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Can you start a mission with YOURSELF (Player-Client) in an F/A-18 cold on the deck of a SuperCarrier while multiple AI aircraft (2) are in approach/landing. Then, after the AI are recovered/parked, you startup, taxi & launch from either waist or bow cats? I can set up the AIs and they do their thing, but as soon as I add a Client (myself) the deck is set to Launch exclusively (deck crew manning all cats), and the AIs just keep circling at 3,000ft. This all seems to occur automatically WITHOUT me initiating startup. Would it not be logical to have Recovery and Bow Cat(s) Launching at the same time? Is this a trigger thing possible in ME?
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1. Uncontrolled AI Huey that has a Start Advanced Waypoint Trigger, once activated slides on the ground like it has no mass. 2. AI Infantry doesn't follow the waypoints consistently - can often run in completely the opposite directions and won't stop within over 100m of the end point. 3. Helo set to fly to and land at an airport and land on a specific parking slot. It flies past the the airport and goes to a completely different one and then won't even land there but just floats about doesn't do anything further. If you can't build a mission and rely on waypoints or a helo to not slide into a house, or that a unit will actually enter a trigger zone, then how can we build a mission?! AndTheHorseYouRodeInOn.miz
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Add an option to the helicopters AI pilot George(or what they are called in other helicopters) to orbit a point. In the AH-64D it could be a 5th "page" using left arrow that is called ORB where you like on the FLT page can set three parameters ENGAGE/DISENGAGE, DIR, DIST, where DIST is the distance to the point you want George to orbit and DIR is either Left or Right (turn the pilot should start the orbit with. Engage/disengage is if George should start or stop orbiting. The FLT page can then be used to control speed and altitude while the orbit is engaged.
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I set this scenario: AWACS has AI cover that is triggered by a script. Cover plane is set to follow AWACS and engage any intruder at range of 50km (message trigger added too). What cover does is disregarding WP actions and avoids fight leaving AWACS unprotected despite actions set. Mission is in attachment. ActTest.miz
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It would be nice if AI can override given alt and fly above tick clouds if given access in ME
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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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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. -
Hi Developers, Is there any way possible to have the AI planes rollout on the runway longer ??? It seems so unreal seeing landing aircraft coming to a full stop before the first runway exit. The roll out time needs some adjustment to different types of aircraft with different weight classes . I have added a track file using 3 different types of ai planes, and all 3 do the same thing. Also i added some video's of the same aircraft from DCS to show the different rollouts. Mirage : C-17 : E3 Sentry : Kind regards and thanks, RWC. Runway roll out test.trk
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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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Issues with SCUD-B & Silkworm launching. Hello. I am quite new to the missiles such as the Silkworm and the SCUD-B. I can't figure out how to launch the Silkworm and the SCUD-B. I select the fire at point for the SCUD-B and attack group (ship) options, but they do not seem to fire. Would mean a lot for me to get help and educate myself on how to use these missile launchers in-game with AI. Best regards, polak_3
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It's taken weeks of diagnosis and trial and error but I have now confirmed there is a bug with the pathing of the AI infantry (we all know there are bugs with vehicles driving through woods, gardens etc) but this isn't it. What I was trying to do: I wanted to have a late activated group in the ME as a 'template' that I could use, via scripting to create 'n' number of them, and change their final waypoint to a specific x,z position on the map -- this position was going to be based upon the orientation / position of another unit. E.G. I wanted to spawn a infantry from a building doorway and move it to the back of an APC or I wanted to spawn an AI Infantry from a command tent opening to run to a SAM battery control panel on a scud launcher to set it off. So I've spent weeks learning how to do all this via scripting and I'm able to place a static red flag at the exact point of the control panel / door way / opening etc that I want regardless of the target objects position or orientation. The flag is perfectly aligned. HOWEVER, if I give those exact same coordinates to the final waypoint of the AI Infantry where they actually end up is anyone's guess. They can stop almost at that point (if the unit is pointing exactly due WEST) but any other orientation means they stop about 15 m away from the unit at almost any position around it. there seems to be no reason or rhyme as to why they vary so much, it almost doesn't matter what type of unit it is that I want them to move to (ground, static or part of a map) they still just go where the hell the like. Worse is it's never in the same place in regards to the vehicle. Just to re-iterate, it's the same x,y (actually x and z) for the flag and for the last waypoint for the Infantry. There is no problem with the code for working out the position of where to send them, and I am able to send the infantry to any point I want - just that it won't stop at that exact point, just somewhere around it.
