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  1. 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?
  2. 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
  3. 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!
  4. 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.
  5. 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.
  6. 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!
  7. 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)
  8. 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.
  9. 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
  10. 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
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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
  16. It would be nice if AI can override given alt and fly above tick clouds if given access in ME
  17. 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
  18. Despite facing strong resistance from Afghan rebels, the Mi-24 proved to be very destructive. The rebels called the Mi-24 "Shaitan-Arba" (Satan's Chariot)". In one case, an Mi-24 pilot who was out of ammunition managed to rescue a company of infantry by maneuvering aggressively towards Mujahideen guerrillas and scaring them off." Any chance the AI could be developed in a way where infantry could actually become scared of approaching aircraft and attempt to find cover or even run away if morale is too low? I know Total War has morale statistics, but why not DCS as well! Also, it was found that during the Afghanistan-Soviet war, extra rounds of rocket ammunition were often carried internally in Mi-24's so that the crew could land and self-reload in the field. Will this be a possibility in the future?
  19. How do i get my wingmen to start with Group ID? So we can link our TADS. It would be nice, to see what they are lasing. The AI identify targets very easily. Also, knowing where my wingmen are and what altitude would really be nice. I have tried manually setting up NET ID, then using ALT J to jump between craft, but when you change aircraft.. any Group and Self ID seem to disappear, along with any SPI. The A10 TADS and CDU is what set this module apart from everything in this SIM. Its be nice to utilize them.
  20. Problem: AI uses afterburner too much, even when totally unnecessary, i.e. when they take off and form on flight lead 5 km away flying almost at stall speed so that wingman knows he doesn't have to rush. It leads to extremely large fuel consumption which sometimes even causes wingmen who have burnt all their fuel to eject. Proposed solution: give flight lead an option to restrict usage of afterburners by wingmen. Since we have such an option for mission designers, I don't think it should be too hard. And since it's player who would make the decision, devs wouldn't need to write complicated AI algorithms. Restriction might be ignored when engaged in combat.
  21. When I load up Mi-24 Caucasus firing range in Instant Action I am unable to use Petrovich at all except for simple "activate weapon controls" keybind. It works in multiplayer no problem but it just does not activate in singleplayer, and neither does he take over pilot controls from me when I swap to co-pilot's seat. Anyone know how I can fix this?
  22. Hi Everyone, I disabled the auto-handoff for Petrovich in the miscellaneous settings for the Mi-24P. I did this because I found he likes plunging the helicopter into the ground, whenever I'm flying low, either by dumping the collective and not recovering but also by putting the helicopter into VRS - he doesn't seem to be particularly graceful with the controls. The problem is that now he's completely inaccessible from the front seat, though he is still accessible in the rear seat. How I thought it would've worked is instead of Petrovich taking over immediately and automatically when you jump into the front seat, the controls would be in your hands until you bring up and set-up the Petrovich HSI/menu, at which point he takes over (though gets interrupted if you move the controls yourself). However, now I can't bring the menu up at all.
  23. Hi Leute, ich würde gerne eine reine KI-Staffel einen Kunstflug machen lassen. Dazu habe ich ein Flugzeug genommen, ihm die Kunststück-Sequenz verpasst und dann das Flugzeug vier mal in Raute-Formation kopiert. Ich habe sogar mit Papier eine Schablone geschnitten, die ich im Editor bei Vergrösserung auf 100 Fuss auf dem Monitor anlege, um auch die Wegpunkte immer im selben Abstand zu halten. Ein einzelnes Flugzeug zu nehmen und es als eine Gruppe mit drei anderen fliegen zu lassen bringt nicht den gewünschten Erfolg, da sich die Flugzeuge dann absondern und ich ggf. verschiedene gleichzeitig auszuführende Manöver ja der ganzen Gruppe zuteilen würde. Nun gibt es ja genug Kunststücke, die zur Auswahl stehen, aber ich weiss nicht, wie ich die Brüder zusammenhalten kann. Die Original-Videos der Blue Angels zeigen ja eine ziemlich enge Formation aber so eng bekomme ich es ohne Crashs nicht hin, deswegen habe ich den Abstand auch auf 