mission once the option is activated at a waypoint regardless of formation settings in ME. I also can't figure out any way to turn "off" the formation interval option once it's been activated at a waypoint. Once the formation interval option is "on" the formation can't be switched back to anything other than an offroad type formation in mission regardless of formation settings used in ME. I've tried this with vehicles and infantry groups and several different variations of waypoint setup and same results. Anyone have better results?
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Ground AI Waypoint and Pathing issues
Priest replied to WirtsLegs's topic in Ground AI Bugs (Non-Combined Arms)
I don't think it's going to WP1 rather than WP0 that's making it work but maybe making sure the goto waypoint has a speed assigned to it? By default WP0 "speed" is zero, WP1 by default would have a speed. Success also seems to be sensitive to placement putting the "GOTO" waypoint at a good distance from the waypoint with the "GOTO TASK" seems to work better. It's still pretty quirky no matter what but can get it to work with some fiddling. Something is going on behind the scenes making it buggy, ED will have to answer what that is. BUT I can get a looping route to work pretty reliably with a lot of handholding so to speak. In the attached mission I added extra waypoints to slow the group down around turns, it looks good, but also lets units in the group re-group if they get too far apart. Also added a few hold points (30 second duration) along the route, again to let the units in the group re-group if they get too far apart. The extra waypoints seem to help keep the AI group on task pretty well, too few waypoints they start patrolling the city every now and then. Maybe they saw something haha. Loop route seems to run pretty reliably for at least two hours.* What I did notice when I added the hold points is on the first loop the AI group stops at the "hold" points, but then on successive cycles they start stopping short of the actual waypoint with the hold task on it. I noted where the hold points in the mission are with text boxes observable on F10 map. The AI group also slows down and speeds up outside of when they should based on waypoints set up around the turns starting on the second cycle. This suggests to me SOMETHING is breaking when the go to waypoint task is used. The waypoint route actually plotted is changing somehow that is not entirely clear. We can see this happening because tasks are being triggered when they shouldn't be based on where waypoints were actually placed. This would also maybe explain the weird offloading behavior when a simpler route with less babysitting is plotted out. The AI is running into phantom buildings or something? Maybe. *EDIT: The route seems to work reliably with the M113s at least... I changed the units to BTR-80s no other changes and re-ran the mission and the group went haywire pretty quick. ED help! Syria Route Loop Test.miz -
Low Digit MANPADS - A Simple mod to add in early MANPADS
Priest replied to Xeno426's topic in Static/AI Mods for DCS World
Less deadly manpads? YES PLEASE These are great! -
I searched and didn't see this reported, but there's a "formation interval" advanced waypoint option for ground units now I'm not sure when it was added but it must have been fairly recent. Nice! Except it's mostly broken? It works with offroad and onroad formation types. Use it with any other formation type though and the formation gets switched to an offroad type formation in mission once the option is activated at a waypoint regardless of formation settings in ME. I also can't figure out any way to turn "off" the formation interval option once it's been activated at a waypoint. Once the formation interval option is "on" the formation can't be switched back to anything other than an offroad type formation in mission regardless of formation settings used in ME. I've tried this with vehicles and infantry groups and several different variations of waypoint setup and same results. Anyone have better results?
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Syria has so many great on-map assets buildings and such. Would be awesome to have some static objects based on these same assets we can plop around as needed.
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You can do some stuff with vehicles using triggers and flags that work "ok" but keep your vehicle groups really small if trying to do intricate movements especially if running a super-detailed map like Syria. Two-unit groups or even just single-unit "groups" if necessary. I think it helps to be really detailed with your waypoints when tight turns are necessary around buildings and such. Use three or four waypoints to really define the AI unit route around turns, don't leave it to the AI to sort out, and use those extra waypoints to slow down and speed back up going into and out of the turns. Keeps the AI mostly out of trouble, but is very tedious to set up. Infantry though is hopeless in its current state even if try to do troop movements completely by "hand" so to speak using single-unit groups with extremely detailed waypoints along the entire path no matter what they go haywire eventually and start clipping through buildings, vehicles, wandering off randomly, whatever. I've tried to make it work a hundred times probably and always end up giving up in frustration because it just doesn't work.
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Definitely should be pinned! Hasn't been updated in a few years so its missing some of the newer stuff, but it's super helpful at explaining how the core ME functions really work. Saves a lot of frustration!
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- mission editor
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I want my AI unit to sit quietly till activated.
