Jump to content

Search the Community

Showing results for tags 'ai'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News
    • Official Updates
    • Community News
    • Official Newsletters
  • New User Briefing Room
    • Squadron Recruiting
  • English
    • Digital Combat Simulator
    • Licensed Third Party Projects
    • General Off-Topic Discussion
    • Legacy Versions
  • International support
  • Русский
  • DCS Finland's DCS Finland
  • 3Sqn's 3Sqn
  • 49th Black Diamonds's 49th Black Diamonds
  • -=Пилотажники=-'s -=Пилотажники=-
  • Polacy's Polacy
  • = Flammeus Vulpes = fighting squadron's = Flammeus Vulpes = fighting squadron
  • Banda-DV's Banda-DV
  • Comedy Central's Comedy Central
  • =UVAF='s =UVAF=
  • 100 KIAP's 100 KIAP
  • VVS 504th Red Hammers's VVS 504th Red Hammers
  • COPE THUNDER's COPE THUNDER
  • Lock-On Mod Makers's Lock-On Mod Makers
  • Sweden's Sweden
  • Leftside Limited Tech section's Leftside Limited Tech section
  • Ground Troops Aviation Training Center's Ground Troops Aviation Training Center
  • German DCS Community's German DCS Community
  • Spanish DCS Community's Spanish DCS Community
  • DENMARK's DENMARK
  • °United Fight Spirits° - Germany's °United Fight Spirits° - Germany
  • DCS UK's DCS UK
  • Чат's Чат
  • RedRodgers's RedRodgers
  • Совместные вылеты онлайн's Совместные вылеты онлайн
  • -=Air piretS=-'s -=Air piretS=-
  • Клуб Веселых Пилотов/Smile Pilots Club's Клуб Веселых Пилотов/Smile Pilots Club
  • 161 Squadron's 161 Squadron
  • German DCS Serveradmins's German DCS Serveradmins
  • Escuadrón 701, Colombia's Escuadrón 701, Colombia
  • LowLand Tiger Meet's LowLand Tiger Meet
  • 279KIAP Regiment's 279KIAP Regiment
  • Australian DCS Community's Australian DCS Community
  • Scandinavia's Scandinavia
  • Crazy Canuks's Crazy Canuks
  • VNAO's VNAO
  • SHREK AIR STRIKE Sqn DIE HARD's SHREK AIR STRIKE Sqn DIE HARD
  • DCS NA's DCS NA
  • The Silver Falcons's The Silver Falcons
  • 127Th Sibйrian Tiger's 127Th Sibйrian Tiger
  • 129th A-10 Squad: The Guard Sharks's 129th A-10 Squad: The Guard Sharks
  • Virtual Red Arrows's Virtual Red Arrows
  • Hellenic Pilots's Hellenic Pilots
  • =2IAE='s =2IAE=
  • VETERANS-GAMING's VETERANS-GAMING
  • 16th ACCW Tigers DEN's 16th ACCW Tigers DEN
  • USMC Veterans's USMC Veterans
  • United States Air Force's United States Air Force
  • =BAF='s =BAF=
  • Fighter Combat Simulations's Fighter Combat Simulations
  • =Воздушные Войны= aka =BB='s =Воздушные Войны= aka =BB=
  • CADelta's CADelta
  • DCS: Combined Arms's DCS: Combined Arms
  • VNAO - US NAVY's VNAO - US NAVY
  • Oceanic Wing and Friends's Oceanic Wing and Friends
  • The Virtual Horsemen's The Virtual Horsemen
  • Hellas's Hellas
  • NoPryl Flight Squadron's Topics
  • NoPryl Flight Squadron's NoPryl Warthog Squadron
  • Carrier Air Wing Seventeen — CVW-17 —'s Carrier Air Wing Seventeen — CVW-17 —
  • 蜂鸟特技飞行表演队 HummingBird Aerobatics Team's 蜂鸟特技飞行表演队 HummingBird Aerobatics Team
  • 1st Cav Div (Air Assault)'s 1st Cav Div (Air Assault)
  • CrimsonFlag - 102° GVv's CrimsonFlag - 102° GVv
  • AIEclan's AIEclan
  • Virtual Black Sheep's Virtual Black Sheep
  • 929th's 929th
  • French DCS Community's French DCS Community
  • 373rd Online Tactical Campaigns's 373rd Online Tactical Campaigns
  • Just For Laughs Simulation DCS's Just For Laughs Simulation DCS
  • "Russian Air Force" =RAF='s "Russian Air Force" =RAF=
  • ECV56 Cóndor's ECV56 Cóndor
  • Master Arms's Join Master Arms
  • Master Arms's Master Arms
  • 141 Wolfs's 141 Wolfs
  • 314. ШАП Моздок (Су-25)'s 314. ШАП Моздок (Су-25)
  • Escuadrón 117's Escuadrón 117
  • Austian/Germany Pilots's Austian/Germany Pilots
  • Итория авиации's Итория авиации
  • Clan Vikingos's Clan Vikingos
  • Virtual Royal Danish Airforce's Virtual Royal Danish Airforce
  • United Operations Air Forces's United Operations Air Forces
  • United States Navy's United States Navy
  • SQUADRONE LAMPO TICINO CH's SQUADRONE LAMPO TICINO
  • Europe clan's Europe clan
  • No.66 Squadron's No.66 Squadron
  • De Belgae's De Belgae
  • v47th Fighter Squadron's v47th Fighter Squadron
  • 105 Wirtualny Pułk Śmigłowców Bojowych (105th Virtual Combat Helicopters Regiment).'s 105 Wirtualny Pułk Śmigłowców Bojowych (105th Virtual Combat Helicopters Regiment).
