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Ground group efficient size for complex mission


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Posted

Hello,

I usually creates quite complex scenario with about 1200 - 1800 ground units. Movers, armored or not, are divided in platoon size groups (3x, 4x, up to 5x max) of the same type. This setup worked quite well even if some of them are moving (let's say 20-25 groups moving) with DCS performances.

Now I would like to create a scenario with company-sized groups, so with 10 to 15 units each: In the past, and I mean years ago, having groups with this size could create issues when moving offroad or in general as a performance hit when asking a movement... I didn't notice this performance hit since MT came out and in general with the lasts DCS versions.

So if possibile I would like to hear your opinion/experience in the lasts DCS built about "large" ground groups: Do you think that a scenery built on groups of 10-15 units would work well?  Or did you have some negative experience even after 2.7?

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

Interesting, also mine is in cyprus XD. But I'm more talking about realtime performance while running the scenery 🙂

 

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)

I had to have a quick test again to see where large ground AI failed, to be fair its much improved over the years where my cynical answer would have been to not bother. Ground AI is really basic, without an "attack group" command its really unsatisfying to place groups next to each other and see them move only along the line of the route whilst firing, quite unnatural.

I can't offer anything about scaling without coming up with a huge test, the feedback from servers is that you can put more units down than you used to. Here is what I think about company sized groups:

"Don't". The ED formation procedure takes ages, and cant form up in woods or tight spaces - stick to small groups. Instead invest time building a class that puts platoons following a lead platoon, using bounding tactics, in order to slow down combat. Ground AI is so simplified that we have to do the thinking for it. We need some FSM's - "under fire", "covering", "bounding", "suppressed" using events and tasks. We need to attach platoons to lead platoons to make company elements and move them in a more realistic way, but keeping that 3-4 group count. Similar to how the "follow" task works but better.

Then I might get interested in large scale combat again. Otherwise its just chaos.

Edited by Pikey

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SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

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