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So I am looking at making a mission where I need the Puma helicopter. I remember there being a French helicopter mod pack. However, I cant find it anywhere. Does anyone have a link? Or is a dead mod? Thanks a bunch
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Hallo, iam trying to get into the mission editor. Currently iam trying to make an ai ch-47d cycle between two airbases. I want the ch-47d to land, wait for a few minutes and then start again to do the same at the other airbase, repeat forever. Currently iam only getting him fly from airbase a to airbase b with landing, but at that point he just stays at the ground. How can i finish this task? Thanks for help!
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A force of elite infantry gets permanently stuck when attacking an inferior average force in uneven terrain with hills and vegetation: On flat ground, they advance while covering each other and destroy the smaller force with only minor casualties. Here is a mission and track showing this: WorksOnFlatGround.miz WorksOnFlatGround.trk Now the same setup but on hills with tropical vegetation. When only told to advance to the next waypoint, they sometimes manage ok and sometimes get stuck in treelines or behind the crest of a hill. They then remain permanently stuck there and never advance further. Sometimes they will kneel next to an enemy without engaging each other while other times, they run past the enemy and get killed by a single enemy. When the AI has the order to attack the enemy group instead of just walking to the next WP, they often get stuck after killing the first hostile, while inching towards the next hostile in smaller and smaller steps, but never reaching the engagement point. This means that even if set to immortal, the infantry does not reliably engage the enemy or move to the next WP. I tried disabling dispersion but going by some other posts, that is also broken right now. It looks like they have trouble getting a line of sight to the enemy and remain suppressed indefinitely. If the player kills the hostiles, this sometimes causes the infantry to dislodge and move up until they encounter the next enemy. I don´t know how well the replay system captures the AI behaviour since, as far as I know, it only records player inputs. So here are a few different missions and screenshots showcasing the issues. Just run them a few times. StuckOnHillsAndVeg.miz Test2.miz Test3.miz StuckOnHillsAndVeg.trk StuckOnHillsAndVegVersion2.trk StuckOnHillsAndVegVersion3.trk StuckOnHillsAndVeg4.trk Here are a few images of what I´m talking about: Half ran past the hostiles and got shot without firing back while the other half was camping behind the hill and waited there indefinitely. When told to attack the blue group, they kill the first enemy at the treeline and then get stuck there. There is no movement even at 100x time factor. When encountering some hostiles, a part of the group gets stuck there to engage them in a staring contest while the rest moves on just to get stuck in the same situation further down the island. As a result, the large group diffuses into small groups and would take large losses were they not set to immortal in this image. This scenario too showed no movement even at 50x time factor.
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How many of you wish you could put together compelling missions with deep voice acting, but just don't have the bandwidth to gather friends & family to voice all the parts? Or maybe you've experimented with more traditional text to speech (TTS) tools resulting in voiceovers that sound like the WOPR from that old movie "Wargames"? Well, if you have, this thread is for you. Keep reading. TLDR Give AI TTS tools a try if you haven't yet. Elevinlabs works great for me. https://elevenlabs.io/ Details For those still with me, thanks. A little background on me. I am a LONG time DCS guy with a decent command of the ME. I've made hundred's of missions over the years 99% of which ever get posted/shared. Not because I am selfish, but because I just can't create the kind of mission that I believe stands out from all the other posted missions. Missions that stand out to me are those that tell a story. Missions that are experienced, not simply just flown or played. That experience is often heavily influenced by voice acting, radio traffic and creative ME randomness. To me, that's what often separates the memorable missions from the average ones that we all forget after a couple days. Until recently, I thought there were just two Voice Acting options for us mission designers/makers: 1) Leverage volunteer voice actors to get a variety of content and eliminate hearing the same actor over and over, or 2) Use TTS (Google, Microsoft, others) to create a limited set of voices that if I'm honest about it, still sound artificial and are stoic and rigid. As someone who's lent their voice to several official DCS campaigns and understand some of the planning/work/effort/patience, I can say I just don't have the time, nor the social network, to go with option 1. I've never really experienced a TTS mission that immersed me. I really try to overlook the robotic sounding audio content because I know how hard the creator worked to even try TTS. I'm just always looking for a middle ground. Something that sounds real, but doesn't require the work that your favorite campaign creator puts in ... I need something "good enough" to immerse and "better" than traditional TTS. Here's my answer ... AI voice tools. https://elevenlabs.io/ Please note, I do not represent this service in any way whatsoever. I am a happy customer - that's it. If you're interested in rich voice acting without the need for actual actors, here's a compelling option to consider. I've subscribed for almost a year and during that time have seen significant improvements to their offering. I was amazed by their initial offering of TTS, but have been absolutely BLOWN AWAY with their latest feature they call, Speech to Speech. Now, the proof here is in how these voices sound, so let's jump to a different medium where you can actually hear what I am talking about. For those that have interest, I direct you to a brief video below. Hope you find this information useful.
