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Kyridious

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Posts posted by Kyridious

  1. Edit : Already reported - Has to do with tooltips in VR.

    https://forums.eagle.ru/showthread.php?t=191310

     

    Hi Folks,

     

    When I start any 2.1 mission my game crashes when I move the mouse. I can get into the cockpit & fly around, but the moment I move the mouse it freezes. I did not have this problem yesterday before the update and it ONLY effects VR.

     

    Anyone else have this problem?

  2. Good Morning,

     

    I believe I have encountered another problem with AI routing. I can't make aircraft perform lead turns between waypoints when dynamically assigning a route. Lead turns between waypoints is the default behavior for "Turning Point" waypoints added within the mission editor.

     

    To review, there are two types of (navigation) waypoint actions:

    Turning Point - AC performs lead turn toward the next waypoint. (Note: AC is not guaranteed to fly over the waypoint)

    Fly Over Point - AC flies directly over waypoint before initiating the turn to the next waypoint.

     

    To test this, create a simple static mission in the ME:

    - Add single AC

    - Create 4 waypoints (ideally with 2x 90 degree turns)

    - Confirm waypoints are of type "Turning Point"

    - Run the mission and observe that the AC makes lead turns (instead of flying directly over the waypoints) (I added smoke at each Waypoint for clarity)

     

    Next, modify the mission above:

    - Tick late activation

    Using LUA (Moose):

    - Spawn AC

    - Get original route

    - Re-task route to the AC

    ie:

    spawnGroup = SPAWN:New( "RedPlane1" ):InitLimit( 50,50 )

    myGroup = spawnGroup:Spawn()

    -- Delay execution to allow controller to be created by sim

    myRoute = myGroup:GetTaskRoute()

    myGroup = myGroup:Route(myRoute)

     

    The spawned plane is assigned an identical route to that of the template. However, the AC no longer makes lead turns. Instead, it treats all the wayspoints as Fly Over Points. Am I missing something? I fear DCS does some offline computations to schedule lead turns, something that is not done at run time...

  3. Hi Guys,

     

    I'm seeing inconsistent initial behavior when spawning aircraft. To construct the simplest case:

     

    1] Add an FW190 AI aircraft group and tick the late activation box

    2] Add a second waypoint, set the speed at both waypoints to 500 kph.

    3] Execute the follow lua at mission start to spawn the aircraft (I'm using MOOSE)

     

    local spawnGroup = SPAWN:New( "BluePlane" ):InitLimit( 50,50 )

    local g = spawnGroup:Spawn()

     

    In some executions, the speed of the AC immediately begins to drop. In others, it stays pinned at 500kph (~450IAS). I've set up a loop to repeatedly spawn AC and print velocity after a short duration. Even within the same mission, half the spawns are nominal, half show the drop. What gives?

     

    Note: If the execution starts with a slow down, i find it impossible to recover. The AC will continue to slow down even if a new mission task is set (via RouteToVec3(), etc).

  4. Good Morning,

     

    I'm trying to task an FW190 loaded with an SC500 bomb to attack a naval unit. If the target is an armed speedboat, several types of tasks achieve the desired effect: attack unit, attack group, engage in zone, even a default CAS task does the trick. However, if I change the target to any other naval asset (i.e. USS Samuel Chase - attack transport) the tasks are ignored. What's so special about an armed speedboat?

     

    I would like to avoid specifying impact coordinates (standard bombing task) because the target will be moving. I have the option to fake all of this, but I'd prefer to have it happen organically.

     

    Cheers

  5. @eekz this is the same issue we are encountering with in Blue Flag.

    This is still no possible AFAIK.

     

    I hoped to test this before replying, but life's been busy and I won't get to it before the weekend. Something to try...

     

    Instead of removing wrecks, it may be possible to destroy() the unit/group before the wreck is generated in the first place. Try using event listeners to detect crash & onHit events. Depending on circumstances, destroy() the unit immediately before the sim even gets a chance to blow it up. Manually trigger an explosion at the crash point for visuals.

     

     

    There are many reasons why this might fail, but I'm mildly optimistic.

  6. Yeah.....And that's a pretty big bummer for me. It's not very fun creating missions where armor is concerned at this point. You can't really destroy it. We may as well not bother having it at this point.

    It's next to impossible to kill any of it with the WWII error planes and their weapons. From what I hear, even modern weapons aren't as effective as they should be against them.