  • 7 Wirtualna Eskadra Działań Specjalnych's 7 Wirtualna Eskadra Działań Specjalnych
  • 223rd CAS "Wolfpack"'s 223rd CAS "Wolfpack"
  • www.TAW.net - DCS Division's www.TAW.net - DCS Division
  • Jagdfliegergeschwader 1 “Fritz Schmenkel” (JG-1)'s Recruitment
  • 64th Aggressor Squadron - Public's Images and Videos
  • =БК= Братские крылья's Связь
  • =БК= Братские крылья's Сервера =BK=
  • =БК= Братские крылья's Вопросы
  • Virtual Carrier Air Wing 99's Topics - Bugs
  • Virtual Carrier Air Wing 99's COOP Flights - Request
  • Virtual Carrier Air Wing 99's Video and Live Feed
  • Virtual Carrier Air Wing 99's Recruitment questions
  • DTA - Comunidad Hispana de DCS's Muro
  • Virtual Skyblazers's Information
  • Virtual Skyblazers's Conversation
  • Sesto Stormo Virtuale's Media Missioni
  • Task Force Trident's Task Force Trident Recruitment
  • The Flying Kiwis's The Flying Kiwis Zorb ball of death dedicated server
  • The Flying Kiwis's ANZAC Mission
  • LINCI's Discussioni
  • [OFS] Open Flight School's Informationen
  • The Pirates Cove's Mods
  • The Pirates Cove's C-130 MOD
  • VF-211's Contact us
  • RUSSIAN FALCONS's Публичная информация
  • DCS PŇACI's BLA BLA
  • Comunidad Española de DCS - Interescuadrones's Discusiones
  • Sabre Squadron's Campaign & Mission Updates
  • Ravenspear Tactical Solutions's Topics
  • 74th Flying Tigers's Questions and Answers
  • 300 Squadron (MiG-29 9.12A)'s Announcements
  • Virtual JaBoG32's Topics
  • VIRTUAL 312 SQUADRON's THE VIPER DRIVERS
  • Cerberus Fighter Wing's Screenshot Posting
  • Digital Coalition Air Force's Posts/Forum
  • Beyaz Kartallar (161-Kartal Yarasa Filo)'s Beyaz Kartallar
  • Strike Fighter Squadron's VMFA-35 Skin by Stellou
  • 1st VFW's General Discussion
  • Joint Task Force 191's January 1st, 2024 - New Training Program
  • VFA-41 Black Aces's VFA-41 Black Aces Squadron Info
  • 154th Air Wing's New Server
  • JTF-111's What We Offer
  • JTF-111's Latest News
  • Pegasus's Hellenic tutorials
  • vVMFA-251's VMFA-251 is back and recruiting virtual Marine Hornet pilots!
  • 9th Air Brigade of PLAAF's Anyone want to train together for competitions?
