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Posted (edited)

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Dynamic Campaign

While a hangar of great aircraft is certainly a wonderful thing, having an engaging, exciting, and dynamic combat environment is equally important. We have been developing the inner-workings of a dynamic campaign system which will continue into 2019. Based on the strategic goals and tactical situations, the systems will create dynamic Air Tasking Orders (ATO) that players then join to help their side to victory. This work is non-trivial, but we believe the addition of this system should be exciting for DCS users.

 

 

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Dynamic Campaign

We now have a basic test version that works within DCS World to evaluate the real-time strategy element of the system. We are using this to debug the system. In parallel, work is now underway on the UI interface and the AI machine learning code. This is complex and is receiving a lot of focus at the moment.

 

 

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Dynamic Campaign

The basics of the dynamic campaign simulation engine are working in the map view and we’ve been using this to test the RTS element of the system. To support this, we’ve been adding new icons to the map for items like factories, warehouses, logistic units, and more. Work is also underway on providing visual indications of ground force movements and emplacements in the map view.

 

 

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Dynamic Campaign

Work on the dynamic campaign has been underway for over a year, and the progress has been steady on this very complex task. We understand that this is one of the most awaited features in DCS World and we are giving it the attention it deserves.

Much of the work is focused on the dynamic campaign creation tool layers as part of the Mission Editor, developing machine learning mechanics, and creating an AI neural network for the RTS element of the system. The machine learning and neural network tasks are particularly challenging, but we believe they should provide a unique dynamic campaign experience.

We expect to start testing this feature in the latter part of 2020.

 

 

Artboard 1.png

dynamics-campaign-engine.jpg

Dynamic Campaign Engine For DCS World

The DCS World Dynamic Campaign Engine combines a Real-Time Strategy (RTS) engine
with military forces and economics layers (production, logistics, use and transfer of resources)
that pitch two opposing sides aided by advanced strategic and tactical AI.

We have now completed the core RTS logic and have connected it to DCS World. We are
currently finalising the basics of the in-game economic models. We will be working on the
combat tasking logic and certain win-win situations in the near future. The last stage will
be the Client - Server architecture needed to support large campaigns with on-going
online sessions.

We are certain that you will have many detailed questions and look forward to revealing
more information on this module as and when we are in position to demonstrate some
of the features live.

 

Bye
Phant

Edited by phant
  • Like 3

AMVI

Posted (edited)

Artboard 1.png

Dynamic Campaign

This massive task has been underway for over two years, and the progress has been exciting. The campaign is built around a Real-Time Strategy (RTS) foundation that factors resources, zones of control, logistics, available forces, and a strategic decision-making system. While we believe internal testing will continue in the 1st quarter of 2021, it is too early to estimate a release date. However, external Beta testing is planned hopefully in Q2/Q3 2021.

 

Bye
Phant

Edited by phant
  • Like 3

AMVI

  • 1 year later...
Posted

Any news on this ? 

Nice I have the F18 and AH64 ... but want to use it in a good working campaign !

Its now march 2022 and no real updates .... 

  • Like 2

Modules F/A-18C - AH-64D - Supercarrier

Maps Syria - Persian Gulf - Nevada

 

  • 2 weeks later...
Posted (edited)

Hello,

are there any news regarding dynamic campaign? The silence is just bad. Are we expect to buy every new module just to look at it or play same few multiplayer missions till the end of times?

I have to admit it is getting more and more frustrating. I took a break from dcs for years and not that is is still not finished.... we have bunch of new EA modules and dynamic campaign still nowhere near being done. Can we get at least some info regarding dynamic campaign?

Thanks.

edit: Just got Hind and loving it but i noticed that Apache is the new flavour of the month that means Hind wont be finished in years, again...

Edited by ALLynil
  • Like 1
Posted (edited)
Il 23/3/2022 at 20:13, lorddenny ha scritto:

Any news on this ?

1 ora fa, ALLynil ha scritto:

Hello,

are there any news regarding dynamic campaign?

 

Not at the moment: the news in this thread are the most up-to-date.

 

Bye
Phant

Edited by phant

AMVI

Posted
On 4/6/2022 at 6:34 PM, ALLynil said:

Hello,

are there any news regarding dynamic campaign? The silence is just bad. Are we expect to buy every new module just to look at it or play same few multiplayer missions till the end of times?

I have to admit it is getting more and more frustrating. I took a break from dcs for years and not that is is still not finished.... we have bunch of new EA modules and dynamic campaign still nowhere near being done. Can we get at least some info regarding dynamic campaign?