    So from my POV, they're pretty useless right now.

    Hopefully we'll get a few more land based weapons and vehicles (with decent damage modeling) in the assets pack with this next update. It would make it feel a little more like money well spent for me. I'm not inclined to believe that the damage model for the tanks is going to change any time soon as it has taken years for the WWII aircraft to be addressed. I'm kind of bummed about the whole assets deal at this point.

     

     

     

    Here's the workaround I'm using: My current project has ship objectives that I want to sink with a single SC-500 bomb. Normally, it takes 3-4 bombs to sink an attack transport.

     

     

    I attach event handlers to the ships that I want to be killable with a single bomb strike. When the unit generates a "hit" event, I check both unit's health and weapon type. If the values are consistent with a direct bomb hit, I trigger a powerful explosion directly on top of the unit's position.

     

     

    this kills the unit

  7. Hey,

     

    since I'm new to MOOSE and been asking questions on "slack" I'm still trying to figure out how to make a neutral airbase/FARP conqurable and to block a coalition from spawning if the base is conquered by the enemy. Or block both if still neutral. Pikey said something about Ciribob's BlueFlag-Script and I just seem to be unable to implement it or rescript it in a way that it's compatible with my mission.

     

    I love learning MOOSE but doing it all alone gets me bored sometimes so I'm acting like a petulant child here asking for some big help :blush:

     

    Cheers!

     

     

     

    At risk of speaking out of turn, slot blocking involves functions that must be executed on the server. MOOSE sits in the mission scripting layer and doesn't have access to those functions. You'd use MOOSE to handle the logic for flipping flags which are exposed to the server script.

     

     

    The scripts I use are derived from Ciribob's work. Have you gotten his stuff to work in a pristine missions?

  8. absolutely. In one of my scripts I set waypoints for the client AC and it works just fine. Do it same way as setting waypoints for AI units.

     

    For example:

     

     function addWaypoints(route, groupName)
       local wp = {}
       wp.speed = 100
       wp.x = route.x
       wp.y = route.y                
       wp.type = 'Turning Point'
       wp.ETA_locked = false
       wp.ETA = 100
       wp.alt = 500
       wp.alt_type = "BARO"
       wp.speed_locked = true
       wp.action = "Fly Over Point"
       wp.airdromeId = nil
       wp.helipadId = nil
     
       local wp1 = {}
       wp1.speed = 500
       wp1.x = route.x
       wp1.y = route.y                
       wp1.type = 'Turning Point'
       wp1.ETA_locked = false
       wp1.ETA = 100
       wp1.alt = 500
       wp1.alt_type = "BARO"
       wp1.speed_locked = true
       wp1.action = "Fly Over Point"
       wp1.airdromeId = nil
       wp1.helipadId = nil
       
       local newRoute = {}
       newRoute[1]=wp1
       --newRoute[#newRoute+1]=wp1
       
       local newTask = {
           id = 'Mission',
           params = {
               route = {
                   points = newRoute,
               },
           },
       }
       local group = Group.getByName(groupName)    
       local ctrl = group:getController()
       ctrl:pushTask(newTask)    
     end
    
    

    I just started a thread specifically for naval vessels. I've tried an approach similar to this that works for AC/Land units, but not for naval. Have you had any luck tasking ships?

  9. Hi Folks, Does anyone have a code example for setting the route / waypoints for naval units using LUA? I need to spawn a ship and make it travel to a dynamic destination. Normal methods for AIR/LAND units don't seem to be working for me.

     

    I generally use MOOSE, but am willing to entertain alternatives. Cheers!

  10. Yeah.....This may have something to do with your particular DCS download. I have noticed that different people's downloads act and react differently to each one's scenarios.

    For me, the carpet bombing works, but only 1 of the for bombers in any given group will drop it's load. The other three will simply fly over the target area in formation. Sometimes it's the 2nd bomber that does it and sometimes it's the 3rd, but never more than one on any group.

    I set up a mission where I just gave the command "bombing" to 10 different bombers, set up each bomber as it's own group with full loads, and assigned each a cluster of buildings to target and that worked much better than using the "WWII carpet bombing" command for me. It was much more accurate. However, out of the 10 planes, only 7 actually dropped any of their load on the first run. When I re-ran the mission, only 6 of the 10 dropped any bombs.

