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THE PROBLEM: If you enter the front seat of the Apache and let George fly, if you return to the pilot seat while still having George's AI flight helper menu open, trying to manually raise/lower the collective with a throttle will cause what I assume to be George's still-present flight AI to fight your inputs and try to move the collective back into the position he last had it in. NOTE: This does not happen if using the collective keyboard controls (-, =). THE CURRENT FIX: Turning off George's Flight Helper menu before returning to the pilot seat seems to fix this issue. EXTRA NOTES: I am playing on the current open beta version, multithreaded. Attached below is a video of me attempting to manually move the collective with my Winwing Orion II throttle. This was done on the Caucuses Hot Start Apache instant action mission. This bug happens in both SP and MP. Apache Bug (Compressed).mp4
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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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JF-17 Will not attack moving targets within Search then engage in zone. After long testing and testing, i finally came to the conclusion that CAS JF-17 airplanes are not attacking moving targets. As soon as vehicles stand still CAS JF-17 airplanes will engage and destroy the static targets. Can you please fix this bug? Attached my Testing Mission. Ins Instructions: - Join Spectator mode - Observe AI JF-17 behavior - Observe AI MiG-29S behavior Observed behavior: - CAS JF-17 Airplanes will first attack the static target within the zone - CAS JF-17 Airplanes will circle / go in to route pattern while tanks / units are moving - CAS JF-17 Airplanes will engage tanks / units as soon as they've stopped moving Also added 2 MiG-29S with rockets, they perfectly attack also the moving targets. Isn't this maybe an AI issue with the JF-17? CAS - Example - 5 - Clean.miz CAS - Example 5 - Clean.trk dcs.log
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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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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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- mission editor
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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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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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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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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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I recently put together a server build for running multiple DCS clients. Unfortunately, it can't handle a heavy map. The mission on the server will proceed just fine until a client connects. Then all AI planes slowly loose their airspeed and it drops to 0. The airspeed will then skyrocket back up and down, with the planes hovering in place. I should note that lighter missions usually run flawlessly. Also, logs don't show a thing. Process Lasso did not make any performance improvements; to trick DCS into thinking all the cores from both processor are 1. Dual Xeon E-52678 v3 Processors (12 cores each - 24 with HT) 2.5Ghz 128GB DDR3 EEC Memory Nvidia Quadro RTX 4000 OS Disk is a dual 1TB SSD on Raid 0 DCS is installed on a separate 1TB SSD Windows 10
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missing info AI engagement with HARMs
Eagle7907 posted a topic in Aircraft AI Bugs (Non-Combined Arms)
I'm sure this is something somewhat incomplete, but very hard to ignore. I'm playing a campaign mission, which involves my flight being a SEAD role. All aircraft in my flight are armed with HARMs. My own engagement with the HARMs go without a problem. When I tell my flight to "engage air defences", all three break formation and fly the opposite direction of any targets of opportunity. They eventually just enter their own orbit and eventually give up and rejoin from about 60-80 miles away, of course using full burner. Something is seriously flawed here and makes SP SEAD flights a waste when there is more than two targets needed to be destroyed for a strike package to succeed. -
I experience 2 issues with the AI on this mission. The first, my flight failed to taxi after me on mission start as there was an infantry soldier blocking their taxi path - I solved this by removing that soldier in the mission editor. Then I experienced my second issue, which is that the AI taxis to the runway completely ignoring the fact that I'm in front of them and on two occasions they crashed into me. I understand the AI issues are somewhat out of your control but thought I would highlight it anyway.
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Hello everybody. I am not sure this is the right spot to post my questions, but I am quite new both to DCS and the forum. Leveraging on 30 years of Air Force experience, I have been contacted to develop BFM/AFM and BVR training scenarios. Mission Editor helps, but I am still struggling with some controls. Cutting to the chase… Is there a way to: - Make red air (AI) notch (turn approx 90 degrees off the initial heading) at a pre-determined distance? I get the trigger/moving trigger zone, the problem is the specific action - Make red air (AI) commit on condition (eg. X many seconds after the notch or at a specific distance) - Make red air (AI) resume CAP if blue air “strays” I have been dabbing with Combined Arms (it CAN control Air Assets as well as Ground) but it becomes a challenge with multiple units (it’d be easier to play the Flight of the Bumblebee on a piano!) Thanks for your help. By the way: I have zero scripting skills. P.S.: I might repost this in other pages, as I attempt to discover more suitable Topics headers, digging in the forum.