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Hello, pls comment this. So no any opponent for the Corsair? Overall, I wouldn't really like shooting the second Corsair. We can as well talk about Corsair vs. Mirage dogfights, e.g. Generally, it doesn't make sense, but maybe something wasn't said or in this interview they only talk about the work of the ED team and not other developers. So it will be or not?
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super small one, but would be real nice to have the ability to make vehicles travel in reverse, would allow to simulate some armoured tactics (jockeying) or otherwise have vehicles back away from a threat during a fighting retreat instead of turning around. basically hoping for a checkbox or something in the waypoint info that lets us stipulate they should travel in reverse to that waypoint (while still ideally respecting any formation they are set to)
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Spawns at El Arish, parking stall 1-10, will have the AI taxi up the primary runway, across the linkage between the two runways, up runway 34R, and then alllll the way back down the taxiway adjacent to 16L, to runway 16R again where it started, and THEN takes off on 16R. The entire time AI wingman/other AI will also not taxi while one ai is taxiing, resulting in horrible traffic jams VERY quickly. This whole process takes some ~25 minutes for one aircraft to finish a taxi process, to get to the runway end they spawned at.
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As titled. This is from a simple mission I made without scripts nor any mods. Have this been observed before, or had it happened to you where the AI JF-17 that even when equipped with WMD7 pod will not employ the BRM 90mm laser guided rockets? I had it set to attack an Avenger (IR SAM) vehicle, but the AI Jeff will not shoot the BRM 90mm no matter what weapon of choice option I selected for the AI to use within the Mission Editor (Guided vs just Rockets). Weird. Anyone can chime in will be great. Lastly, I suppose it was working fine before the 2.8/2.9 updates, but it is also more true that I haven't checked their proper behavior since the major 2.8/2.9 patch update. It was back in patch 2.56 when I created this mission, but I have long since loaded, edited, and saved under 2.9 MT patch version. So I can't exact the patch when it started to behave as stated. I truly missed having the laser BRM rockets as they are accurate, and allow a standoff distance from target. Thanks in advance!
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Hey guys, I was wondering how I make the AI wingman to refuel and rearm in an airfield when the player does. I’ve seen there is a WP to do so for the player flight plan but I’ve not seen it works for the AI. Is there a way to make the AI do it and then continue with the player? thanks
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Currently in order to use the escort task the unit must have the escort mission, however the escort mission restricts access to other A2A tasks (specifically search and engage tasks). I would propose the removal of the escort mission and making the escort task available to all A2A mission types (or even ALL mission types). This would allow task switching, doing things like escorting a friendly to a point then shifting to set up a CAP patrol in an area. Or being on CAP but then moving to escort a friendly, both of these examples I can think of a lot of situations where they would make sense and accomplishing it in DCS currently is a pain due to these task restrictions. I would ideally expand this wish to be more broad and say make more tasks available to more missions in general as there are many that are 'mission locked' but there is no logical reason a aircraft performing some other mission could not be given those tasks
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I feel like this must have come up before but i couldn't find any threads so here it is The ability to tell ground units(groups) to follow other ground units would be incredibly useful as it would allow moving as a large group but then splitting up to go in different directions etc, essentially enabling a suite of options for more convincing ground unit behaviour for mission makers.
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Currently when you give a unit a target there will be a delay before they fire, basic example go try fire at point with any artillery or MLRS unit, it will take about 3 min before the first round is fired. Having a delay by default makes sense, but having an option to shortcut that (like a checkbox in fire at point and attack unit/group tasks) would allow us to simulate presighted/planned engagement. Further in the event that a unit is attacking a point already and you give it a new point VERY close to the first it will still take them 3 minutes to adjust and start firing again, this option would allow us to simulate shifting in fire, creeping barrages and any number of other things
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Currently with the fire at point task you can select from a few options for which weapon to fire, these are: Auto Unguided Shells Conventional Marker Smoke Illumination Rockets Guided Missiles ASM ATGM Cruise Missiles I would like to propose one (or possibly more additions), I would like to see the shell sub types split into the various weapon types, perhaps aligned with how they are defined in unit definitions, so that we can task cannons and machine guns and other distinct weapon-types explicitly. Specific use-case I have in mind is being able to give a tank a fire at point specific to its machine gun(s) and not its main gun, or vice-versa. This could be useful for naval units and in other situations as well.