Thanks.

edit: Just got Hind and loving it but i noticed that Apache is the new flavour of the month that means Hind wont be finished in years, again...

 

Yeah the silence is horrible. Currently have the F18 and AH64 and a lot of maps ....  but I will not buy any other module until there is a dynamic campaign.

  • Like 1

Modules F/A-18C - AH-64D - Supercarrier

Maps Syria - Persian Gulf - Nevada

 

  • 3 weeks later...
Posted

E' incredibile il fatto che molte novità annunciate poi non vengano più aggiornarte nel corso dello sviluppo. 

 

Firma DCS.png

CPU: 12th Gen Intel(R) Core(TM) i7-12700K   3.60 GHz - DDR4 64,0 GB - MSI RTX3080ti - Win 11 64bit

Posted
1 hour ago, Predator-78 said:

E' incredibile il fatto che molte novità annunciate poi non vengano più aggiornarte nel corso dello sviluppo. 

Solitamente ci lavorano in silenzio e solo quando decidono loro, sparano fuori la news.

questo non significa che non ci stiano lavorando 

  • Like 1

Simulatori: DCS A-10C II Warthog - DCS F/A-18C Hornet - DCS F-16C - VRS F/A-18E - 
HOTAS: TM Warthog - Cougar \ HP Reverb G2 \ WinWing Panels

Tally: I see the degenerate commie who wants to ruin our day.

 

Posted

Tra l'altro una campagnia dinamica e'... codice. A parte dire "abbiamo scritto altro codice!" ... tanto vale tenere la notizia coperta fino alla fine.

  • Like 1
  • phant changed the title to Eagle Dynamics Dynamic Campaign Engine (EDDCE)
Posted

Immagine

Dynamic Campaign Development Progress

We are pleased to announce that our Dynamic Campaign Engine (EDDCE) is progressing steadily, albeit slower than we had expected. The size and complexity of this endeavor is substantial, but we are excited to report that things are moving in a positive direction and that we are confident that this will be a game-changing addition to DCS. We are pleased to share some of the progress on the strategic tasking logic that forms the foundation of this core enhancement. We have also made significant improvements to the algorithms used to process the very large data sets needed when moving and tasking numerous units.

The EDDCE Dynamic Campaign Engine will be a part of the DCS Core, allowing the creation of special campaigns where air, sea and land units do not have pre-created tasks, but are rather controlled by the strategic AI. Each side initiates the campaign on the basis of start conditions of the conflict, this includes offensive or defensive position, asset resource list (including HQs, factories, warehouses etc), and specific objectives which are created from the onset for each individual campaign design. When a campaign starts, the strategic AI initiates the tasking process (ATO Air Tasking Orders, Ground tasking and Naval Tasking etc) for each unit in the side’s asset list and order of battle. This process of tasking and decision making is ongoing for the duration of the campaign and is a function of assets remaining and reinforcement and resupply cycles. It is important to remember that the player can take control of any AI unit and participate in its mission task and/or take indirect control over the strategic AI decisions, in addition to direct control over specific tasking orders.

After having completed the global structure of the Dynamic Campaign Engine in 2021, 2022 saw substantial fine-tuning of the system’s individual components. For example, our general scheme of ATOs was built starting from defensive combat air patrol operations along borders, through all subsequent stages, including SEAD suppression of enemy air defenses, air superiority, CAS close air support, interdiction and deep strike. Ground equipment and operations also received a lot of attention. In addition to the actual movement of units to perform their assigned mission, a mechanism was created for correctly tasking vehicles in a group based fashion depending on their tactical situation: attack, defense, or transit.

To increase the number of units in the campaign without over-tasking the CPU, only units that are ‘visible’ to the player or that ‘see’ the player (eyesight and sensor range based) are fully calculated. For the remaining units, lighter algorithms are used which are based on pre-calculated data sets. It is good to note that when preparing such data, separate mechanisms are used in EDDCE to easily process all upcoming equipment and weapons which will be added to DCS. To ensure that unit calculations do not negatively affect gameplay, seamless transitions between the lighter and the fully-fledged calculation models have been implemented. This will allow the player to see all the units in their correct place, performing their tasks while moving across the entire map. When interacting with the player, all units use the normal DCS algorithms.

Another important task that received attention this year is the ‘front-line’ system. A new model of multiple front-lines has been implemented that allows for a more illustrative picture of breakthrough and encircling maneuvers. During 2022, the main engine elements were tuned, allowing campaign management to be more automated, based on the dynamic situations as they evolve in the campaign. Please do follow our news for more information on this exciting core element of DCS.