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I am currently trying to build a campaign that contains the following models all as AI, HMS Invincible & AH-64D Blk 2. In the first campaign en-route to the carrier I get the pleasure of watching the AI Apaches land. Or so I hoped. They fall through the decks on landing and promptly explode. Did some digging and testing and found that if the carriers lights are on and its evening/night, the AI apache falls through the deck upon landing and explodes. During the day and with the lights off, the Apaches touch down without issue. I also noticed a weird AI behaviour on the night track only that causes one of the Apaches to not land. Included are both track files and the original Miz files they came from. Regards Landing Test AI Lights Off & Daytime.miz Landing Issue Daytime & No lights.trk Landing Test AI Lights On & Evening.miz Landing Issue - Evening & Lights.trk
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I have a convoy sent to ON ROAD. I am using two flags and the radio menu to stop and start them, using an advanced Trigger Action of HOLD /? with a STOP CONDITION of the GO flag being true. Nearby this convoy I have a CLIENT helo with 14 infantry spawned stationary right next to the helo for boarding. As soon as the mission starts the first unit in both groups goes for an extended walk / drive about - despite the infantry having no waypoint to go to prior to embarkation and the front car of the convoy going in circles in the opposite direction of the first waypoint. The first infantry stands on the opposite side of the helo from the stationary other 13 members of the group and runs around in a small circle forever - at least until instructed to embark. The car eventually drives towards waypoint one and the ones behind eventually get the idea to follow, but then when I issue the stop command, instead of them all stopping, they drive OFF ROAD through gardens, across railway lines and other roads that weren't on the waypoint list in order to 'stack closer' to the lead vehicle, but then they screw that up and break into about 3 groups, some not moving, some getting stuck in the scenery and some eventually getting closer to the lead vehicle than the default starting spacing forced upon us all. When you send GO again, the front ones follow the waypoint on road (mostly) but the back ones don't know what to do or where to go, eventually the start moving and then when you say stop again they cross country, through buildings, gardens, car parks and everything and again, get stuck. HOW is this correct and acceptable? If they were all set to OFF ROAD, whilst still utterly awful, going direct to 'stack up' (which they still shouldn't do) would be slightly more acceptable, but when they are constrained to 'ON ROAD' this type of behaviour shouldn't even be possible. Here is a video of it on YouTube showing just how broken and screwed up the pathing is: https://youtu.be/8H3vcy--B-g And how unreliable it is when you have a convoy and need it to stay together as it moves into the target zone. You can't even trust your units will make it there to be fighting efficient!
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Setting up an airfield attack/escort mission for the Ka-50 with a TOT HARM attack with F-16s. SA-10 site with supporting SA-15 & 19s will require a saturation attack but I can't seem to be able to get the AI to fire more than one HARM at an emission source before picking and firing on another target. AI F-16 with 4 HARMs. So far I have tried Attack Group and set the release quantity to: ALL - Does not work 4 - Does not work Split task between two advanced waypoint actions and set release quantity to: Half & ALL - Does not work 2 & 2 - Does not work Finally, I made 4 waypoints and set the release quantity to 1 for each and that didn't work. I have repeated all this testing with Attack Unit as well. Making a Group attack does nothing and the only workaround is to add more flights that are not part of the same group. The only thing I can think of is that the AI will not fire on an emitter that it has already fired a missile at (if that missile is still in that air). Unless I'm missing something?
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Is there a way to limit how much fuel the AI takes on during recovery operations? Currently they fill up completely which is not realistic and makes the recovery tanker useless after only 1 or 4 planes depending on how much fuel the plane can hold. I've been looking in the scripts for a way to interrupt the process, once the fuel level is about 20%, but have not found anything I can use at the unit level. Ideally when setting up the tanking task on the tanker there should be some kind of option to limit the maximum amount of fuel it will give each aircraft.
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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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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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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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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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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.