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About ruxtmp
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Flight Simulators
DCS
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Location
Earth
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Occupation
Engineer
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AI is generally pretty poor at acting realistically. Search then destroy in zone I think only works if the AI pilot can visually see the target in daylight. Instead of Attack Group use Attack Unit and pick the specific radar or SAM to shoot at that generally works about 50% of the time versus 0-10% of the time.
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Thanks that is good to know but considering how much effort it takes just to create a mission so the AI do something useful as you would want them to I dont think I will try to customize the lua especially since it is hit or miss. Maybe A modder will create a tool that will make it easier.
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This module has been slow in updates since roll out, Im sure everyone that was going to buy it has and sales are not supporting quicker development. I was excited about the taxi directors and patiently waited but overall I am disappointed in the final result mostly due to the need to have unrealistic static object setups on the deck for the taxi to work or look ok. I wish there was something like the old MSFS tool AFCAD that allowed users to create the taxi path of ai aircraft, with the tool you could have realistic airport gates and taxi routes versus the sims default simple airport implementation.
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Im not sure if the missiles aim for the pilots head or not. It would be nice to see what the hit box is for the pilot, I believe a few years ago the entire volume of the canopy was a hit box. If that is still the case then there is a good probability that shrapnel will hit somewhere on the canopy. The only issue I have with that theory is that I was under the impression that DCS does not model shrapnel and its resultant damage. Either way for me any missile hit results in instant pilot death 100% of the time. I actually stopped flying the hornet as of this week. It's still missing items and the damage model is abysmal.
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For player aircraft roads and the runways I mentioned work great. It is just AI cant takeoff from or land on them unless its a vertical landing. That would not be a realitic use of the runway length.
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Not sure how you block off ai taxing into static planes in their correct places in front of the island and then parking there too. I have not been successful in creating a reasonable full deck that works so I just script it and save 10 minutes doing a cold start and taxi.
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I have tried to but it only works well with an empty or unrealistically empty carrier. I've gone back to just starting on the cat and clearing the static objects once outside a trigger zone. When returning to the carrier another few sets of radio and zone triggers reset the deck for landing. With some good script or trigger logic Im sure you could create the launch and recovery of an entire cycle.
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I still see the same thing as well. All air to air missile hits result in 100% pilot kill. Only gun shots are survivable. I am not sure how ED is testing this but a player flown F-18 in single player being hit always kills my pilot. I setup a test with getting shot by a mig-29 from my 6 o'clock with an aa-11. When in an f-18 100% pilot kill. When flying Fw-190D, F-15C, F-16, A-10C, AV-8, F-14A, or F-14B the pilot survives at least 90% of the time so I can eject. II would test with other planes but I don't own them.
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It would be nice if AI AV-8s could land at abandoned runways near Kobuleti and Kutaisi. Those airfields would make great FARPs with both short field takeoffs and landings.
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Hopefully the navigation routes, targets, stores management, etc. wont take years to finish. The navigation, target points, and stores management setup is the most time consuming thing to do in the cockpit.
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I have used ai to successfully mission briefings and create starting locations, ground frag orders, and air sorties based on last mission completion state. It is generally working as a dynamic campaign generator by acting as the red force and blue force commanders. Unfortunately it still requires tons of manual work to build each mission for all the ground movement and air sorties with the actual mission editor. It basically just says what the groups will do and where they will attack and how.
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I still die 100% of the time from any missile hit after the update. I have about 14 instances since the last update where I've been hit by a missile, mostly aa-8s and aa-11s and was killed each time. While not a huge sample set I dont see any difference than before and all shots were from the rear quarter.
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Is the low detail and less than low detail area at least equivalent to MSFS 10 satellite terrain texture from 25K feet and up? For carrier ops I won't be flying below 25K but would like the view to be better than a blurry brown texture until I get to the detailed areas.