  • 71st_Eagles's Topics
  • 71st_Eagles's Members
  • Task Force Uniform Charlie Sierra's Links
  • =LF= Escuadrón LA FUNDACIÓN's AVISOS Y NOTÍCIAS
  • 1(F) Squadron RAF Air UK's Operations
  • PKP's Casual Squadron : EST preferred ; Apache; F16; ; F14; A10C2; Spitfire's Lets Fly
  • Tact. Air Base 8's Dedicated Public Servers
  • 334th "Eagle" Squadron's Contact Us
  • Nemesis HAW's Topics
  • 枝江虚拟航空队's 涂装展览
  • COMMAND OF THE AIR's ЧАТ
  • 1st Virtual Air Expeditionary Wing's Public Affairs
  • 「301fs」's Enlisting
  • 「301fs」's 301fs Equipment
  • 「301fs」's Squadron Rules
  • Royal Netherlands Air Force virtual's Topics
  • vCSG-3's Recruitment
  • 4YA-Community's Events
  • 4YA-Community's The 4YA Community
  • VMFA-323's Welcome
  • 78th Fighter Squadron's Topics
  • Air Group =Axeman= (=AxA=)'s Связь
  • Air Group =Axeman= (=AxA=)'s Air Group =Axeman= (=AxA=)
  • VFA-103 VIRTUAL JOLLY ROGERS's Discord
  • Ghost Syndicate's Forum
  • [TM] Tigermercs's Club-Forum
  • GAEv Grupo Aeronaval Embarcado Virtual's Discusiones
  • 76th DSOW (Digital Special Operations Wing)'s Open Recruitment
  • 619th Windborne Air Group's Current Events
  • VICOMTE's Recrutement
  • Casual Flyers's Casual Flyers
  • The Jousters's Chat
  • Stalin's Falcons's Создание сервера
  • Stalin's Falcons's Предложения полетов
  • Stalin's Falcons's Связь
  • Task Force Trident's Squadron Media
  • Task Force Trident's Task Force Recruiting Information
  • Carrier Air Wing TWO (CVW-2)'s Squadron Media
  • 101st Combat Aviation Brigade's Instructions on How to Join
  • (NAFSAM)'s NAFSAM Discord
  • Wolfa - french squadron's Activité/activity
  • Wolf Pack US's Wolf Pack Videos and Server Info
  • Wolf Pack US's Wolf Pack Warbirds Persistent Sever Tutorial
  • Carrier Air Wing 3 | RU's Discord сервер сообщества
  • Carrier Air Wing 3 | RU's Наша группа в ВК
  • 808th World Squadron's How To Join
  • 虚拟笕桥航空队-JQvFG's 鸽动力水坛(General Topic)
  • 虚拟笕桥航空队-JQvFG's 笕桥陵园(Event Room)
  • 虚拟笕桥航空队-JQvFG's 笕桥航校(JQvAA)
  • 虚拟笕桥航空队-JQvFG's 笕桥影业(JQvFG Film)
  • Australian Virtual Air Wing's Forum
  • Virtual Royal United Kingdom 10th Squadron's LUA Discussions
  • ММВГ "Broiller Squad"'s Форум
  • Task Force Thunderbolt's Topics
  • 588th Fighter Aviation Regiment's Announcements
  • 588th Fighter Aviation Regiment's Media
  • 588th Fighter Aviation Regiment's Chow Hall
  • Joint Flight Command Oregon's Application & Links
  • Irréductibles's Recherche de pilotes motivés F18 et M2000
  • VF-103 Jolly Rogers's Recruitment
  • VF-103 Jolly Rogers's Media
  • Escuadron 69's Foro del E69
  • Carrier Air Wing 7 | RU's VK
  • Virtual Task Force 77's News & Updates
  • 367º МЦО / MTsO's Media Exterior
  • DCS World România's Forum și postări
  • Crossant's Topics
  • Titan Squadron's Titan Squadron
  • VFS-252 Sky Pirates's Topics
  • Iran | 404th Freelancers's Media
  • Iran | 404th Freelancers's Recruitment
  • Take Flight's Join/Sign Up Information
  • Phobetor Squadron's We are recruiting!
  • 187th Fighter Squadron "Redtails"'s Flight Pics
  • 187th Fighter Squadron "Redtails"'s More pics
  • 187th Fighter Squadron "Redtails"'s One more
  • CVW-66's Recruitment OPEN
  • CVW-66's Topics
  • =M!SF!T='s Topics

Calendars

  • Community Calendar
  • Jagdfliegergeschwader 1 “Fritz Schmenkel” (JG-1)'s Events
  • ASOR 234 squadron's Operations
  • ≡★≡ THE 51st VIRTUAL FIGHTER WING ≡★≡'s Events
  • Lock-On Greece | DCS World Greece™'s Events
  • DCS Español || D3W's Calendario
  • DTA - Comunidad Hispana de DCS's Eventos
  • DCS - Allied Forces - Open Missions and Beyond's Events
  • Sesto Stormo Virtuale's Eventi
  • [OCG] Oceanic Combat Group's OCG Events & Training
  • The Flying Kiwis's TFK Flying schedule
  • VF-211's Training nights
  • VF-211's Calendar
  • 421st VIRTUAL FIGHTER SQUADRON's MISSION BOARD
  • DCS PŇACI's LIETANIE
  • Comunidad Española de DCS - Interescuadrones's Eventos
  • Ravenspear Tactical Solutions's Events
  • VFA-86 Sidewinders's Winder schedule
  • 74th Flying Tigers's Trainings and Missions
  • 300 Squadron (MiG-29 9.12A)'s Events
  • Cerberus Fighter Wing's Events
  • uosef's عقابهای ایران
  • v81st Fighter Squadron's Training and Operations
  • Darkwater Aerial Security Ltd. (Task Force "Caucasus Dragons")'s Contracts and Operations
  • Darkwater Aerial Security Ltd. (Task Force "Caucasus Dragons")'s Events
  • JTF-111's Events
  • Pegasus's Events
  • DCS ANZUS's Community Events
  • Delta Force Squadron's Events
  • 71st_Eagles's Events
  • 71st_Eagles's Events
  • Virtual Fighter Group's Schedule
  • =[RCAF 416 TFS]='s Server Test/08-24
  • PKP's Casual Squadron : EST preferred ; Apache; F16; ; F14; A10C2; Spitfire's Meet and Greet
  • Tact. Air Base 8's Events
