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Everything posted by DCS FIGHTER PILOT
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AI Fox Three Glitch
DCS FIGHTER PILOT replied to DCS FIGHTER PILOT's topic in Aircraft AI Bugs (Non-Combined Arms)
My guess is that you launched within 10nm. If this be the case then yes, they will always go fully defensive. I have provided another track down below showing me launching a fox three on an EXCELLENT AI aircraft from just under 10 miles and then breaking lock immediately. As you can see he goes defensive but gets obliterated anyway. For the second aircraft in the same track, with another EXCELLENT AI pilot, I break lock before the seeker head goes active and he flies right into it like he doesn't even know that it is coming. AI FOX THREE BEHAIVOR.trk -
Hello all, I have been doing some research, and have found that AI aircraft will not ACTIVELY defend against radar missiles until they are EXACTLY 10 miles away from them. This defensive move is always executed regardless of any other parameters, ie missile speed, aircraft altitude etc. This feels very "scripted," and can prove to be a fatal maneuver given the right launch parameters. I suggest in the future, re examine and edit AI defence scripts to have them react more dynamically to threats. For a simple example, if a phoenix is shot at an AI aircraft from 20 miles away they should immediately do a split s and get the hell out of dodge while if this launch were to occur at 50 miles, they could wait a bit before going totally defensive. I have tried to do this myself but I have found no solution. I NEED YOUR HELP DEVELOPERS! I bring this up because of the DCS dynamic campaign on the horizon that must compete with other simulators. Hope I dont get banned now for using a bad word :). Anyway, I have provided a script of this down below recorded in version 2.5.5.34864 of DCS World Open Beta. For those who watch, I encourage you to go to the f10 map and break out the ruler to see what I am talking about. Just to be clear, I absolutely love this sim, and want to see it get better and better. This is why I push this stuff! Sincerely, DCS FIGHTER PILOT AI Missile Launch Behaivor.trk
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As many of you may know, this has always been an issue in DCS World. Whenever you shoot a fox three at an AI aircraft and break lock before pitbull, the ai will not actively try to avoid it. Rather, they may drop some chaff and always will fly smack into it. Needless to say, this does not provide much of a challenge especially to experienced flyers like myself. I have two tracks down below for proof. Seeing as how a dynamic campaign is in the rumors, it is best to make the AI as best as possible. Tracks were made using version 2.5.5.34864. Thanks, DCS FIGHTER PILOT. AI Fox III Reaction part One.trk AI Fox III Reaction part two .trk
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Noticed that in the latest version of DCS world, when you try to disable the range rings on the tad and click “save,” the sim crashes. Just putting it out there so that it can get addressed.
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Don’t well know where you can put mirrors in an F-16 but since it is an ED tradition to put mirrors in all their models, they will have to go somewhere!
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Anyway to get the sidewinder growl to be a bit louder in the Hornet? It is a very cool sound after all.
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WOW........................... Luckily it just dawned on me. Glad my Physics professor did not see this. Obviously relative velocities, man oh man.
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In the fighters that I fly in DCS and BMS, it seems to be much more difficult to acquire a radar lock on a target that is cold. I completely understand why it would be difficult to get a target beaming but why cold? Would the radar not just as easily see the red shift in the target as it does the blue or are there other factors in play?
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Does the F-18C have different RWR sounds for different threat types or is it just a single sound for a specific type of threat? Ie. in game now, the Mig-29 radar threat has same threat sound as an F-16.
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After the most recent update, the Aim-7m and Aim-7mh on the hornet shoot up into the atmosphere like an Aim-54 after launching on another aircraft. Is it just me or is everyone seeing this? Behavior noticed in Open Beta and Normal version.
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If I were to create a server with modded missiles would it get taken down? I would like to fly with others on my own server with my own rules and ideas on what missiles do. I am not going into detail what I have modded but am just curious what you guys think.
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I was more hoping for some insight from you guys on how to edit this myself in the file structure and not have to bother the DEVS. I have already solved a boat load of my “personal problems,” just by doing things myself.
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I shall make as many as I need to until this paying customer gets some results.
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Yes, the AI will go defensive immediately, but only by dropping chaff. The AI only starts going for the deck when the missile is 10 miles away. Until then, they are just flying in a straight line dropping chaff. This is the case with me.
