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Posted (edited)

Thanks for all the hard work on these mods, especially since there doesn't seem to be any official guides!  Hopefully someone can point me in the right direction to an issue I'm having.

I've got a test mission with an AI Mosquito armed with rockets and set to Anti-ship with an enemy ship in the area.  The AI Mosquito detects the ship, lines up and launches the rockets and will follow with cannons as necessary when the ship is from ED's WWII asset pak (i.e. schnellboat).  However, when the ship is from this mod set (like the Z39 or Marinefährprahm), the AI Mosquito lines up but never fires.   

Does anyone know what is missing to make the AI Mosquito actually fire at these mods?

Edited by Ectomorph
typo
Posted

I figured out how to make the Mosquito AI attack the ships and many other things and ended up re-writing the whole lua script which rigged up all the guns properly (one was firing but the tracers came from middle of the ship).

To get the AI Mosquito to attack, I added the value "Destroyer". (I would have thought "Armed Ships" would have been enough ... the fact it's not is likely a bug)

I updated the ME icon reference to identify this as a Destroyer  (DD).

I corrected the ships dimensions and top speed.

I used EDM to identify all the connection and animation points, corrected the resting angle of the rear cannons.

I used core weapon definitions, everything is period except for the 150mm cannon, I substituted a 133mm cannon as was done on the Bismarck.

Torpedoes still don't work.

On thing I noticed is that all the 20mm AA guns are twin barreled if not quad, but in reality the Z39 had the quad 20mm but the rest were single.  The Z39 was one of seven Type 1936A (Mob) destroyers.  All seemed to have different configurations and none match the full complement of twin barrel 20mm AA.  Anyhow, I took the liberty of changing the display name from "DMS Z39" to "DMS Type 1936A (Mob)" (although the use of DKM / KMS can be debated).

The modified Lua is linked below

image.jpeg

DKM_Z39.lua

  • 2 months later...
Posted

Interesting finding. Most of the Markindel mods are subject to copy and paste and 100% of them have 'Cruisers' as the GT.attribute that I found so far. I haven't noticed any reluctance to attack with the AntiShip task. So I looked into this as best I could in case there was anything to share.

There's the string attributes and the wsTypes numerical attributes. You can find the list of wsTypes in the game directory as numbers.

Strings like "Cruisers", "Destroyers", "Armed Ships" are from the enumerated attributes list (Hoggit: DCS_enum_attributes), not from the numeric wsType things. These strings are parsed by the Lua AI layer only for high-level filters, not for internal targeting, damage, or seeker behavior. In engine code, all surface combatants with

wsType_Navy, wsType_Ship, wsType_ArmedShip


My understanding is that as long as wsType_ArmedShip exists, it can be selected but then the logic moves to weapons, if the unit has the right weapon for the job and if the unit type being attacked matches the category it should attack (see the strings above) As far as I know the AntiShip task is inclusive of all ships and hasn't been changed but you can perform custom https://wiki.hoggitworld.com/view/DCS_func_hasAttribute when using scripting to use either customer or baseline filters and be specific, like hitting tracking radars only.

So I don't think unless you scripted the attacks, that the GT.Attributes you changed to, unless missing wsTypes, makes any difference. I would say that there are a bunch of potential other issues that can cause that, not least a bug patch to patch, but probably around finding the right weapon for the job. Certain units refuse to attack from bug to bug because they think they cant. example would be by design - infantry and tanks often look at each other stupidly. Planes don't strafe ships either, that I found. So more likely something in that area I believe, after looking into it.

 

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