Immagine Immagine

 

Bye
Phant

  • Like 2

AMVI

  • phant changed the title to DCS Dynamic Campaign (DCSDC)
Posted

Immagine

Dynamic Campaign Development Report

DCS Dynamic Campaign (DCSDC) is one of the most important tasks for the future of DCS as it will add a new and much-demanded evolution/improvement of gameplay for both single player and multiplayer. Rather than mimic past solutions, we hope to set a new standard, one that provides a high level of interaction, authenticity, immersion, and ease-of-use. Our goal is to deliver a system that allows players to create their own dynamic (non-scripted) campaigns that will evolve based on strategic and tactical AI decisions, indirect player influences on AI actions, and direct player influences on the battlefield. This will all leverage existing DCS features such as Voice Chat, new ATC mechanisms, etc. This has been a tall order, and the effort has been underway since 2018 with a small but dedicated team.

Our focus in 2022 was on the creation and testing of General Air Operations tasks. In 2023, we shifted our DCSDC efforts to Ground Operations. This area will break new ground for dynamic campaigns and includes the following tasks:

  • The creation of a realistic road network system that is based on a new road editor system. This allows units to have appropriate road movement conditions that are tied to the logistics and supply network. This also integrates into the movement of ground unit formations.
  • A new ground unit formations editor was created that allows for the accurate assembly of units-based levels of command from platoon up to division, with all command levels in-between. Command structures vary based on the country and era, just like the real world and with correct terminology. Unit formations then operate realistically within their larger force structure based on tasking such as road march, meeting engagement, assault, defense, retreat, route, etc.
  • We addressed ground forces behavior once engaged. This was one of the biggest, most complex tasks. Much of this was dependent upon force tasking, support from neighboring forces, organization of frontline forces, logistics (munitions and fuel), and disposition of enemy forces.

To assist with these items, a new and improved path-finding mechanism was developed that considers both the terrain topography and restrictive zones within it. This allows more sensible routing of formations based on the terrain properties.

In addition to Ground Operations tasks, we continue to work on Air Operations related tasks. For instance, many airfields currently have too few parking spaces available for a large DC. We don’t want to be limited to such limited numbers for large scenarios. To address this, we have developed a new process to expand spawn points for aircraft.

Next, we will finalize ground tasking, increase the level of internal and external testing, and begin work on the important Graphic User Interface (GUI).


Immagine

 

Bye
Phant

AMVI

Posted (edited)

Una cosa che non so se è stata detto o meno ma la DCSDC farà parte del motore di base e quindi integrato nel core o sara un modulo acquistabile separatamente?

Edited by fabio.dangelo
Posted

La campagna evolve in base alle missioni compiute e al loro esito, per esempio se una colonna di carri si muove verso una tua città la missione può prevedere di attaccare questa colonna. Se l’esito della missione è positivo la colonna si ferma e la città rimane in mano tua, se l’esito è negativo é possibile che la città passi sotto il controllo nemico e la linea del fronte si sposta.
Da quel momento le missioni verranno aggiornate per rispondere alla nuova configurazione delle forze in campo.


Inviato dal mio iPhone utilizzando Tapatalk

  • Like 1
  • 6 months later...
Posted

Immagine

Dynamic Campaign Development Progress

It has been quite some time since we spoke of the development progress of the Dynamic Campaigns for DCS. Indeed, our team faced some technical challenges which demanded substantial architectural changes. Below we have summarised the current positive development tasks in progress.

The DCS Dynamic Campaign (DCSDC) has been a massive undertaking, but we are making steady progress in both the strategic and tactical elements. Here is an outline of our development tasks.

  • Work continues to configure ground AI forces command and control. There are three main systems: The border and frontline system, navigation based on terrain and surface-type, and a multi-level formation system. These are combined into one code for the final fine-tuning of ground combat. The decision-making system for ground force objectives is being tested and refined as a function of force size, unit locations, and the general objectives of the coalitions.
  • To improve ground forces movement calculations, a mechanism was created for the DCSDC engine that optimally analyses routes between points, whilst taking into consideration roads, terrain, and potential travel speeds across different types of surfaces. A navigation mesh editor is also being developed to allow campaign creators to modify old terrains to suit their needs. We believe these components can be applied not only within Dynamic Campaigns, but also for non-dynamic DCS missions and campaigns.
  • Testing of the integrated air force ‘command and control’ of DCSDC into DCS continues This includes both the creation and functioning of the missions and optimization of different mission task flight profiles. Looking ahead, there will be tests made for all components of the strategic AI troop control and player participation.
  • Testing of Dynamic Campaigns has resulted in a new tracking system that allows a detailed accounting of actions and behaviours. This is critical to the debugging process of such a complex task. The current DCS track file system has also been expanded with the ability to store RTS layer information. The resulting systems will allow you to review campaign events and provide a DCSDC active save system. This active save system will allow you to resume saved games and rewind time to replay an unsuccessful episode of a campaign.


