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Everything posted by Phantom_Mark
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I kinda guessed this, originally I had the 2nd aircraft set as my wingy, but he failed to drop anything, hence I started testing the other way around and at least got some results, first of all testing without me as the player in the flight at all, to make sure AI logic was working at all.........that's when I discovered the above scenario. As long as you don't have the player in the mix at all the AI release all 4 bombs in one pass as expected, it only goes south the moment you add a player in the equation, whether it is in the lead or wingman position ? Happy to test some more on this and put up vids and missions etc if this helps.....having an AI wingman who will release all 4 bombs in one pass is crucial to the mission design I am working on at the moment, as we don't want to be hanging around the target area, needs to be an in and out mission in one pass. Would you care to post your mission up here so I can double check my settings are correct here maybe ? and just to clarify I have been using the "Flight Engage Mission order" during the flight ? It is entirely possible my mission is not structured for the fix correctly atm due to messing around with workarounds etc. I have noticed the AI make more use of the glidepath for the JDAMS dropping at further distances tho. Thx
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AI Ground Forces Pathfinding Degraded ?
Phantom_Mark replied to Phantom_Mark's topic in Aircraft AI Bugs (Non-Combined Arms)
Sadly the bug remains in latest. The work around I found still works thankfully. I would suggest for a quick and cheap fix for the moment; hard coding a speed limit based on either the angle of the steering wheels of the vehicle, or the angle between waypoints, this will hard code my workaround until the route cause can be fixed. 5knots seems to be the happy space for fixing all of the problems observed above. -
Bug remains in the latest version, and the work around is just the same, todays patch hasn't changed anything. So 2x AI in a flight will release multiple bombs against multiple targets in one pass, as soon as you make one of those planes under PLAYER control the AI starts releasing 1 bomb at a time, and makes multiple passes on the targets.
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AI Ground Forces Pathfinding Degraded ?
Phantom_Mark replied to Phantom_Mark's topic in Aircraft AI Bugs (Non-Combined Arms)
I will retest this exact mission with the original parameters tonight actually, fingers crossed, having read the patch notes feeling hopeful it ticks this box tho. Will report back either way so we can hopefully wrap this one up. -
Yes, just re-centre TIR buddy :), whilst fully "un-zoomed" (so your view is super wide angle)
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I have a fix for you on that, I have zoom set to a spare slider axis, when the problem occurs here I zoom out fully ,reset the TIR, then zoom back in to correct zoom level, the HUD proportion is rescaled and works as normal. HTH.
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AI Ground Forces Pathfinding Degraded ?
Phantom_Mark replied to Phantom_Mark's topic in Aircraft AI Bugs (Non-Combined Arms)
Fingers crossed some of this logic stuff is in the patch now... :) -
AI Ground Forces Pathfinding Degraded ?
Phantom_Mark replied to Phantom_Mark's topic in Aircraft AI Bugs (Non-Combined Arms)
Discoveries tonight.....having spent some time with this trying to break down where things go wrong...... Observations, in corners where the look ahead code gets confused and the vehicle starts to wander around randomly, it seems related to speed, the default movement is 11knots iirc.......I thought it would be worth trying to reduce the speed to see if the path following became more accurate, and indeed it did, I reduced the speed to 5knots in the areas the AI struggled the most and it seemed to mostly cure all of the problems. Without seeing the code I can only presume the look ahead code is scaled against the speed as a factor, or possibly the code is deciding if it can make the next waypoint based on its current speed, grip, slip, and maybe other factors, subjectively I would think it is reasonable to expect the vehicle in my scenario to make the corners at the speed set, however knowing this limitation will make me craft the waypoints with this in mind now. Again, without seeing how the AI is setup to deal with the above I can hardly make any observations deeper than this, but maybe a few tweaks would be in order here, or maybe the next patch will fix it as indicated. As for understanding why a unit placed on that airfield has refused to move , no idea......no closer to working out a pattern to that behaviour yet, but once the vehicle is dormant even moving it to a location where other vehicles WILL work as expected yields no joy, once it is is "broken" by placing it in an area initially the editor doesn't like, it stays broken, placing a vehicle in the areas of parking space 55/56 seem particularly problematic, but not consistently problematic strangely, the HEMTT Fuel truck doesn't seem to like it at all over there, yet the ZSU23 Shilka seems to be quite happy starting a route from that location. Haven't tested much beyond the above as my focus was on the AI paths so far. -
AI Ground Forces Pathfinding Degraded ?
Phantom_Mark replied to Phantom_Mark's topic in Aircraft AI Bugs (Non-Combined Arms)
Ok I was able to create a similar mission here on the same airbase, interestingly this time the AI are happy to drive through the gate, which suggests at least there is no hidden walls Flappie......purely the way the AI are seemingly scanning ahead and picking up the waypoints on occasion, as it all falls apart at the end of the route again, mission attached. On of the vehicles complete refuses to move at all tho, a behaviour atm I cannot as yet find a pattern to....... AI Testing.miz -
This is incredible, awesome update since I last visited, top work, thanks so much for sharing. Big double thumbs up if you could make some sandbag assets of various sizes as well btw :)
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AI Ground Forces Pathfinding Degraded ?