  • 71st Laughing Rooks's 71st Events
  • Virtual Air Festivals's VAF Events
  • Royal Netherlands Air Force virtual's Events
  • Royal Netherlands Air Force virtual's Events
  • vCSG-3's vCSG-3 Events
  • 102nd Albatross's Events
  • ESCUADRÓN 111's Events
  • VMFA-323's Events
  • 78th Fighter Squadron's Events
  • vNAVY's Events
  • Ghost Syndicate's Events
  • [TM] Tigermercs's Staffeltraining
  • [TM] Tigermercs's Events
  • 76th DSOW (Digital Special Operations Wing)'s Missions
  • RS Red Star's Events
  • Carrier Air Wing TWO (CVW-2)'s Scheduled Squadron Events
  • Combined Joint Task Force's OPERATION - ISLAND HOP
  • Wolf Pack US's Wolf Pack Missions and Events
  • Wolf Pack US's Events
  • Wolf Pack US's JUGHEADS mission night
  • 808th World Squadron's Birth Date 01.24.23
  • 虚拟笕桥航空队-JQvFG's 联机活动日程
  • Australian Virtual Air Wing's Events
  • Virtual Air Force's Mission/Training Night
  • TACG 218's Events
  • ММВГ "Broiller Squad"'s Операции
  • 366th Fighter Wing "Gunfighters"'s Mssion nigths & Operatinos
  • Task Force Thunderbolt's Events
  • Joint Flight Command Oregon's Events
  • [JaboG49] Virtuelles Jagdbomber Geschwader 49's Termine
  • Virtual Carrier Air Wing One (vCVW-1)'s Sinai Campaign
  • Task Force Perpetual Motion's Events
  • British Virtual Air Force's Events
  • Dark Ravens's Calendario
  • VF-103 Jolly Rogers's VF013 Events
  • 24th Combat Aviation Brigade's Events
  • 367º МЦО / MTsO's Calendar / Calendario
  • Crossant's Flying schedule
  • VFS-252 Sky Pirates's Events
  • DCS ITALIA's Eventi
  • JATF - JOINT AIR TASK FORCE's Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Flight Simulators


Location


Interests


Occupation


Website

  1. I've been looking into how AI units detect aircraft at night, and the results are actually really interesting. After checking through the detection.lua file and running a bunch of tests, I found that sky_bodies_illumination_factor is set to true, which means the moon phase directly affects how visible you are to AI. The game uses four moon stages quarter, half, three quarter, and full, with each one adding more light that helps AI spot you more easily against the night sky. sky_bodies_illumination_factor = true, other_light_sources_illumination_factor = true, --no effect if sun_illumination factor disabled darkness_threshold = 0.0, --no effect if sun_illumination factor disabled What stood out the most in testing was how external lights change your visibility. The parameter light_source_detection_distance is set to 10,000 meters when light power is at full, and my tests showed that position lights make you a lot easier to see and far more likely to be engaged by AI. Strobe lights also increased detection, but not as quickly as the position lights, while formation lights barely made a difference. as_light_source = { light_source_detection_distance = 10000.0 --for light power = 1.0f }, The file also shows that other_light_sources_illumination_factor is set to true, which means your own aircraft lights actually light up your airframe and make you glow against the dark background. In other words, you are basically making yourself a visible target when your lights are on. Another important part is the darkness_threshold value, which is set to 0.0. That suggests AI detection does not completely disappear at night. It is just greatly reduced unless you are illuminated by your own lights or the moon. max_detection_distance = 50000.0, --m, absolute limit But detection times increase significantly at longer ranges average_det_time_max_dist_0 = 1.0, --s, average detection time of target ahead at the maximal distance average_det_time_max_dist_180 = 10.0, --s, average detection time of target behind at the maximal distance Overall, both the code and testing show that flying with lights on at night, especially under a bright moon, makes you far easier to detect and engage. What should be the cover of darkness actually turns into a disadvantage if you are not careful with your lighting. Contributer: @mach_point_yuh, @lightningw0lf, @zenki1419
  2. Can we get an update on one of the biggest issues with the current weather system, please? AI can still see through clouds, IR missiles can still track through clouds. None of the visually interesting cloud presets really work for singleplayer and cooperative play. WWII and modern ground attack are notoriously frustrating without clouds blocking AI's vision and weapons/sensors. Heatseekers (especially IR SAM) have an unfair advantage that flat out prevents certain scenarios to be playable in certain weather conditions. I would appreciate an update on the matter. I think it's one of the bigger long-standing issues DCS is plagued by.
