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[Edit: updated 2024-04-23] Hello, Vietnam War Vessels 0.4.1 is out: https://github.com/tspindler-cms/tetet-vwv/releases This maintenance release includes several enhancements to existing assets. The flagship CVA-31 Bon Homme Richard of our mod now has a companion - generic Essex Class carriers featuring the SCB-125 update, complete with an angled deck and steam catapults. The ship's number is now dynamically applied from a set of textures, instead of being fixed in the model. Additionally, the lower hull now boasts a red coating, accented with a black waterline. Most notably, we've added new runway and taxi configurations for 24 and 36 planes on deck, crafted by Beldin, allowing for more densely packed flight decks. For more details, please refer to the Bon Homme Richard README. Thanks to the collaborative efforts of Beldin and currenthill, the main armament of the USS Maddox has been upgraded to engage both ship/shore and AA targets effectively. The MiG-17F now sports a fresh set of liveries provided by seabat, alongside an updated collision shell that should result in fewer errors reported in the dcs.log. Similarly, the F-8 Crusader has received an updated collision shell, hopefully improving its performance and reducing log errors. Please download from https://github.com/tspindler-cms/tetet-vwv/releases We also have a discord channel dedicated to the Vietnam War Vessels mod at https://discord.gg/P2B63VEZVk ================================ [Original Post:] this marks a release of TeTeT's Vietnam War Vessels. It is my first attempt at modding for DCS, so take the result with a grain of salt. The release contains three boats and an (AI) plane: P 4 Torpedo Boat, used by the North Vietnamese navy in the Gulf of Tonkin incident USS Maddox (DD-731), a US destroyer that was attacked by the above type of Torpedo Boat in the Gulf of Tonkin incident USS Bon Homme Richard (CVA-31), an Essex class aircraft carrier, not participating in the Gulf of Tonkin incident, but being used in the Vietnam War F-8 Crusader, a supersonic fighter jet, with liveries for Gulf of Tonkin incident, and others Read more on the history of this fateful event at https://en.wikipedia.org/wiki/Gulf_of_Tonkin_incident The download URL is https://github.com/tspindler-cms/tetet-vwv/releases You find the current and past releases there. I welcome the discussion of the assets, and of course the discussion of the problems you encounter. Please abstain from political discussions in this thread. You can best reach me on discord, this invite is for my arma 3 and DCS mod discord server, visit the #general-discussion-vwv channel can be used for now: https://discord.gg/VpyuCzDr7c Cheers, TeTeT [EDIT] Added 0.4.0 release info
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If you fly DCS solo like I do. Then here are some tips and tricks you can do to make your experience better. First thing I wanted to share was how to set up enemy AI Warbirds. Its often hard to fight AI warbirds do to AI units using a much more simplified flight model and having a full 360 vision out to miles. As you fight your own planes limitations. AI planes get to bank climb without issue. Know exactly where you are at all times and will always end up on your tail. As a solo player you have no buddy to tell you that you have someone on your tail. This fixes that. It has a number of steps but once you do it a few times its easy. 1. Lets first add Mist to the mission. This is a rather standard step for mission making. Not sure if this step is required for what fallows but its just what I do each mission anyway. 2. Now let's place a red plane and call it Red 1. Will remove all its default advanced waypoint actions. Its better to add them yourself one at a time. 3. Will need to add some triggerable actions. Weapons Hold and Weapons Free. 4. Next step is to add some trigger zones. One will name Red 1 Vision and make it 6000 feet. This will give Red 1 about a mile "vision" once we add the triggers. Make sure to place this zone right on the pilot's head and link it to the plane (Red 1). This will make the zone move with the linked unit. 5.Now make a zone and call it Red 1 Check 6. This zone should be around 1500 feet but you can adjust to what best fits your needs. This zone will be placed out front of the Unit it will be linked to (Red 1). I find it better to add a waypoint so you will have a line to use as a guide. 6. Now we get to the triggers and scripting. Red 1 vison Hold will make it so as long as you're not inside that vision zone. Red 1 will revert to waypoint flying. 7. Red 1 Vison Free on the other hand. It Is set up so as long as you're inside that mile distance. Red 1 will stay hostile. AI will follow you and do all the things a hostel unit would try and do. But now if you manage to get outside of that zone for long enough. Red 1 will switch back to weapons Hold and go back to flying waypoints. Tell you get inside that zone again. 8. So Check 6 fixes a issue I always had. With no other player around you have no one to warn you that some one is on your tail. When you are inside that much smaller Check 6 zone. You get a message warning you are inside the weapons arc and distance of Red 1. 9. Now let's address AI plane's ability to out fly you at all times. The fix is to add weight to Red 1. You could add max fuel and bombs on most planes. But it can be silly to be fighting a plane that has a bunch of 500lbs bombs. This script will tack on 1000kg with no outer change of the plane. You can change that number to whatever you want. I find that 1000 extra kg will be enough to push planes past the Max takeoff weight. But not so high that plane can't fly. As you can see Iv moved out into Red 1 check 6 zone. In this case I was ok as Id already critically damaged Red 1. You can repeat these steps for all AI planes and you will find that dog fights will be much more reasonable.