Immagine Immagine Immagine Immagine Immagine

 

Bye
Phant

  • Like 4

AMVI

Posted
2 ore fa, komemiute ha scritto:

YESSSSSSSS! 

..caspita pero' da quanti anni che ci stanno lavorando.... e da cosa scrivono non mi sembra sia imminente...

Posted
3 ore fa, Pluto_ ha scritto:

..caspita pero' da quanti anni che ci stanno lavorando.... e da cosa scrivono non mi sembra sia imminente...

Eh beh niente di nuovo all'orizzonte, i tempi biblici di sviluppo di qualsiasi cosa in DCS sono fin troppo noti, per questa nuova "aggiunta" ci vediamo verso la fine del decennio....forse.....

.

Posted (edited)
18 hours ago, Pluto_ said:

..caspita pero' da quanti anni che ci stanno lavorando.... e da cosa scrivono non mi sembra sia imminente...

Considera che scrivere l'engine della campagna dinamica di Falcon 4 ha quasi da solo causato il fallimento del progetto... 

Scrivere una cosa così non è affatto una sciocchezza. Specialmente se lo vuoi fatto bene. 

Quanti altri DC ci sono in simulatori moderni? 

Edited by komemiute
Posted
37 minuti fa, komemiute ha scritto:

Considera che scrivere l'engine della campagna dinamica di Falcon 4 ha quasi da solo causato il fallimento del progetto... 

Scrivere una cosa così non è affatto una sciocchezza. Specialmente se lo vuoi fatto bene. 

Quanti altri DC ci sono in simulatori moderni? 

 

..no no non era una critica era piu un "mi dispiace che non sia ancora uscito"... poi pur non avendo nessuna competenza al riguardo, scrivere un motore dinamico o quello che è deve essere da mal di testa....

Posted
3 ore fa, Pluto_ ha scritto:

..no no non era una critica era piu un "mi dispiace che non sia ancora uscito"... poi pur non avendo nessuna competenza al riguardo, scrivere un motore dinamico o quello che è deve essere da mal di testa....

E più che altro non è tanto una cosa, ma una serie di cose che insieme danno l'esito di qualcosa di dinamico. Non è tanto il dinamismo il problema, quando il renderlo sensato nel tempo. A naso, da ignorante, le cose complesse sono queste:

  • devi gestire una roba che faccia lavorare migliaia di oggetti insieme senza appesantire eccessivamente la simulazione (fai una bolla alla falcon? semplifichi le dinamiche per ciò che sta offscreen? etc etc)
  • devi gestire tutta l'automazione per le risorse e resupply, la generazione degli obiettivi (che è più complessa che decidere chi fa cosa), lo scambio di informazioni nella coalizione, insomma tutto ciò che sta "sotto" il layer della singola missione;
  • devi ridefinire l'approccio allo scenario da parte della AI e la "leggibilità" del terreno, a partire dal pathfinding e dai movimenti concertati tra gruppi;
  • devi probabilmente definire da zero un approccio in merito alla gestione delle fanterie in modo automatizzato, relativamente agli APC, IFV e similari;
  • devi sviluppare una serie di elementi di AI basilari oggi assenti, relativi alle reazioni ad eventi o a condizioni esistenti (te ne cito due: fuoco di soppressione, tiro di artiglieria).

Non sono cose impossibili ma la sensazione è che è più un lavoro di sviluppo degli strumenti necessari poi a far lavorare la AI in modo più efficiente. A che punto sono? Boh, spero ad un buon punto, ma dipende come hai organizzato il tutto. Al momento sembra siano ragionando facendo qualcosa di leggermente separato dalla simulazione che usiamo direttamente (nota le icone diverse nell'immagine).