  3. Hello, Since ED is currently prototyping new ATC and presumably other AI interactions, I hope I can provide some useful suggestions. I'm very critical of LLM "AI," but for video games - especially dynamic and immersive simulation environments like DCS - the technology is, in my opinion, extremely useful. To my surprise, the technology has now reached a point where it is also technically viable for a product like DCS, with very lightweight and fast models that can run locally on client machines, thereby solving a lot of economic obstacles. Also, most of these models are open source and relatively easy to implement. The cornerstone would be TTS/STT on the local machine, meaning speech generation and natural speech processing from the player (through a microphone). Models are now fast enough to run alongside DCS without significantly impacting performance. However, minimum system requirements would increase, as at least 2 CPU cores and a few GB of RAM would need to be dedicated to this task. This approach would not allow free-flowing conversations with the AI. The logic would still be scripted. A full LLM capable of handling open-ended conversation with the player would require a high-end workstation PC if run alongside DCS. However, models are becoming more efficient and average player PCs are becoming more powerful. ED should therefore anticipate the feasibility of locally running LLMs to further enhance the experience. In the meantime, ED could create an API for external LLMs to hook into their system, not to completely take over the logic but to augment the scripted logic with flair, personality and more dynamic conversations. Such an external LLM could be cloud-hosted (e.g., using the user's paid account with providers like OpenAI) or locally hosted, either on the player's machine or on a dedicated PC on the network. The proposed system would be fully multiplayer-compatible, since all communication with the AI is exchanged as text, while TTS and STT are handled locally on each client. If a larger LLM is desired for more free-flowing conversation, it could be run either on the server or in the cloud, with the server API managing the interaction between the game and the LLM. Thanks for reading. PS: One major advantage of this hybrid approach is that the LLM component could be easily maintained and expanded by the community. With a clean API separation, there would be no security risks for multiplayer or core gameplay, but plenty of room for creative extensions. For example, different LLM “personalities” could be developed - from a strict flight instructor helping beginners step by step, to a more casual RIO adding flavour and banter to the experience. Neither development nor maintenance of these LLMs would be on ED, as long as they provide a robust API for the external LLM to hook into.
  4. @Flappie@BIGNEWY hello ,bug report: (those bug make the mi24 problematic ) issue when player play as pilot and the CPG is an IA . ->in a mission(iff/ia realistic ) because of the partial vision obstruction petrovich can't see a bmp1 or tank yet if i take place as gunner i can see them well, -> also the iff ia is not as good as a cpg player , i can identify a unit farther than petrovitch at 100% , the identification range must increase , also petrovitch should tell if the ia is radar sam (sometime i can see shorad with radar , ican't tell if it is roland or sa8 but i know it one of them as cpg , because i see a radar rotating , the ia must report at least sam with radar rotating at least you know you are in danger . -> petrovitch UI need to be redesign with the ability to filter the type of unit : you want report of only enemy, only friend ,only neutral , or all you want only air air unit , only sam , only aaa , only armor , only ifv , only infantery etc... (it is very usefull in area full of unit) -> petrovitch ui we need to tell the ia like a radar how wide he scan etc.. 10 ° 30 ° 45 ° 65 ° wide (also the elevation almost like a fighter radar below horizon or only top of it or both), when we ask to scan he only report sitac but doesnt not try to track , we should have the ability to scan at specific area or an area around our own helicopter as referential (2 type of scan) , when he scan you can see the aiming mark moving around -> petrovitch need to report the angle and distance of each target(or group with vehicule number)(static or moving how fast and direction also he tell if it is partially obstructed before you shoot not at the last second!!) it see to build a picture -> when you track a target the array of target should stay as an option so we can switch target fast -> the list of unit in UI maybe should become a 2D array -> petrovitch need to report gun fire close to us and from where it come ,same for missile , and filter better if it is not running at us and if it is close fire or middle or far --------- issue : when the player play as CPG and the pilot is an IA . ->now if you play as cpg the ia pilot has some bug when you see through the optic , if you ask to change the altitude the ia is unable to change it , you need to to stop using("enter the optic") the optic so he can change the altitude , the expected behavior "he changed the altitude even when i look in the optic" ->also we need an ui alternative where you can push all command directly with key ,so you no longer need to change the UI mode" like hover/ hover transition/combat) we need access directly to all key directly -> the pilot ai need to report gun fire/ missile close to us and from where it come , and filter better if it is not running at us and if it is close fire or middle or far , and start doing evasive action -> the pilot ia for some reason try to move the altitude higher than 80 meter when attacking in dynamic if player play cpg , this is huge issue when you need to fly very low (NOE) we need the ability to use cpg as player at NOE -> when we switch from pilot to cpg , petrovitch should keep the missile selector to last missile used , currently it go back to zero it is a problem when you have to switch missile selector everytime in middle of fight because of switching pilot/cpg... i will make a video soon , provide track , and image