    I think that it is very much a hit or miss with this early alpha release. But then, there has never really been very much success with IA performing specific tasks in much of DCS as far back as I can remember. IA is just a problematic issue. I'm kind of torn about whether it's actually worth the effort. On the one hand, elaborate IA that truly thinks for itself, has an accurate flight and damage model, and follows every command correctly will certainly have a huge impact on your game and it's overall performance. On the other hand, IA have always been a source of frustration and sometimes misery for gamers of all genres and games in general.

    So it's a matter of living with the trade off. And not at all worth complaining about because it's just an unfortunate part of gaming. Not that I'm accusing anyone of complaining. :smilewink:

     

     

     

    I've postponed escort mission development for the reasons above. However, I do have a technique for formation carpet bombing. Its heavy on lua but extremely reliable. Using MOOSE, I programmatically spawn the bomber box in formation using a single bomber template. This forces each bomber on the exact same heading. Each bomber is its own group and has its own set of orders. In the ME, I only need to set the target zone and specify a range to target. All aim points and spawn points are computed relative to target zone. I don't mess with the formation/follow functions. Paired with the No Reaction to Threat Option, bombs are dropped 100% of the time even in the presence of engaged enemy fighters. An impressive scene!

     

     

    But this is a compromise solution... The box can't maneuver, turn, or fight back. I just wish the AI Fighters would more intelligently attack the box (Right now, they match speeds and slowly creep up on the box's 6). I can't think of a compelling co-op escort mission without more realistic AI interceptors using high speed attacks.

     

     

    I'm happy to provide source, but its a mess at the moment. Note, I haven't tested the other solutions here - they may be superior.

  11. Thanks Racoon. Keep going with this fantastic work.

     

    I'm working on a "mobile flak" script that could be attached to a bomber unit. The idea is to spawn small randomized explosions in the vicinity of attacking enemy aircraft. You won't see tracer fire, but the end result might be plausible enough to use in a Co-Op AI mission. So, we could have bombers which fly in formation, don't evade enemy, fight back (sort of), and drop ordinance.

  12. We don't even need a maneuvering bomber box to make a compelling mission. I'd be satisfied with a formation that flies in a straight line, fires MGs defensively at enemy fighters (without maneuvering), and drops ordinance on command. I don't think we have the tools to do this yet. (Please correct me if I'm wrong!)

     

    Did any of the trailers show B17s fighting back with MGs?

  13. I had some success last night, but not enough to post a mission yet. I'm a little concerned about how the box will stand up to an attack. It looks like the formation is defined relative to a lead plane. What happens when that lead plane is damaged/destroyed? Does the formation dissolve or does it keep on trucking?

     

    The limited success I've had requires you to put a single bomber in each group. Each bomber group gets a unique wwII formation task. The "GROUP" field in the wwII formation command is set to the group of the lead plane. The other bomber positions in the combat box are determined by the Wing, Group, Box fields. To make the smallest box of 4 bombers, set Wing & Group to "leader." Then set the Box field for each bomber to leader, left, right, back. The bombers will snap to the correct coordinates in the mission editor.

     

    I admit, I've only had an hour to play in the editor so the categories might not be accurate, but this should help you on your way. I'll update with a more concise description in the future.

  14. Thanks a lot for that. It looks a bit technical for me, and, although I risk being banned from here by saying this, I'm beginning to wonder if all this makes a difference!

    I really am in awe of you if you are able to make these kind of judgements in real time! Honestly, how is one supposed to get near estimating the speed of the enemy, far less calculating sines of angles off, etc.? It's clearly beyond me.

    I mean, with the speed that everything happens, the floating nose, the manoeuvres of the enemy plane, etc. etc., I just can't see how this degree of accuracy can possibly be practical in a combat scenario. In practice , yes, I get it, but....

    Looking at the dogfighting videos on YouTube, not one that I've seen has made any adjustments to the wingspan or range controls for fighting 190s.

    I know it's my inadequacy, but I have tried the Spit Instant Action mission with unlimited ammo, and have tried many different pipper placements, and still get absolutely nowhere!

    I mean, with unlimited ammo, I have even tried peppering ammo all over the skies, and still nothing. Then, I watch a video on YT, and one little burst from the pilot, and it's all over.

    My struggle and frustrations continue. I thought that once I'd mastered landing, my life would become easier. How wrong was I?

     

     

     

    Not an expert, but I recommend using something like Tacview to analyze your flights. It should tell you if you're consistently over / under estimating lead. Fly an entire session using a consistent approach and review.

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