 

  • Like 2

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted (edited)
2 ore fa, chromium ha scritto:

E più che altro non è tanto una cosa, ma una serie di cose che insieme danno l'esito di qualcosa di dinamico. Non è tanto il dinamismo il problema, quando il renderlo sensato nel tempo. A naso, da ignorante, le cose complesse sono queste:

  • devi gestire una roba che faccia lavorare migliaia di oggetti insieme senza appesantire eccessivamente la simulazione (fai una bolla alla falcon? semplifichi le dinamiche per ciò che sta offscreen? etc etc)
  • devi gestire tutta l'automazione per le risorse e resupply, la generazione degli obiettivi (che è più complessa che decidere chi fa cosa), lo scambio di informazioni nella coalizione, insomma tutto ciò che sta "sotto" il layer della singola missione;
  • devi ridefinire l'approccio allo scenario da parte della AI e la "leggibilità" del terreno, a partire dal pathfinding e dai movimenti concertati tra gruppi;
  • devi probabilmente definire da zero un approccio in merito alla gestione delle fanterie in modo automatizzato, relativamente agli APC, IFV e similari;
  • devi sviluppare una serie di elementi di AI basilari oggi assenti, relativi alle reazioni ad eventi o a condizioni esistenti (te ne cito due: fuoco di soppressione, tiro di artiglieria).

Non sono cose impossibili ma la sensazione è che è più un lavoro di sviluppo degli strumenti necessari poi a far lavorare la AI in modo più efficiente. A che punto sono? Boh, spero ad un buon punto, ma dipende come hai organizzato il tutto. Al momento sembra siano ragionando facendo qualcosa di leggermente separato dalla simulazione che usiamo direttamente (nota le icone diverse nell'immagine).

Concordo assolutamente, ed è proprio per questo che nel mio precedente post ho ipotizzato che vedremo il tutto verso la fine del decennio, un discorso così complesso rapportato ai tempi usuali di sviluppo delle features in DCS purtroppo non lascia pensare altro che per vedere in questo ambiente simulativo una campagna dinamica come si conviene, ma soprattutto a regime che vuol dire adeguatamente funzionante ci vorranno appunto chissà quanti anni.....

Edited by Tigre.

.

Posted (edited)
4 hours ago, chromium said:

Al momento sembra siano ragionando facendo qualcosa di leggermente separato dalla simulazione che usiamo direttamente (nota le icone diverse nell'immagine).

non sono le solite icone ma in formato nato?

per i tempi di rilascio...beh, siamo alle solite.

ci sarà chi vorrà vedere pianificata la logistica fino al singolo paio di stivali da fornire ai soldati ed avere l'aspetto fedex/dhl ben riprodotto con tabelline excel da analizzare per ore, non dico che conti poco nei conflitti (anzi, la logistica è la fondazione) ma se stiamo a pretendere quello in questo motore dinamico non basterà il decennio attuale e probabilmente nemmeno quello successivo, tanto vale arruolarsi.

in gergo software, si chiama feature creep.

ci sarà invece, all'opposto dello spettro quelli cui basta l'aspetto doom in the skies.

a me basta avere una via di mezzo, non credo avremo mai in tempi brevi niente a livello strategico su dcs, semmai tattico. mi accontenterei di avere qualcosa con qualche limitazione a risorse, pochi aspetti di rifornimento ed un po' di movimenti sul campo con una semantica insomma.

con moose qualcosa si riesce a fare ma si rimane sempre confinati entro certe condizioni al contorno, un po' dal framework un po' dai limiti di DCS ed un po' anche dalla quantità di tempo (e voglia sopratutto) che uno ci mette a scriptare azioni dinamiche sul campo (capisco l'antitesi di "scriptare" e "dinamico" ma alla fine di quello si tratta, di codice lua in scriptini), purtroppo però c'è sempre una ripetitività e per chi ha creato la missione il divertimento è quasi nullo perché sai come si comporta.

ci ho messo quasi due mesi a creare questa e mi sono stradivertito mentre la creavo e provavo, ma non mi sono mai messo una singola volta a giocarla come se fossi un giocatore, sto aspettando di dimenticare cos'avessi fatto per potermi divertire.

https://gitlab.com/quelcertoleo/operation-last-judgement

Edited by leonardo_c
Posted

Sui tempi oh, ci sto mettendo 9 anni io (e dovrei farcela prima di dicembre) partendo da meno di zero, penso proprio che dei professionisti riusciranno a fare molto meglio e prima. A naso, la do buona per il 2026... ma chissà, vedremo che succede nel 2025  and beyond 🙂

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted

Io spero in qualcosa che aumenti l'immersività della baracca, trasformandola da quello che a volte sembra un simulatore di cockpit e tecnologie militari varie a qualcosa di più vicino alla 'vita' (virgolette doverose!) di un pilota da combattimento, tenendo sempre conto che stiamo parlando di un videogame 😄

La speranza è l'ultima a notchare... ehm, a morire! 

200m butterflier inside :harhar:

 

MERLO forever

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