Phantom_Mark replied to Phantom_Mark's topic in Aircraft AI Bugs (Non-Combined Arms)
I work with AI , specifically in Racing Games, my observation of what is happening in my vid at least is the sweep ahead doesn't like the vehicle to go between objects, you can observe the same behaviour for example trying to send a tank down a road, but placing one of the "road outpost" buildings along the path, the moment he comes to that and has to drive between the barriers he goes crazy and is trying to go around the building or through it rather than following the designated path through the obstacle, there also seems to be some latency picking back up the waypoint path suggesting it needs to look a little further ahead maybe, but but also not forget the foreground lol.......hard to explain in text lol -
AI Ground Forces Pathfinding Degraded ?
Phantom_Mark replied to Phantom_Mark's topic in Aircraft AI Bugs (Non-Combined Arms)
Just to clarify, do you expect it will solve the issues above as well mate ? thanks :) -
AI Ground Forces Pathfinding Degraded ?
Phantom_Mark replied to Phantom_Mark's topic in Aircraft AI Bugs (Non-Combined Arms)
New mission with the bare basics and I can't even get the AI to move at all......maybe another different bug, maybe it is associated with the airfield or something IDK. Whilst I figure out stripping my mission back to upload check this out tho....... I tried a simple waypoint path, minimum waypoints, and then when that failed a more detailed path, seemed to fail even more tbh. Short vid here, and screenshot of the waypoints. -
Super simple mission attached. Caucus Map: 2xF18 with GBU's instructed at waypoint 1 to attack map target, this instruction is repeated 4x to hit four different hardened hangars, I have tried moving the targets around to various locations to test the limits of achieving 4 drops and 4 hits in a single pass. In the example posted the AI drop 4 bombs each on 4 targets in one pass, as instructed. If you run the test with 1x AI and 1x Player (player aircraft #2 and lead aircraft being the AI) the AI will only drop a single bomb in one pass, then circle back 3 more times over the target area to drop the remaining 3 bombs he should have let go in his first pass. I have tried changing all the permutations on the action to change this behaviour, Group Attack, Auto , Bomb count etc etc , nothing worked, every time there is a human controlled aircraft the AI will only drop 1 bomb each pass. Reason for test ? I have a mission with 4 targets, and wanted to double check how to instruct my wingman to take out 2 of the targets, leaving the other 2 targets for me, then I became aware of the bug above. The mission as uploaded will work perfectly and as instructed, then go back into editor and change the #2 aircraft to human control and you will see the AI only starts dropping 1 bomb on each pass, and a new pass on each target. AI Multi Target 1 run Bomb Test with wingman.miz
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AI Ground Forces Pathfinding Degraded ?
Phantom_Mark replied to Phantom_Mark's topic in Aircraft AI Bugs (Non-Combined Arms)
I will strip back my mission and just leave the AI issue in place, post it up later. I have been using DCS for many many years now and not observed the problem as bad as this before tbh, unless you went out of your way to make it difficult of course. Road waypoints working with seemingly no issues in my testing on Syria at least. -
What happened to the path finding on the ground forces ?? Is my imagination or do they simply fail to follow waypoints "offroad" now ?? They barely touch the simple paths I have made in my latest mission ? Not seen a logged bug for it, so just asking. My particular problems are moving vehicles around Incirlik Airbase in Turkey......I have no explored if the problem is just in this map yet either.
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Painful looking at this new setup :(
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Force feedback sticks
Phantom_Mark replied to WelshZeCorgi's topic in PC Hardware and Related Software
Except the observations of the guy writing this isn't strictly correct, as the owner of a MSFF2 since release I have had nearly 2 decades use of it, maybe more IDK, so long now, but RE: DCS......there is a couple of planes which you can feel the stick pressure increase with airflow over the control surfaces, so the stick gets firmer as your speed increases, or looser as you decrease speed, just like a real place, very cool effect. I am not giving up on FFB, and I hope one day we have a proper mainstream reason for me to retire my old FFB2 :) -
So if the seat works in DCS without the software, is it still adjustable in DCS or ? and if it works in DCS do I even need the software to use it in Asseto Corsa, and can the effects be adjusted there also ? Is the Simshaker software only a factor if I wanted to add bass shakers etc ? or does the Simshaker software give more adjustment to the seat in games which support it ?
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I know I probably asked this somewhere before but I am ready to order. I would like to use this device in MSFS2020 and in DCS, plus also in Assetto Corsa Competizione Do I need to purchase the Jetpad, plus Simshaker Wings, plus Simshaker Wheels ? Will delivery to the UK be a problem atm ?? Any estimated ETA if I dropped an order now? Thanks kindly.