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RedKite posted a Jester AI LANTIRN Tutorial


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Posted (edited)

 

I think that the implementation that Heatblur chose for the AI LANTIRN control is fantastic.

The Tomcat is now a viable choice for ground attacks even if you don't have a human RIO in the back.

Edited by lax22
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Posted

simply amazing implementation!  Those head modes are a brilliant way to simulated audible callouts, "Smoke by the road, 1 o'clock" or "bridge support by wpt" 

 

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Posted (edited)

From what it looks like, on the Forrestal we'll be back to the F2 to line up on the cat, press U to hook up, and shift-U to launch" Doesn't look like we'll be getting the launch bar/shuttle interactions or hold back bar like on the super carrier. Bummer 😕

Edited by Hawkeye91
Posted
10 minutes ago, Spurts said:

To be fair, HB has been stating for quite some time that the Forrestal will be Stennis level implementation and NOT a new SC.

Did they? I must have missed it. I was figuring with all of the delays and set backs that it would have a ton of features. I guess I was hoping for a a reason to use it over a SC other than era accuracy.

Posted
22 minutes ago, Hawkeye91 said:

Did they? I must have missed it. I was figuring with all of the delays and set backs that it would have a ton of features. I guess I was hoping for a a reason to use it over a SC other than era accuracy.


Not to point fingers - b/c at the end of the day it's no one's fault really. ED's release of the SC undoubtedly changed the outlook and purpose of the Forrestal. Let's not forget that HB was well into essentially giving us a SC-like experience, but because of SC things changed.

I hope that at some point in the future it will have the ability to use SC features like the deck crew and the burble effect, etc. It would be a real shame to have a proper boat for A6, A7  and F14A, but unfortunately stripped of features that are available elsewhere. Hoping for the best...

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Posted
4 minutes ago, Kondor77 said:


Not to point fingers - b/c at the end of the day it's no one's fault really. ED's release of the SC undoubtedly changed the outlook and purpose of the Forrestal. Let's not forget that HB was well into essentially giving us a SC-like experience, but because of SC things changed.

I hope that at some point in the future it will have the ability to use SC features like the deck crew and the burble effect, etc. It would be a real shame to have a proper boat for A6, A7  and F14A, but unfortunately stripped of features that are available elsewhere. Hoping for the best...

Yeah and I don’t want to trash anyone’s work. I’m sure the artists worked their butts off on the Forrestal. Looks amazing from what I saw. I just don’t see myself using it over the super carrier because I never liked the Stennis loop of lining myself up, and pressing U to hook up, and shift+u launch. Felt too artificial and no crew makes it feel lifeless and non-immersive. Wish we could have had a compromise with SC features for those that owned the module on the Forrestal. 

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Posted (edited)
vor 13 Minuten schrieb Kondor77:

I hope that at some point in the future it will have the ability to use SC features like the deck crew and the burble effect, etc. It would be a real shame to have a proper boat for A6, A7  and F14A, but unfortunately stripped of features that are available elsewhere. Hoping for the best...

That's why I hope that Eagle Dynamics and Heatblur can come to an arrangement where owners of the SC module will get a Forrestal-class ship with the same fidelity, while those who don't own SC get a "low-fi" version that's comparable with the basic "Stennis". That would be fair IMO. 

Anyway, back on topic: this looks absolutely amazing. I hope that us Vaicom-AIRIO users get a timely implementation of all of that as voice commands. 

Edited by Jayhawk1971
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Posted
2 hours ago, lax22 said:

I think that the implementation that Heatblur chose for the AI LANTIRN control is fantastic.

This implementation is seriously fkn impressive. Way above and beyond of what I expected. 

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Posted

All I have to say is, HB did this work just for our Jester. Imagine what they can do for Typhoon.


I can’t wait!


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Posted (edited)
1 hour ago, Hawkeye91 said:

Felt too artificial and no crew makes it feel lifeless and non-immersive.

I mean if you want to go that route on the SC you are still taxiing to and from the cats on your own, with no yellow shirts guiding you. All cat's are always manned and the cat "crews" run away just in time where a plane enters the groove. The only immersion the SC offers is the launch process itself, everything else isn't really any better than the stock Stennis. It is very unflexible in my opinion. Once the Forrestal comes out I probably won't touch the SC again until it gets some serious updates and advertised feature additions. 

Edited by Airhunter
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Posted
1 hour ago, Jayhawk1971 said:

That's why I hope that Eagle Dynamics and Heatblur can come to an arrangement where owners of the SC module will get a Forrestal-class ship with the same fidelity, while those who don't own SC get a "low-fi" version that's comparable with the basic "Stennis". That would be fair IMO. 

Anyway, back on topic: this looks absolutely amazing. I hope that us Vaicom-AIRIO users get a timely implementation of all of that as voice commands. 

