CougarFFW04 Posted July 29, 2018 Posted July 29, 2018 Hi Guys, Another question concerning AI logic and in particular GS/ETA flags in the ME. At a given Ground Speed you need a certain time to go a given distance. CLEAR. That is the reason why the ME automatically edits ETA/GS or shows errors in case of insconsistancies. I am wondering how AI manage things if for some reason they cannot achieve the goals that were setup in the ME (assuming no errors in the ME). Lets' immagine the following scenario : I have setup a "package" (although there is no notion of package in DCS as far as I saw ?) with two flights (F1 and F2) starting from airbases 1 and 2. The flight plan is the following WPTs : 0 (TO), 1(ETA locked), 2, 3(ETA locked), 4 and 5 (landing). Except WPT 0 and 5, all WPTs are common to both flights. I have also managed that they reach WPT1 and WPT3 together in the ME (same ETA locked). Now immagine the following : for some reason (in particular because it seems that DCS ME does not take into account taxi time delay that might be very different in different airbases), although F1 is on time at WPT1, F2 take-off with a delay and is late at WPT1. In principle F2 should accelerate to try to be on time. But I have noticed that if the TO delay is too long (due to excessive taxy phase for exemple) F2 cannot reach WTP1 on time... How F2 will now manage WPT3 (ETA locked as well) ? Anyway F1 and F2 will not push together and my scenario is ruined :cry: A solution would be to introduce a waiting pattern at WPT1 (for both F1 and F2) with a stopping condition a bit latter (let's say 10 minutes delay for conveniance)... But now what about WPT3... Obviously neither F1 and F2 will be able to reach WPT3 on time... So what would they do ? In fact I have tested theses scenari and sometime I have observed very weird (to say the least) AI behavior : they were traveling WPT path at very low speed (~180 knt) / hight AOA and even sometime crashes... including path parts where I had locked the GS at 350 knt... Any comments ? What are the recommandations to have flight following as much as possible the flight plan as designed in the ME ? Thanks
feefifofum Posted July 29, 2018 Posted July 29, 2018 I'd recommend going about this a little differently. Anchor your first flight with a circle type orbit and add a switch waypoint command to triggered actions. Use a UNIT INSIDE MOVING ZONE condition to detect when the second flight arrives on station and then use AI TASK PUSH to cause the first flight to break orbit and proceed to their objective. If you want them to fly in relatively close formation you can also use a follow task for your second flight. As for their behavior in flight, the AI will try their best to fly the speed set at the altitude set. If those values are not compatible with the airframe (i.e. MiG-21 trying to fly 150kts ground speed at 30000 feet) it will lead to weird behavior like you're describing. THE GEORGIAN WAR - OFFICIAL F-15C DLC
CougarFFW04 Posted July 29, 2018 Author Posted July 29, 2018 (edited) Hi, I'd recommend going about this a little differently. Anchor your first flight with a circle type orbit and add a switch waypoint command to triggered actions. Use a UNIT INSIDE MOVING ZONE condition to detect when the second flight arrives on station and then use AI TASK PUSH to cause the first flight to break orbit and proceed to their objective. If you want them to fly in relatively close formation you can also use a follow task for your second flight. Ok I do see. Still something unclear to me. Are "switch waypoint command" (I am aware of this one) and "AI TASK PUSH" (no trace of this in the manual) you are speaking about two different things ? I do not see the logic to have both (if different). Your help is much appreciated. Thansk again. :thumbup: Edited July 29, 2018 by CougarFFW04
feefifofum Posted July 29, 2018 Posted July 29, 2018 There are two places to add tasks/commands; Advanced Waypoint Actions like you have done with orbits, and next to the loadout tab you'll find Triggered Actions. Triggered Actions can be activated at any point when a condition is met, using an AI TASK PUSH trigger. In the left toolbar you will find "set rules for trigger" where you can define the conditions under which the trigger is executed. In this case, you would make a trigger zone of say a 5 mile radius called "5 mile" for the sake of this example. TYPE: 1 ONCE (Push package, NO EVENT) CONDITIONS: UNIT INSIDE MOVING ZONE (Flight 1 lead, Flight 2 lead, 5 mile) TRIGGERED ACTIONS: AI TASK PUSH (Flight 1, 1. Go to waypoint...) THE GEORGIAN WAR - OFFICIAL F-15C DLC
CougarFFW04 Posted July 29, 2018 Author Posted July 29, 2018 Ha OK. I do see. I have already played with that. Will try again following your advises. Thanks a bunch :thumbup:
CougarFFW04 Posted August 1, 2018 Author Posted August 1, 2018 (edited) you can also use a follow task for your second flight. Works although it seems that there is a bug : if you set only distance parameter it is ignored. You must set both distance and lateral. Edited August 1, 2018 by CougarFFW04
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