Priest replied to mytai01's topic in Mission Editor
Have your AI aircraft takeoff from ramp and select the "uncontrolled" option. Then add command "start" to triggered actions list and you can then use AI Task Push to trigger. Works great l just I learned how to do this today. I could not figure out a way to have them take off from parking hot and hold them in parking on a delay. Startup takes a couple minutes once you trigger it, that might depend on the individual aircraft though just have to test it out and adjust. Another way is to change the start time on the takeoff waypoint for the aircraft to a time later than mission start time, it works, but the aircraft are not visible until their start time. I couldn't figure out a way to force them to be visible pre-start. I guess you could do some trickery with a static aircraft serving as placeholder until AI aircraft start time and then deactivate the static aircraft on AI start time or maybe like a second prior or something. Anyway the first method using the "uncontrolled" option worked great. Suggest trying that. -
Might have missed the answer if there is one but is there a way to force headlights "off" at night on civilian asset pack vehicles?
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In triggers Flag Set Random Value is not random
Priest replied to Richrach's topic in Mission Editor
I've noticed things like this too. Part of me thinks maybe random number generator uses time of day somehow? And then part of me thinks well I know the possible outcomes in my mission and it just doesn't "seem" random enough to me because I have this expectation bias that each time should be different, and then it's just randomly NOT that different over a few sessions. Who knows. ED! -
In triggers Flag Set Random Value is not random
Priest replied to Richrach's topic in Mission Editor
There's definitely something "weird" going on, whether that is because of a bad pseudo-random number generator or we just don't know how it really works (or both) well I don't know. Probably related somewhat but I have found it better to affirmatively specify what happens for all outcomes rather than leave anything "open" because otherwise for who knows why 1-1-1-1-1-1-1-1 is a perfectly good string of numbers! Say for example if want to make the path an AI unit takes in a series of waypoints less predictable, why not just create one advanced waypoint action at each waypoint that selects an out of sequence waypoint with a 50% chance to trigger? Should work right? It doesn't the AI falls into a repetitive loop if do that. Instead, set up two advanced waypoint actions (1) select out of sequence waypoint 50% chance to trigger then (2) select normal sequence waypoint 50% chance to trigger. Attached is a little path test mission I made, all AI units running in a box using couple different variations of the above. Haven't collected actual distribution of "choices" just observed via F10 map at 20x speed see what happens and the unit in the RED box always eventually gets stuck going back and forth exact same leg. Science! Random Path Test.miz -
This is pretty cool. Anyone try to recreate Wags via speech-to-speech yet haha What's a good tool for adding some effects? Radio static, gunfire, like in yours. "Good" in this case means easy to use and ideally free.
- 13 replies
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- voice acting
- mission editing
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EDIT: FIXED (originally put folder in main *DCS World/Mods/aircraft rather than *Username/Saved Games/DCS/Mods/aircraft) works now! Tried installing this and got this message on launch. New unified DCS runtime no longer likes?
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This is an absolutely amazing modification I'm just blown away by how much of a difference it makes. Ordered it back in November finally got around to installing it and it was super easy, instructions are fantastic can tell they are a product of experience. Also really appreciated the extra screws because of course I dropped one of those tiny things into the base of the throttle during install and would have sucked to have to dig that out with the right throttle taken apart! Can't believe I've been dealing with the TM ministick for 10+ years what a piece of crap that thing is. In just a couple sessions after installing the Deltasim stick and the fast slew custom firmware I'm doing things I never could have made work with the standard ministick. A-10C "II" is my main and this mod is a complete game changer for employment of Mavs, APKWS, anything TGP. It'll make you fly different because weapons employment is sooo much smoother. Can now slew across a huge range fast and have extremely accurate fine aiming control at the same time. That was just not possible with the standard ministick. 10/10!!!
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Thanks for the quick response! Love your guides.
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On the KA-50 control setup page the Warthog throttle boat switch, ministick, and left throttle button have arrows pointing to them indicating something should be mapped to these but there are no labels. Bug or works as intended?
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Well that's pretty bid deal!
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Just curious, why is Cougar throttle mounted in reverse?
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Use of exterior lights during combat
Priest replied to Animal66's topic in DCS: A-10C II Tank Killer
I think a look at MP player counts online at any one time is all the evidence you need. DCS wouldn't exist without the "silent" SP simmers. -
Did something change? Nothing about it in patch notes.
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A little more brrrrrrrrrrt never hurts
Priest replied to Vanguard's topic in DCS: A-10C II Tank Killer
Is this for real!?