  5. Hi everyone, I'm encountering an issue with the AI - they appear unable to accurately deliver either the CBU-99 or Mk 20 Rockeye II. In the track below there is no wind or turbulence and apart the absence of clouds uses default weather conditions. With the Mk 339 fuse (set to default settings), the AI always seems to drop the bomb long. A similar thing can be seen with the FMU-140 (again, using default settings). With the exception of the BLG 66, all other cluster bombs (including unguided ones) do not seem to suffer from the same issue and the AI is able to employ them with far better accuracy. AI_Mk20_Mk339_350kts_min.trk AI_CBU-99_Mk339_350kts_1kft.trk AI_CBU-99_FMU-140_350kts_2kft.trk AI_CBU-99_FMU-140_450kts_2kft.trk AI_Mk20_Mk339_450kts_min.trk
  6. First and foremost, I love DCS World and I play it very active with my Friends. This is also my first bug report since 2011 and for me to do this, something big has to have happened... While things like the TD Box in the Jeff were annoying, currently, the AI does not seem to be able to detect an Active Radar Homing Missile. Tests were done with the AIM-120B, AIM-120C, AIM-54C, R-77, SD-10 and R-77-1. Track will be provided as attachment. I would like to notify people that Tests with a clean DCS World install have been conducted. The Track File provided has Mods installed, but it is not the cause of the Bug. Friends found the same issue and during a public questioning on Spuds Server, Killshot also tested it and found the issue. Perhaps I'm really complaining on a high note here, I really don't want to upset anybody but given the lack of attention to this bug on the various Discords and Forums... Am I the only one who thinks that such a Bug is... borderline unacceptable to be around for one Month? I fly DCS a lot, and sure it doesnt stop you from playing the Game itself. But Fox 3 BVR is one of the major parts of Modern Air Combat. And for Singleplayer Mission/Campaign creators like me and my Friends, this is almost game-breaking since it completely destroys a properly created dynamic Combat environment and ruins realism and immersion as a Fox 3 Missile is guaranteed to hit an enemy Aircraft currently... Lastly, I forgot to add that, as an experienced Mission maker, I of course tripple checked the correct "Reaction to Threat", "RoE" and "Usage of Weapons" Commands for the AI. I have also tested it with every AI Difficulty level. I hope this brings some attention to the Issue so that it is at least patched in the next big Update... As of right now, we unfortunately cannot play any modern BVR Sorties. Fox3.trk
  7. Or even just ground unit sectors in general. Can we either assign sectors of fire per waypoint or request the devs to rework the logic? Attached are some examples of what I'm talking about. I know, ground combat is lame and a low priority compared to adding some feature to a hornet. But this does need to be addressed as ground units die often because they're looking in the wrong spots. The orange triangle should be the units sectors of fire. The blue line are where the barrel is pointed. These AI skill is set to excellent by the way. The image with the Brads. The far left one is looking far right even though there is an enemy to it's left about to engage them. The image with the Abrams. The lead vehicle should be looking forward of the element, the second would be looking left or right of forward movement. Both forward moving vehicles are looking behind them while there is an enemy to the front. The rear vehicle should be pulling rear security but is actually looking at their forward movement. Thanks
  8. This was pointed out by Cowboy 307 on Discord. Not sure if aircraft specific, but when doing the F16 Air Refueling Instant Actions on Caucasus and PG the AI F16s continue to get in line for refueling even if you call Intent to Refuel far out like in the PG instant action. Weird part continues when you abort refueling, the AI F16s will also abort but stay with the tanker. When calling for Intent to refuel again the AI F16s will go right back to refueling. The only way to stop this loop so you can refuel is to get in line right behind the AI and as soon as they get done call for Ready Precontact. Attached are the two tracks and should be around 5 minutes each give or take. Caucasus AAR F16.trk PG AAR F16.trk
  9. aar..log In the instant action AAR training missions on the Caucasus as well as the PG map, AI cycles between lead and wingman refuelling for a couple of seconds before rotating to the other aircraft seemingly in a infinite loop. Tried to butt in but that doesn't seem to work. Honestly miss the return to pre-contact message since I am not able to get there.
  10. I have an AI aircraft waiting on the runway, ready to take off. However, it should wait until a unit is in its zone before it's allowed to actually take off. Is there something in the Advanced Waypoint Options to do this? I could delay its take off time, but there's no real way of knowing when the unit will arrive. Failing any other options, I guess I could do the ol' switcharoo and get rid of the first plane that's waiting and spawn a new one when the unit is in the zone.