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Hello ED, Please take a look at the attached tracks. ACE F16 vs ACE F/A18, Guns Only - Nevada. Both planes deploys speed brakes and "merges" at crawl speed. The F/A-18 doing 170ish knots, stalls and landsharks around, while the F-16 is no better. It also deploys brakes almost directly, ignores the excellent gun shot at merge opportunity, comes around behind the F/A18 and almost collides with it instead of shooting the cannon. This is repeatable time after time. I can see so many incorrect things I don't know where to begin. In the last track (crazy again) the F-16 just "merge" and stalls/crash into the ground. Not sure what's broken but something needs fixing. Thanks for taking a look at this. Please make the AI great. M2000 ACE vs Me Stops flying and fighting and crash into the ground. Not using any mods. Regards, b0bl00i ai gone crazy1.trk ai gone crazy2.trk ai gone crazy3.trk ai gone crazy4.trk ai crazy again.trk ai more crazy.trk ai mirage stops fighting and crash in the desert.trk
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Hello ED team, I'm a moderator on the Growling Sidewinder server and after getting several bug reports about disappearing datalink contacts, I started my own investigations. I set up a single player mission with a awacs and many bandits around him to see what happens. The results are quite interesting. I first started with my main plane the JF-17 and its seems like the awacs has a blind spot on his 10-11 clock position when orbiting. You can see that the Awacs doesn't fly a perfect orbit and every time it fly straight, all bandits are visible but if the Awacs is orbiting, the bandits on his 10-11 clock position disappears. I repeated the test several times and all awacs have this blind spot. Awacs blindspot.trk The Bug become really interesting when I started to check the issue with different aircraft's. I just changed my aircraft and therefor I should get the same result like in the test before but instead of having just one blind spot, I got TWO now in the Flankers. Repeated the test several times with the same results. This bug is not only awacs, its also plane dependent. Awacs blindspot Flanker.trk I hope you can fix the bug soon. Thank you for your time and effort.
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So I just jumped into the F14 a few weeks ago and learning it. Previously, I was on the A10C II and loving it. But now I'm starting to fly the single player missions on the F14 and for the life of me, there are some missions where I just can't beat the enemy ai in a2a. I noticed some posts saying that physics don't apply to them and have better awareness. Is this true? I thought it was already fixed or something.
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Love the WW2 warbirds. Recent DCS 2.75 update seem to have corrupted the flack damage model for the airport attack and train strafing quick activity missions in the Channel Map terrain. A few seconds into the flight to attack the airport flack hits pepper wings and canopy, a second later oil is pouring out of the engine, and in the very next flack hit I'm blacking out and the engine is dead. It was never this way before recent update. It was always difficult but would last for at least a few minutes and sometimes I completed the mission. Always fly VR, but tried in 2d and results are same. Thoughts anyone?
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I tested both with the Ka-50 and the AH-64D, vs 4 tanks in the open: - the Ka-50 managed to destroy... 1 tank. - the AH-64D was effective when there was no obstacle between it and the targets, but when you add a hill... it destroyed 2 tanks, then began to launch Hellfires randomly in the air. The way they attack is very, very ineffective and unrealistic: they just climb really high and continue to advance toward the targets, while they should remain as low as possible and stay at a distance. Ka50_bad_attack.trk AH-64D_bad_attack.trk
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I have a sequential set of triggered launches from a Supercarrier at start: AWACS, Tanker, 4 Hornets and a few others. I want to spawn on the deck at start in my F-14B and be able to be enter the sequence myself. 1: The AWACS gets a AI Task Push Start at game start 2: Each aircraft after gets an AI Task Push Start once the prior aircraft clears 200 ft. (Btw what's a better way to have them queuing up before then?) 3: What I'm confused about RE the player aircraft is that the AI are set to 'Uncontrolled' to be able to be visible on deck and waiting on the AI Task Push Start 4: How do you put a player aircraft in the sequence without using 'Uncontrolled' or waiting on a late activation? This may be easier than I'm thinking it to be, but if not what's the best way to do this? I've been away from ME for a few years so I'm rusty on some things. Any help much appreciated!
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- supercarrier
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