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Everything posted by Exorcet
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Absolutely. Even if one can afford a drive, the idea that getting a new one is some kind of be all "solution" is ridiculous. No reasonable person is going to want to throw away money to solve something that could be resolved for free. Looking beyond money, having the option to free up space with a few clicks is far easier than going out and getting a new drive and then installing it, if you even can install it which may or may not be difficult given hardware and your current situation.
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Is there any plan to add damage to fuse-offed bombs?
Exorcet replied to Koren4613's topic in DCS Core Wish List
I don't know about this. The bomb did hit the solider's helmet. So he was protected, that's the job of armor after all. More seriously, the game already has some of the tools to do a damage calculation here. Weapon mass and velocity give momentum. Add some estimate of time to transfer that momentum and you get force. Or you could just use mass and velocity to get kinetic energy and convert that to an explosion of equivalent energy. -
The AI in general needs some kind of request assistance option, and it should also take into account AWACS or similar units if they are present. So if a CAP flight is near by, but has no current task, AWACS can direct them to the unit needing help. There should probably be two components to make sure we don't get unexpected behavior. The unit requesting help should have either a waypoint/triggered command to call for help (so that it's up to the mission designer to call it) or an option to call for help (so the AI can decide if it needs help and call on its own). While other units would have an option checkbox for responding to calls. The checkbox would be needed to prevent a unit from being pulled from something more important (ie you don't want the CAP protecting AWACS to go chasing after enemies 100 miles away attacking some random troops and leaving AWACS unprotected). The call for help option can also be made available to players. If a player requests help AWACS could direct them to friendlies, or send friendlies to the player. Slower or immobile units like SAM or ships could report their positions and tell the player to come to them for cover.
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fixed AI B-1 poor flying at low altitude
Exorcet replied to Exorcet's topic in Aircraft AI Bugs (Non-Combined Arms)
I did not notice the pilot dead part, but everything else sounds the same as my situation. The B-1 decides it needs to descend rapidly, but points the nose too far down and makes it impossible to recover. The AI needs to be more proactive in handling terrain, and needs to account for obstacles beyond just the next hill. -
Good idea, some kind of comment system for triggers would be useful.
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One thing to keep in mind, maps and airbases aren't always exactly 1:1 by design, so even with coords, there may be some issues. Still, should be close enough that a minor adjustment works.
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fixed AI B-1 poor flying at low altitude
Exorcet replied to Exorcet's topic in Aircraft AI Bugs (Non-Combined Arms)
Unfortunately I can still get it to crash. I think this is less a FM issue and more an AI issue. They don't account for the terrain far enough ahead and pull maneuvers that are too dangerous. B1crash2.trk -
fixed AI B-1 poor flying at low altitude
Exorcet replied to Exorcet's topic in Aircraft AI Bugs (Non-Combined Arms)
Have not updated yet, will do so and see if it works. -
You can, at a waypoint, set a command to do a script and paste this as the script: env.setErrorMessageBoxEnabled(false) -- Prevent error popup trigger.action.setUserFlag(1, true) To set flag 1 to true for example. To fix the issue mentioned by Wrecking Crew about finding the flag later, you can use a trigger condition with a text field in your trigger list to make a note of where the flag is triggered. I like to do this by using the message to unit trigger action. The message is set up to be sent to an AI and the text is a note detailing how the trigger is supposed to work.
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This is really long overdue and one of the most important changes that can be made to the game. The kneeboard is so unnecessarily hard to work with, yet very important for mission planning and realism. Especially when issues like the game pausing when bringing up the briefing screen still isn't fixed.
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Advantages to the Russian style of artificial horizon?
Exorcet replied to James DeSouza's topic in Military and Aviation
When it comes to this kind of thing, sometimes the advantage simply is all your training and documentation is based on the old thing and it would be a change to update to a new thing. I don't know if that is actually the case here, but it's not an uncommon occurrence. -
correct as-is SA-10 Harm autodefense
Exorcet replied to Kvek's topic in Ground AI Bugs (Non-Combined Arms)
The planes were flying over 20,000 ft minimum (about 36,000 ft in the screenshot above if you look at the background), and everything (planes and SAM's) were firing missiles. -
I can see why you want this, but it's the opposite for me unfortunately. If the F10 map is saved based on the ME, that means it can be zoomed into to very specific area, and if I wanted to see the map general, I'd need to zoom out every time. There is a button to center the map on you, it doesn't solve the zoom issue, but I think it would help in giving you what you want?
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correct as-is SA-10 Harm autodefense
Exorcet replied to Kvek's topic in Ground AI Bugs (Non-Combined Arms)
Oh I see. I was actually doing some testing on my own and I don't see this issue, but I am using the prebuilt SA-10 template for Russia. I'm also seeing the SA-10 shooting at HARMS, it's just that it doesn't have a very good hit rate against them. -
correct as-is SA-10 Harm autodefense
Exorcet replied to Kvek's topic in Ground AI Bugs (Non-Combined Arms)
You may want to disable dispersion under fire, which is set to true by default for ground units. It doesn't make much sense for a long range system like SA-10 to do this. I disable dispersion for nearly all SAM's except maybe SHORAD. -
Some units in the game have options that change how they look, for example some aircraft have removable parts, ground vehicles can have covered or uncovered cargo areas, etc. There are a few of these that I think would be nice to have including: -Slumped pilot/crew members for mission involving intercept of an unresponsive aircraft -Fogged/ice covered windows for mission involving intercept of an unresponsive aircraft -Visual damage for mission where you may be escorting friendlies under attack or trying to return to base/safety -Open panels/maintenance bays for static aircraft at airbases -Add [possibly animated] maintenance crew around a model -Camouflage netting -Warning signs/barriers/cones
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Mig-23 AI Escapes without reason
Exorcet replied to Hawkmoon's topic in Aircraft AI Bugs (Non-Combined Arms)
You'll want to post the mission so people can look at it.