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Asking to ALL mission and campaign creators


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Posted

Mods go ahead and move this if a better spot exists.  Not picking on anyone in particular.

*PLEASE* have AI wingman more useful, especially with respect to engaging bandits and not leaving them to the human player.  Don't care if it's boring, it's more realistic.

Cheers and thanks for all of your collective hard work!

"You see, IronHand is my thing"

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Posted

What exactly do you mean? Campaign designers are limited by what the DCS AI is capable of; they can only do so much. There are two types of AI wingmen:

1) The standard DCS AI wingman that you can control. Campaign designers can do very little with these. There are some things campaign designers can do to make them slightly more effective, but this is mostly impactful in A-G, not A-A, which is what you seem to be asking about. The best way to make these AI wingmen more effective is to learn how to get the most out of the AI from issuing the right commands to them at the right times.

2) Custom AI wingmen that you control through the F10 menu (or that operate completely independently, only by scripting). Only a couple campaign designers use these (Baltic Dragon, Ground Pounder, and Reflected are the ones I'm aware of), and the campaign designers are already pushing the limits of what the DCS AI can do with these.

Which type are you talking about, and what specific problem are you having? Describe a precise situation where you wish the AI wingmen would have done something different.

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Posted (edited)
4 hours ago, Steel Jaw said:

Mods go ahead and move this if a better spot exists.  Not picking on anyone in particular.

*PLEASE* have AI wingman more useful, especially with respect to engaging bandits and not leaving them to the human player.  Don't care if it's boring, it's more realistic.

Cheers and thanks for all of your collective hard work!

I wish we could. But what we do is we tell the AI to do this, do that. take off, land, attack, that kind of stuff. And then it performs the task in whatever ways it was programmed to by ED. If it crashes on landing, or doesn't attack, or anything like that, the core AI code needs to be adjusted and we have no control over that. we can, however record tracks and send it to ED so they can fix it.

In a nutshell, we tell them WHAT, the code tells them HOW.

@FMBluecher summarized it very well.

Edited by Reflected
  • Like 1
Posted
9 hours ago, Steel Jaw said:

Mods go ahead and move this if a better spot exists.  Not picking on anyone in particular.

*PLEASE* have AI wingman more useful, especially with respect to engaging bandits and not leaving them to the human player.  Don't care if it's boring, it's more realistic.

Cheers and thanks for all of your collective hard work

If there is a particular instance in my various campaign missions can you point them out and I can look into it.

Thing to bear in mind the AI does not always do what the campaign creator expects. Obviously they do when the mission is created and some times for many months or years but often an AI update will change this and no longer will they act as expected. That’s when it is useful to get the particular feed back on a mission so it can be resolved.

That said a campaign creator does not want to create a situation where all the player has to do is fly in the background in the knowledge that all the bad guys will be taken out by your wing. In my missions I will normally leave at least one bad guy the player will have to take out. The clue is in the radio message at the commit which targets you are responsible for. 

  • Like 1

F/A-18C Campaigns : The Serpent’s Head / The Serpent’s Head 2

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