100Fuss gesetzt. Jetzt zu dem Problem: Meine KI-Piloten sind teilweise nach Kunststücken ziemlich weit verstreut, alles was nicht mit geradeaus zu fliegenden Kunststücken zu tun hat, führt zu unschönem Versatz nach einigen Kunststücken (also z.B. Looping für die mittleren Flugzeuge/schräger Looping li. und re. für die äusseren Flugzeuge > keine Ursprungs-Formation mehr), somit würde ich sowas ans Ende der Kunstflug-Sequenz setzen. Ist es evtl. doch besser nach jedem Kunststück einen WP zu setzen, der das nächste Kunststück aufruft? Habe schon mal etwas rumprobiert, aber selbst mit fixer Zeit kommen die KI-Piloten da nicht wirklich wieder so zusammen, dass die anfängliche Formation wieder erreicht wird. Ich probiere jetzt seit vier Tagen rum, Probleme zu lösen, teils durch "Geradeaus-Flug" Teilstrecken, die einzelnen Nachzüglern in der Sequenz eingefügt werden, o.ä., aber ich komme zu keiner vernünftigen Lösung. Falls also jemand gute brauchbare Tipps für mich hat, wäre das fein! Gruss Purzel PS: Kann ich irgendwie Flares werfen lassen? Gibt es ggf. Scripte/Mods zum Thema? KunstflugTest1_H.amsp KunstflugTest1-R.amsp KunstflugTest1-L.amsp KunstflugTest1_V.amsp
  24. Since we now have a very beautiful and great sounding P Hind and the old unit is the same helicopter I would've liked it to sound the same. It have always been generic and boring and unauthentic, and there is no reason why you shouldn't update it. Hope ED sees this Also for some reason it's startup sequence audi is very broken atm, cuts off when engines are starting
  25. Hi Everyone, I was doing some tests with the Rapier and it seems that when firing at low altitude targets, the Rapier missile will do an extreme yoyo, going high, and then rapidly diving, only barely managing to pull-up and avoid a collision with the ground. In the first track I have a Mi-24V flying near enough perpendicular (but not notching), a launcher and an optical tracker, with no blindfire. The Mi-24V is @200m AGL (ΔH ~ 195m), flying at 200kph - well within the engagement parameters for Rapier (according to the Rapier_FSA_Launcher.lua the minimum altitude is 50m). The first missile climbs, then performs a steep dive, only barely managing to pull-up to avoid a collision with the sea, and eventually hits the target. The target descends, another Rapier is fired, this time crashing into the sea. The third missile repeats what the first missile did, and barely manages to avoid colliding with the sea. In the second track I have everything set-up exactly the same, only now the helicopter is set to an altitude of 100m (ΔH ~95m), which should still be inside the Rapiers engagement altitude; this time every missile ends up flying into the water. It should be noted that the missile behaves the same when paired with Blindfire or not. Now this could be caused by probably 1 of 4 factors: The missiles are initially elevated too high - unlikely, the missiles should elevate based on range and altitude. The missiles are too aggressive in trying to centre themselves in the operators reticule (this is broadly what an optical SACLOS guidance scheme tries to do) - unlikely as this might play a part into reducing the minimum range, which is probably a good thing for a short ranged system. The missiles aren't responsive/manoeuvrable enough - not sure, I can only base on my expectations (which may well be off). If you draw a line between the optical tracker and the target I'd expect the missile to follow that line more closely (like the Tunguska), not loft way high above it and then make an excessive dive past it. The AI operator - here I think lies the issue, the AI operator most likely keeps the reticule as centred as possible on the target, this makes sense, however it is most likely (from my reckoning at least) causing this issue, if not for the above 3; a possible remedy is to have the operator aim high (at a similar elevation to the one the missiles are fired at), and then slowly bring the reticule down (so that it is on the target after about 2 seconds). Hopefully, this will result in a more gradual descend and the missile won't perform such an aggressive dive that it can barely climb away from. This should also increase the amount of energy the missile has, which is beneficial for achieving a hit. There is this video of a Rapier launch failure (here the system is the much more modern FSC variant, but AFAIK the command-guidance scheme is the same, just instead target tracking is done automatically via EO/IR and/or RADAR). In DCS it seems to do something similar every time it's launched at a low-altitude target. Can anyone confirm what's going on here, and how Rapier should behave? I've done some digging but can't find much, other than basics. [sidenote: @Tippis contrary to your excellent reference wiki Rapier in DCS will in fact launch with just the optical tracker and without Blindfire, under an optical SACLOS guidance scheme, as it should IRL]. Rapier_FSA_Guidance_(200m_AGL).trk Rapier_FSA_Guidance_(100m_AGL).trk
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