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A-10A A-10C A-10C_2 A-20G a-50 AJS37 Viggen AV-8B Night Attack ah-1w ah-64a ah-64d AH-64D BLK.II Aero L-39 Albatros An-26B An-30M b-1b b-52h Bf-109K-4 C-101CC C-101EB/CC C-130 c-17a ch-47d ch-53e Christen Eagle II E-2D e-3a f-111f f-117a f-14a f-14a-135-GR F-14B F-15C F-15E F-15E S4+ f-16a f-16a mlu f-16c bl.50 f-16c bl.52d f-16cm F/A-18A F/A-18C F/A-18C Lot 20 f-4e F-5E F-5E-3 F-86F FW-190A8 FW-190D9 H-6J Hawk T.1A I-16 il-76md il-78m J-11A JF-17 ka-27 Ka-50 Ka-50_3 ka-52 kc-10a kc-130h kc-135 kc-135MPRS Tanker kj-2000 L-39ZA L-39C Mi-8MTV2 mi-24v Mi-24P Mi-26 mi-28n MiG-15bis MiG-19P MiG-21bis mig-23mld mig-25pd mig-25rbt mig-27k mig-29a mig-29g mig-29s mig-31 M-2000C mirage 2000-5 Mirage-F1 Mirage-F1B MB-339 MB-339A/PAN MosquitoFBMkVI MQ-9 Reaper MQ/RQ-1 oh-58d P-47D-30 P-47D-30 (Early) P-51D-25-NA P-51D-30-NA RQ-1A Predator SA342L SA342M SA342minigun SA342Mistral s-3b s-3b tanker sh-60b sh-3w su-17m4 su-24m su-24mr Su-25A su-25t su-25tm su-27 su-30 su-33 su-34 SpitfireLFMkIX Spitfire LF Mk. IX CW TF-51D Tornado GR4 Tornado F.2 IDS GR.1A Tu-142M Tu-160 Tu-22M3 Tu-95ms Uh-1H uh-60a Wingloong-1 Yak-40 Yak-52
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Hi @Polychop Simulations do you have to plan to add some A.I. for Gazelle as well? I think it's already standard when we have a crew of two - F-14, F-4, Apache, Mi-24 etc. We have George, Petrovich, Jester, etc. (F-15E will have it too later) but what about Gazelle? Pls think about this function about possibility to give orders for our crew (AI) - hover, movement, sight, detect enemy, fire, etc. Its Today's standard, there is clearly no such thing as the AH-64 or Mi-24 in Gazelle yet. Also add AI to incoming Kiowa pretty please from the begining as well . This option will also replace any auto hover and other "cheats" modes and is certainly the most realistic feature when it comes to integrating the crew and adding some life to the model. It could be "Francois", "Jacques " etc.
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I hope this isnt considered spam or so, but its hard to find info yet. Feel free to remove if so! So JesterV2 is described as a full rewrite, but I couldnt find any info on how he controls, what new features he brings, what will change. Have we any Info I mightve missed, maybe on the discord or so? Or is it all secret for now? Going into detail, im really curious about Jester V2. Flying the F-14 convinced me that an AI-copilot (or RIO in this case^^) doesnt have to be a dealbreaker, and can even bring something interesting to the table. Especially Jesters ability to spot in air and ground, make callouts, or manage nav entries is pretty neat while im flying the aircraft. I'd be very interested in what design direction Jester V2 will move now, compared to V1. More refinement? Or more features? A different control scheme?
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correct as is AI ignore ROE settings
Magic Zach posted a topic in Ground AI Bugs (Non-Combined Arms)
I set some ATGM hum-Vs to hold their fire against a nearby enemy vehicle, and it ignores it and fires anyways AI ignore ROE.trk- 4 replies
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Hi Developers, Would like to request a added TASK to escort / follow enemy aircraft as a task option. Now one can ONLY follow or escort a plane from the same coalition. BLUE AI -> Task : Follow / Escort -> RED AI. If there IS a way to do this bypassing the basic option by script or any other way, please add in the comment. Thanks. RWC.