 

That require HB implement the SC API technology over the Forrestal.

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Posted

Great work.
But IMHO Jester should target all units, not only hostiles (5.05). Or do some kind of ground target IFF algorythm, if possible. For example, in close combat  it is nearly impossible to distinguish friendly or hostile at big ranges, or when both coalitions use the same unit types.
I suggest for first time to introduce ground IFF mode, which could be toggled on or off from menu. It will work only when friendlies and enemies are close to each other. When ground IFF mode off Jester will target all units in such areas. When it on, Jester will target all units from big range (from where they are not visually identified) and will try to do ground IFF at more close ranges: find unit -> point track unit -> "I found {target type}" -> waiting {time to do IFF} seconds -> If Jester decides it hostile => "Yes it hostile" and continue point tracking -> If Jester decides it friendly => "Ooops, its friendly" and go searching for next target. There should be an error in IFF algorythm, for example, Jester will do correct ground IFF in 95% cases (tunable), or this probability is range dependent.

Posted (edited)
16 minutes ago, Airhunter said:

I mean if you want to go that route on the SC you are still taxiing to and from the cats on your own, with no yellow shirts guiding you. All cat's are always manned and the cat "crews" run away just in time where a plane enters the groove. The only immersion the SC offers is the launch process itself, everything else isn't really any better than the stock Stennis. It is very unflexible in my opinion. Once the Forrestal comes out I probably won't touch the SC again until it gets some serious updates and advertised feature additions. 

 

It’s still better than not having it. More than just the crew, I don’t like that there are no shuttle physics, no hold back bar, no driving onto the shuttle until the launch bar falls into place and the shuttle tightening against the launch bar. All these little details won’t be present. They add so much more than just pressing U and shift + u

Edited by Hawkeye91
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Posted

Great work on the Jester Lantirn.

 

Any chance of that head track function to be implemented for hooking/selecting target on the TID for A2A instead of using the jester wheel?

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Posted
5 minutes ago, snaryad2 said:

Great work.
But IMHO Jester should target all units, not only hostiles (5.05). Or do some kind of ground target IFF algorythm, if possible. For example, in close combat  it is nearly impossible to distinguish friendly or hostile at big ranges, or when both coalitions use the same unit types.
I suggest for first time to introduce ground IFF mode, which could be toggled on or off from menu. It will work only when friendlies and enemies are close to each other. When ground IFF mode off Jester will target all units in such areas. When it on, Jester will target all units from big range (from where they are not visually identified) and will try to do ground IFF at more close ranges: find unit -> point track unit -> "I found {target type}" -> waiting {time to do IFF} seconds -> If Jester decides it hostile => "Yes it hostile" and continue point tracking -> If Jester decides it friendly => "Ooops, its friendly" and go searching for next target. There should be an error in IFF algorythm, for example, Jester will do correct ground IFF in 95% cases (tunable), or this probability is range dependent.

Meh, in most scenarios when friendlies are close you would have a FAC or JTAC talking you on a target and/or marking their position and/or pointing out the target with a laser pointer and/or only clearing you to attack when you can describe the exact target they want you to attack (see e.g. all the CAS you do in Raven One, or in Watching the Devildogs). Miss-identifying targets in that situation is highly unlikely at best.

Posted

so many things are happenning in the video. can someone make pdf step by step ai lantirn?

thanks in advance

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Posted (edited)
7 minutes ago, ebabil said:

so many things are happenning in the video. can someone make pdf step by step ai lantirn?

thanks in advance

I’m sure there will be plenty of detailed step by step tutorials once the update gets released next week.

Edited by lax22

System: 7800X3D / Asus RTX 4090 OC / 64GB 3600mhz / Pimax Crystal / VKB GF3 Ultimate

Posted

I think we need some solid keybinds for jester like head manual control, designate, next target vs

And most importantly we should be able to click to the menu instead head movement.

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FC3 | UH-1 | Mi-8 | A-10C II | F/A-18 | Ka-50 III | F-14 | F-16 | AH-64 Mi-24 | F-5 | F-15EF-4| Tornado

Persian Gulf | Nevada | Syria | NS-430 | Supercarrier // Wishlist: CH-53 | UH-60

 

Youtube

MS FFB2 - TM Warthog - CH Pro Pedals - Trackir 5

Posted
51 minutes ago, ebabil said:

I think we need some solid keybinds for jester like head manual control, designate, next target vs

And most importantly we should be able to click to the menu instead head movement.

 

Sure, having potentially most Jester functions as keybinds would be great but given the more relaxed nature of delivering LGB's I think using the menu is just fine. Especially given the fact that you can even have a 8-way hat or use your trackIR to control the menu.

Posted

It's cool and all but direct head control over LANTIRN? And you were to disable LANTIRN mod but allow this? Can this function be disabled somehow?

Best regards

Realistic Police

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