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Showing results for tags 'voice'.
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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.
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Still no info but in some of Wags videos (even before release of Hind module so in June/May), you can notice that Petrovich has a voice and informs player about his condition and activities. Btw. does Petrovich will inform about spotted threats like wingman (so what we have now in DCS)? Do you know about this feature? Something like: "combat vehicle at 10, distance 6 kilometers" etc? This is a feature that I personally look forward to and will add a lot of cool "spirit" for flying on Mi-24P. Thx!
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I noticed strange issue. Try to take off from Stoney cross airfield (from cold and dark or runway position). 1/ take position 2/ open comm menu (of ATC), for example " RAlt+\ " in Mustang, Spit, etc. 3/ select any communication option where the pilot should say something (for example Abort take off or permission to start of the engine) 4/ you will notice that no text and sound of PLAYER of this request (tower answers without a problem but no sounds/voice of the pilot) Btw. choose any airport nearby, everything is ok!
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Blindsided : 5th revision (v6.0.5.0) Original release in 2012, a decade of getting 'Blindsided'! Updated for modern DCS, now fully voice acted and re-scripted with a new twist or two! Mission download here! Co-operative mission supporting up to: 46 player slots (2-6 players recommended default, 3-12 on difficult). Flyable aircraft: CAS (Air to ground) - 2x A-10C (Old), 3x A-10C II, 3x AH-64D, 2x AV-8B, 3x F-16, 3x F/A-18, 2x JF-17, 3x KA-50, 3x Mi-24P, 3x Su-25T CAP (Air to air) - 2x F-14B, 2x F-15C, 3x F-16, 3x F-18, 3x MiG-29, 2x M2000C CSAR (Search and rescue) - 2x Mi-8MTV, 2x UH-1H [Briefing room] We have not received any word back from the eastern patrol, since they reported hearing heavy vehicles in the pass. We can only assume the worst. Twenty minutes ago we received confirmation that insurgent forces are attempting a surprise attack on the Batumi aerodrome. Be advised we have received reports that the insurgents are able to mount a credible anti-air threat, furthermore there are indications they may have the support of unknown airforces. US Specops are right now sending ahead a two man TACP unit, designation 'Ferret', to provide coordination for a counter attack on an insurgent outpost located due east. Before we can rid ourselves of the outpost though, we must succesfully defend Batumi from the insurgent forces closing in. Be aware that we are facing at least two groups heading in from the outpost. Local defense forces are engaged with light enemy units as I speak. Your aircraft have been fueled and armed, there is no time to waste, scramble! Aimed at: Pilots reasonably comfortable with combat tasks and start up, moderate difficulty level. Pilots up for more challenge can enable higher difficulty at the beginning of the mission (Radio options, F10 Other). Featuring: * Co-op and single player support. Note: Difficulty higher for single player. * Plenty of scripted events with radio traffic and detailing. Fully voice acted! * Combined operations of air to ground and air to air aircraft, all playing important but not interdependent roles (Set higher difficulty for best effect). * Adapting mission design: Air to ground, air to air and combat search and rescue operations are each an optional component of the mission. All you need to do is fly the right aircraft and the mission commences. * Dynamically generated randomized air to air threats for the entire duration of the mission. You can't be sure where the enemy air assets will strike from. * Dynamically generated CSAR rescue operations for both stranded aircrews and vehicle crews. * Up-to-date tasking can be requested even if a player enters the mission in the middle of it. No more guessing what state the mission is in. * Choice of two difficulty levels. * Some more aggressive, scripted AI behaviour. * Some munitions restricted through the warehouse functionality for a proper challenge. * On the move troop deployments. * Airlifted JTAC available (but not necessary) for operations against the insurgent outpost. * Optional AFAC available for the defense phase of the mission. * Adapt to rapidly developing situations as you fight an enemy that fights back rather than passively waiting for you to attack. * Be a part of a team where your actions truly matter to the outcome of the mission. License: Freeware, distribution allowed as is with all files and attributions intact. All rights otherwise reserved, unless specifically agreed upon. (It's ok to ask.) Mission download here!
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Hi, I am busy working on an exciting campaign for DCS. I am looking for voice actors to record some of the dialogue. There is no payment for this project but you may end up being part of the campaign and live in DCS history. If you would be interested then please PM to register interest. I may not get back in touch right away but will send you the script once the missions are sufficiently developed. Thanks in advance Cheers Stevie