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Noticed some AIs cant avoid terrain and crush. Also, direct WPs cant set altitude without intermediate WP so the real altitude is set by unknown. Strangely, AI flies towards set WP but at 90% leg it turns back and then next round it commits successfully. Talking about perpetual two-way mission. WP_test2x.miz
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Hello, I was thinking about DCS and this idea popped up all of a sudden. I feel like that an AI wingman radio commands would be nice if they had AI voices. I have not played Speed and Angels yet, but as there are no female default Wingman voices, if you ask the AWACS for a Bogey Dope, I think that you will ask the E-2 in a male voice, even though you are controlling Meagan "Slick" Varley (An IRL Female pilot. I was also wondering if she ever flew the Super Hornet. I mean, she enlisted in 2004, so if she stayed for 2 years or so she would have for sure been a Super Hornet pilot, but that's a discussion for another time). Also, if you ask questions to the AI Wingman that aren't in the preset menu, it will give an actual response (E.G. "How was your day?" is responded with "Good!" or something). So given the rise of AI, why not? Sincerely, SilentSparrow
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Hi, There might be a problem regarding Multi AI Group's approach to single tanker. 1- There is a single tanker 2- 2 AI Groups with 2 planes per each (total of 4 planes) 3- During a refuel process of AI Group#1, other planes in AI Group#2 which is approaching the same tanker ; a)Converge and hit each other disregarding flight formation, b) Although they converge, they are not destroyed. c) Result is the same if a formation option is given to the AI Group#2 or both 4- When AI Group#1's refueling process finishes, AI Group#2 return to the necessary formation and continue for the tanker for refueling Track file and the miz file is attached. Best regards. Multi Group AI_Single Tanker Refuel Approach Problem Track.trk Multi Group AI_Single Tanker AAR_Approach_Problem.miz
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AI Vehicle Transport Doesn't Include MANPADS or Mortars
BuxtonHouse posted a topic in Mission Editor
I have been making a mission with a Chinook transporting troops and noticed that since Stinger and Igla troops count as Air defence, they cannot board the vehicles. So I know its not a bug exactly but just making a suggestion to change that (unless I'm doing something wrong). There is a way around to make them spawn in after the vehicle arrives. This is the same for Mortars, as they are in the artillery category. Also as an idea, the mortars could have infantry model attached to them so they don't look like ghosts firing them. If this change is considered, the MANPAD and Mortar unit could take up 2 spaces in a vehicle as they take up more space. -
I often spend most of my time making missions and I would just like to make suggestions for units to be added. Artillery: Australia, Canada, Colombia, India, Saudi Arabia, Ukraine, and the United States: M777 Howitzer 155mm (Modern 2000-present) ________________________________________________________________________________ Soviet Russia/Russia, and many many other countries from South Africa to Asia, Vietnam war to current: M46 130mm (1951-Present): ________________________________________________________________________________ United States, South and North America, Middle Eastern and South Eastern Countries, used in Vietnam war to present conflicts M114 155mm (1942-present): _________________________________________________________________________________ NOTE: In order to make them mobile, some sort of animation will be needed where a truck could hitch up an artillery piece and tow it, this would also make for more interesting scenarios for convoys but as a start can do without mobility ____________________________________________________________________________________________________________________________________________________________ Ground launch ATGM (Stationary Units): United States and many others, BGM-71 TOW, from Vietnam War to present (1970-present): _________________________________________________________________________________ Soviet Russia and many others, 9K111 Fagot, from Vietnam War to present (1970-present): Note: It would be interesting to have troops able to deploy these ATGM Launchers in the field after getting to their destination ____________________________________________________________________________________________________________________________________________________________ Yes this is a game/sim for aircraft, but I reckon most players spend their time doing air to ground then any other in DCS, more cold war aircraft are coming out and these units I suggested I tried to aim for a cold war setting to add life the those dates. In Mission Editor for the Towed Artillery and ATGM Launchers, it would be great to have a box to tick to weather or not have a semi circle wall of sandbags as a defence. Picture below with the Artillery or ATGM firing from behind it.
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I am making a mission for a small group where they are attacking an OPFOR base. Depending on what route the players take, they may or may not be picked up by radar. Once they get within a certain distance, the jig is up. Once they trigger enemy AI to scramble and come after them, I would like a certain group of fighters to attack one specific player/airplane, instead of going after the closest one/intercept. Is there any way I can go about this? Thanks
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