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AGAIN, BETTER AI Glad to see other people bringing up the AI because it is still a major thing needs to get addressed. Particularly I want to see a setting that allows for the user, in the mission editor for instance, to determine the breakaway distance when going against radar guided missiles. Currently all AI aircraft break away from radar guided missiles at EXACTLY 10nm. For many missiles, like the Aim-54, this break away does nothing and results in countless explosions. It does not feel challenging and is rather disappointing. Is there a way that this can be manipulated NOW or do we need an update in the future for this to work?
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AI MISSILE EVASION AI aircraft break off from their flight and go defensive against all radar missiles, semi and full, at EXACTLY 10nm regardless of their skill, speed, altitude, missile type, missile speed, altitude, etc. To make single player more challenging, I want to manipulate this distance, mainly by increasing it to something like 17nm. Lately I have been playing around in the DCS AI folder manipulating all types of values to no avail. Is there anyone out there who would know what to do here? Is this something that I can write a LUA script for? HELP!!!
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Getting to the point, how do I get an option such as “evasive vertical maneuver,” highlighted in the tasks box like CAP for instance? Ie if I create a flight that is to perform a cap, within the task box, cap will be number one and highlighted. In order for the AI to perform another task does the task have to be highlighted and if so how do I highlight it? Does a task like “evasive vertical maneuver,” have to be in all waypoint tasks or just one? Sorry for all the questions but I would like to know what is going on.
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I could really use some help manipulating the AI to go defensive against missiles at different ranges. Right now all AI aircraft break away from an incoming missile at 10 miles and for some missiles, like the aim-54, this breakaway is utterly useless. Is there a way I can change the break off distance in the mission editor to something like 12 or 15 or do I need to go into the files of DCS to do this?
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I am very happy to see that most of the missiles in DCS have received quite the overhaul. Missiles no longer, (unless distracted by countermeasures,) make CRAZY maneuvers that kill all of their energy at once. Though this is a big improvement, there is still a bit of a way to go. In the future I am hoping to see more parabolic flight patterns that gives the Missile a tremendous potential energy advantage over its target. I would also like to see the drag coefficients dialed down just a touch to give each missile just that much more HOOF! What are your thoughts on this people?
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GTX1080 vs RTX2080ti Comparison/Benchmark
DCS FIGHTER PILOT replied to Flighter's topic in PC Hardware and Related Software
I have the 2080ti and the 9900k along with 32gb ram. Is it normal to get around 85fps on the Persian Gulf on max settings or is this a bit low for my specifications? -
I’m pretty sure that I have noticed that the AA missiles, particularly the Aim-120 and R-77, are tracking much more smoothly into their target. They are not maneuvering like crazy if the target is moving about. Is it just me or has the missile update finally been applied to other missiles than the aim-7, which got tweaked months ago.
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I was just curious if the F-18 was scheduled to get an MWS that helps alert the pilot to IR launches.
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Being that this week we got the first Data Link update for the Hornet I was curious on the basics on how it all works, mainly the IFF modes and the interrogation modes. I do realize that a lot of this is still pretty secretive but what do we currently know? From what I understand there are 4 modes, 1,2,3,4. For 3 there are sub modes a and c. Military aircraft use all 4. My question is, who sets these codes, the pilots or a computer before the flight? Are all codes for a friendly force identical, similar? I know that the mode three code is set by the pilot via atc instruction but what about the others? Do interrogation modes correspond to the IFF modes? What is the purpose of the ufc IFF? Does that allow the pilots to set the code? I know that it is a lot of questions but It is good stuff to know.
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Probably the wrong place to post this but I figure it is the page everyone views the most. Anyway is it just me or have I noticed that the AIM-7M on the F-18, (now it’s in the right section :) ) has a greater maximum speed and is much more stable? I have not seen anything, perhaps it’s because I’m not looking hard enough, that says that ED has updated the Aim-7M. Have they and if so, when do they plan to update the other missiles as mentioned?
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Let’s be clear here, the f-18 is one of the greatest things that has ever happened to DCS and maybe perhaps to any flight sim so I am not just here to gripe! I am also well aware of the fact that the f-18 is a work in progress and that there are many things to be worked out. Many updates have been mentioned for the further and I along with everyone else are looking forward to them. One thing that has not been mentioned yet, which concerns me, is the damage model. Getting right to the point the F-18 in DCS is essentially a paper airplane. Pretty much any hit from almost every weapon is instant death. I’d say that there is about a 10% chance of survival from most weapons if you are to get hit. Now clearly, getting shot with guns or missiles is not safe for any airplane driver, but this is a bit too much, at least compared to other models in the simulator. I am just wondering if this is something that will be tweaked or if it is final.