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504_Anzac

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  1. Is there any way you guys could have a look at the English dialog and briefings in the campaign, it is very poorly made. Sometimes it is so bad you have to guess what you are supposed to do. I'm not saying this to bash you guys, I try to study Russian when I have the time and the languages are very different and I think many time a lot is lost when translating, especially when military and aviation words are in the mix. A word might mean one thing to the military aviator, one thing to a civilian, using the wrong word in translation can make a sentence not possible to understand. But I understand that it might be hard to find a person that knows how to translate Russian military aviation terms into English military aviation terms.
  2. I have the same problem to, with the addition that smoke tries to refuel 20 above the tanker, and do not even extend the fuel probe. i have seen the same behaviour before by the AI when trying to get gas from the vikings
  3. In mission 3 in the campaign the C-130, Ch-47s and ground equipment in front of the player has to be moved to make the wingman and one of the other flights able to taxi and take off. Edited the mission by moving them to another part of the airport and now they take off just fine!
  4. Just checked the campaign that comes with the module and it i the same there.
  5. i have not flown without full sim mode since over 2 decades back. Unless DCS has changed something without my knowledge I don't think that is the problem.
  6. I have a very strange issue when trying to fly the "the border" campaign. Many key binds do not work, not even the default ones like switching to the flight engineer position, gunner, throttle controls etc. The problem is not there when flying regular missions, or multiplayer, and i'm not sure what it is related to. The controls show up as bound in the control setup, and respond to inputs while in that menu but as soon as i'm switching back into the cockpit I get no response from pressing the keys/buttons.
  7. As a mission designer that have been working with EDs different products since the flanker days, i'm a bit worried about if ED is aware of complete rework of AI that will have to be done in order to make a dynamic campaign working. I spends more time in the mission editor then in the cockpit, and part of that time is spent previewing AI behaviour in missions over and over again until you can get the behaviour you want in the mission. I feel that the AI is a joke, a bad bad joke. Everything you build has to be micromanaged to a level that you can not call the AI an AI anymore. And the parts where the AI actually has a bit of independent thinking, you often need to turn it off, or use community made scrips to micro manage it, like MOOSE, to get a behaviour that is not ridiculous. Even with all my skill and all the different tools used you still have AI that more often kills itself by not being able to for example manage fuel consumption and crashing due to running out of fuel, or not knowing when to pull up when getting in a dogfight or evading a missile, then to being hit by enemy fire. And don't even get me started on the ground AI... It is not even an AI, it is literally a way of moving targets around, and even that does not work. A common problem in my squadrons recent manually edited online dynamic campaign is that ground units just stop following orders, and get stuck with no way of making them move, at all. I really hope that ED realises that in order to make a dynamic campaign that will not just cause people to be disappointed and feel cheated they will have to totally rework the way the AI behaves or this will be money wasted. At least if it is to be a truly dynamic campaign where what you do actually affect the outcome of things, and not just a mission generator running with the ability to save in between missions. Because at this point the best way to win against the AI is just let them fly around killing themselves until they run out of air-frames. And wait for the ground AI to get stuck on a trees or buildings or just get bugged out so that the ground offensive is won.
  8. yes there is quite a bit of different totally useless control you have over the AI. but most of them are totally useless and 9 times out of 10 you use the same setup for every plane in the mission, just so that they will not get a stupid idea of doing something that will break the mission. In fact, I have been using the mission editors since back in the first iteration of the flanker series, and the state of the AI is today at an all time low. in my opinion. I turn of every part of the AI that is possible because if you give them just a tiny bit of self control, it will most likely destroy your mission. Instead of setting up a nice SEAD flight to clear enemy air defences, I tend to use standoff pinpoint strikes to make the AI kill AD assets. Because that way you don't risk them just deciding to overfly 2-3 active sam-sites on the way to the sam site the AI decided was the most important one. And forget about using the search in area or attack group, or ROE controls, most of the time the AI either just decides there is no targets to destroy and goes back home without attacking, or attacks a different target that it deems worthy. Ohh, and the standoff strike can not be directed at the vehicle or group itself, that would be to easy. It has to be directed at the actual ground under the vehicle, because the AI with all the fancy FLIR and pods cant be relied on to find a target in the open.. it is just impossible sometimes. I have stopped creating content for DCS because it is to much of a fight against broken AI and the mission editor. The only saving grace I can com think of is the MOOSE framework that at least makes enemy air a little bit less troublesome to add to missions. Even if that to has a long way to go before it will make mission editing fun and rewarding. If people don't see a reason to make missions anymore, of find that the AI behaviour break their immersion and don't feel like it is a simulation anymore DCS will be a very boring, to the point that i want care how many cool modules there is for the game.
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