  11. Hi everyone, Despite the following being in the changelog: I am still experiencing issues with 5-inch/38 calibre guns, as fitted to the USS Samuel Chase and Essex-class. In the below tracks I have a single aircraft approaching the USS Samuel Chase from the starboard rear-quarter. Wind is calm, the ship is not in motion and I've set the weather to clear skies. In both cases the aircraft approaches from the same direction and remains in level flight, the only difference between the 2 tracks is the altitude the aircraft flies at. While the 3-inch/50 guns engage more-or-less as expected (when the aircraft briefly exits their engagement zone, they cease tracking and reset to their default positions instead of attempting to continue tracking the target - so far only the KS-19 appears to do this) in the 6kft track the 5-inch gun never engages, despite doing so in the 2kft track. 6000 ft should be more than within the capability of 5-inch gun (in-fact it outranges and has a higher ceiling than the 3-inch guns - compare this table (5"/38) with this table (3"/50)). With the Essex (which I've separately reported here) the guns track the target in both cases (the directors though do not), but only in the 2kft track do they actually engage. However, even so, they take a long time to commence firing (the Bofors 40 mm actually opening fire first) and they only get a single salvo off before resetting(-ish) and no 5-inch gun further attempts to engage the aircraft. In the 6kft track, they track the target, but never engage and simply reset, pretty much exactly mirroring this bug report for ground-based AAA - where so far only the KS-19 behaves as expected. SamuelChase_5-inch38_Engage_2kft.trk SamuelChase_5-inch38_NoEngage_6kft.trk Essex_5-inch38_Engage-ish_2kft.trk Essex_5-inch38_NoEngage_6kft.trk
  12. I noticed this bug in the Hunters Over the Yalu Campaign Mission 11. The Mig-15 AI is set to ace level and randomly crashes itself into the ground at the beginning of the mission when the player flight is taking off. The chance of the AI crashing itself is random as reflying the mission does not always result in the AI crashing. It seems to happen roughly 20 - 30% of the time. Track file and YouTube video of the bug attached. Recorded on DCS 2.9.17.12034. caseyjonesdead.rar
  13. Pretty simple request, currently there is a trigger action called "UNIT AI SET LIFE" if this function could be exposed to the LUA api that would be incredibly useful for a variety of scripts/scenarios
  14. У нас есть тяжелый двухвинтовой вертолет для армии США, давайте предоставим такой же для ВМС.
  15. Hi everyone, I've noticed that in some testing scenarios, large-calibre WWII AAA will only track targets without ever actually firing - instead at some point they stop tracking and reset (seen in the. Sometimes, guns will start engaging but will only fire a few rounds before ceasing. Adding the Kommandogerät 40 seems to resolve the issue for German Flak guns and the allied director resolves the issue for QF 3.7". However, the Kommandogerät 40 does not resolve the issue with either the 75 mm Type 88 AA gun, nor the 8 cm/40 3rd Year Type gun. However, the director shouldn't be required for guns to actually start firing (especially if they've detected and are tracking the target) - instead directors should make guns more accurate. The same issue also applies to ships (namely the Essex), which I've reported here, but have yet to make extensive tracks (I've seen it sometimes engage higher altitude targets, but my prevailing experience is that 5"-guns don't engage reliably, nor do the directors track targets reliably). The same issue does not occur with the KS-19, which is perfectly capable of engaging targets without its SON-9 director. 8.8cmFlak37_Engage-ish.trk 75mmType88_Engage-ish.trk 80mm3rdYearType_Engage-ish.trk KS-19_Engage.trk 8cm3rdYearType_NoEngage_3kft.trk 8cmFlak18_Engage_3kft_Kdo.trk 8cmFlak18_NoEngage_3kft.trk 75mmType88_NoEngage_3kft.trk KS-19_Engage_3kft.trk KS-19_Engage.trk
  16. 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?
  17. I am trying to understand what is the logic happening behind AI Task Push and Triggered Actions. I created a mission with several triggers. Each trigger executes "AI Task Push" "Attack Ground Unit N". As far as I can see when AI Task Push happens, the unit executes exactly the task and if it a task was already in execution it just forgets it completely. Example: Trigger 1 happens, AI starts attacking group 1 Trigger 2 happens, AI forgets about group 1 and starts attacking group 2 When group 2 is dead, AI returns to its route and forgets about group 1 Can I make it not forget the task it was doing and return back to it?
  18. 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
  19. Hi everyone, I'm experiencing an issue with AWACS that go for AAR. The problem is that shortly after they connect they "jitter" causing them to disconnect. I've attached a short video of the issue and the mission used to reproduce it. I've experimented with different altitudes and speeds, but it had no effect. ps: in the video I'm running the sim at 3x but the issue occurs even at normal speed Thanks for your help. awacs.mp4 awacs_refuel.miz
  20. Hi everyone, I've discovered an inconsistency with AI-fired AGM-84Ds. When "Attack Group" is used, the missiles always only strike the group leader, ignoring any other ships (even if those other ships have larger radar cross sections and are directly in the path of the missile - in the attack group track, you can see missiles overfly larger escorting ships on their way to the group lead). Even with a far tighter formation, the missiles only track the group lead, ignoring any other ships. This they do, even if other ships are obscuring the group lead. As if the missile magically knows where the group lead is and its seeker isn't being modeled. However, when "Search then Engage Group" is used, the missiles more randomly target ships in the formation, leading to every vessel being hit at least once (with the escort ships, which are both larger and closer to the missile's flight path) having more missiles target them. This is more expected behavior of the Harpoon and seems to better replicate the Harpoon's seeker. The bug here is that missiles fired by the AI using "Attack Group" should behave like they do when fired in "Search then Engage". For anyone wondering why I wouldn't just use Search then Engage every time. Well, search then engage requires the firing unit to detect the target themselves, which the low-flying aircraft will only do at fairly close distances. By using Attack Group, I can replicate pre-planned targets (where the Harpoon is fired at a pre-planned waypoint) - allowing the launching platform to remain in EMCON and/or replicate targets transmitted to shooters by other AI aircraft. AGM-84D_AttackGroup.trk AGM-84D_AttackGroup_TightForm.trk AGM-84D_SearchThenEngage.trk
  21. The big hill at the NE end of Spangdahlem means that AI aircraft always crash when trying to land on runway 23. This seems to be 100% reproducible, at least with the Hornet. (It's actually a pretty tricky approach for human pilots, too, but it's suicide for the AI). Broken AI Landing Spangdahlem.miz
  22. Hi everyone, For whatever reason, I cannot seem to get the AI F-4E-45-MC to use Paveway II and Paveway III series laser guided bombs against points on the ground. Upon reaching the waypoint with the bombing task, the aircraft simply turn around, follow the rest of their waypoints and land. I've tried numerous options on the weapon to use (AUTO just ends up using the internal cannon, I've also tried guided bombs, guided and bombs) to no avail, override AI attack avoidance decisions also doesn't appear to change the behaviour (and in any case, this mission is empty apart for the AI aircraft - there's no threats). It also doesn't seem to matter if the task is set to CAS and whether or not you use the CAS, Attack Group/Unit or Search then Engage tasks, none seem to work. The issue seems to be fairly exclusive to Heatblur's F-4E-45-MC (though the F-5E-3 also failed to drop the bombs, but then, there wasn't anything to provide designation). Attached is a track showing what happens with the GBU-12, the issue is also present on the GBU-10 and GBU-24B/B (the latter should actually be an A/B, but that's for HB to fix). EDIT: The problem is also happening with a few other weapons as well, it seems mostly isolated to guided air-to-surface weapons, with exceptions (so far the AI is fairly reliable when engaging with the AGM-12). In AI_F-4E_AGM-65D_nofire.trk, you can see that the AI won't fire Mavericks at a tank platoon, the same is true for every other Maverick the F-4E-45-MC has available. It also happens regardless of what the Maverick is mounted on (be it the LAU-117, the LAU-117 on the special weapons adapter or the LAU-88). In AI_F-4E_AGM-45A_nofire.trk, you can see that the AI won't fire an AGM-45A at the SON-9 (the guidance section is set appropriately), I have got it to fire at the Big Bird and the P-19 however - it seems a bit inconsistent. I also can't get it to fire at the Fan Song or Low Blow. EDIT 2: The AI will only fire AGM-45A if the SEAD advanced waypoint task is active, it doesn't work if you only have an Attack Group/Unit or Search then Engage task set. The GBU-8 is as with the Paveway II and III described above, see F-4E_AI_GBU-8_nodrop.trk. Both Walleyes however are unaffected. F-4E_AI_LGB_bug.trk AI_F-4E_AGM-45A_nofire.trk AI_F-4E_AGM-65D_nofire.trk AI_F-4E_GBU-8_nodrop.trk
  23. Anyone else experiencing very weird pathfinding decision by ground units when set to "On Road" and moving on the Autobahn? Specifically this is happening in my mission along the A4 and A64 near Bad Hersfeld, Alsfeld and Fulda.
  24. We desperately need an option or variation of the CAP task, to limit units to engage only when enemy units are within a set range relative to the CAP flights current position. Contrary to popular belief this does not exist in DCS currently. The option available only limits engagement to a distance around the flight route, which is a feature that is utterly pointless, since "engage in zone" does more or less the same.
  25. Hi everyone, The recent update has introduced some unexpected behaviour for the AI when performing a racetrack orbit. Unlike previously, where upon activation of the task the AI would fly directly to the next waypoint before making its 180° left turn, now, upon activation of the task, the AI immediately performs a 180° turn to the right, immediately followed by a 180° turn to the left. They will then fly to the next waypoint, make a correcting turn to the right and then commence the 180° left turn to begin the racetrack. Fortunately, subsequent "laps" of the racetrack are perfectly excuted - completely as expected and the AI no longer needs to make corrections upon finishing a turn, which is fantastic to see. However, the initial behaviour upon activation is undesirable, especially for practice missions with tankers and receivers that start from the air. There’s no reason for the initial right, followed by left turn, all it does is displace the aircraft laterally from the intended course line and it's only something the AI later corrects when reaching the first turn. Instead, what should happen is that the AI should proceed to the next waypoint as it did before, perform its 180° turn, fly the reciprocal course until it reaches the start point, do another 180° turn and so on, as it does for subsequent laps. Orbit_2.9.12.5336.trk
×
×
  • Create New...