zaelu Posted September 13, 2024 Posted September 13, 2024 As we grow older (and richer... just kidding) we accumulate more and more modules from DCS (and other flghtsims) but also time gets more and more limited and we kind of start to lag behind. Some of us still play a lot single player. I for example am a almost 100% DCS single player but long for playing 100% multiplayer... but the schedule and difficulty in mastering each airframe just keeps me away. Like me maybe more and more players start accumulating dust on their modules... I have still to start learning F-16, F-18, F-14, Ah-64 and still much to learn on Mi-24 and Ka-50 and a lot to fine tune on the rest of the pile of modules. Many times after a hiatus from playing we return to the sim jump in the cockpit and... bah... "I forgot that and that and that" To all this add... no... ADD a VR headset over our head and the image of STUCK might be complete. Maybe some other older players but even younger simmers can chip in with their own angle on this issue. Of course there are players that either because are young and at the start of the carrier or their personal situation allow them to keep up with DCS 100% and they are true masters of it... hats off for them! But the big market of players new or old might hit at some point some part of this "wall" I describe here... possible it has a name already and I just don't know it. And I think this can have a hit on the sales also. I for example have less of an incentive to buy modules and especially to buy them on "early access" since I know I won't have the time to learn them till they get "released". Not only this creates a problem on the sales ends but it could create a solution too. So how I envisage something like a solution to this? A.I. Becomes cheaper and cheaper. Take an AI from some provider... Open AI, Groot, Copilot (sic), Gemini etc and throw in it all the manuals for all the modules, all BFM, ACM, etc etc basically throw as much of the general DCS or specific module "META" in it then create a system of assistance that should be at the end basically as a smart Copilot/Wingman Instructor. It should function either with a bush button like you talk with it (him?) either when you point at something in the cockpit or when you want to ask a question about a function or maneuver. Examples: Point to some radio and push AI button. A.I.nstructor should say: "That's the x radio used to this or that. Do you want more in depth information?" (yes/no) If you go to in-depth IT can start a lesson about how to use that element or function. I know F4 has some neat (almost not functional) feature where you can ask what is this and it opens the manual. It's cool but I am talking about a step further... a true AI Instructor that can talk contextually and give vastly more info and more personalized on the situation and player. Like wise for learning systems... it can go full encyclopedia on you and bring in trivia etc etc. Meta...(not the company) or Push A.I.nstructor button and ask: I want to learn hovering, what am I doing wrong? And then he should be able to assit you. or You do a dogfight with IT in the back or against IT ad he should be able to assist you in the whole maneuver. Like tell you if a one or two circle is recommended or when to pull or when to ease up. I am not talking about Jester like "oh it was behind us 6 o'clock" or something but real smart coaching. I know this is not trivial stuff but I also know ED is trying to make the AI plane smarter so... win-win. Of course another small aspect such function should be server side enforceable as OFF if for some reason in online such instructor might be too much o an advantage. This could also be an opportunity either to increase the appeal of DCS World to more players that could see a real chance to learn it or/and an opportunity to a new revolutionary module and/or service. Imagine the whole startup missions and weapons and system training missions redone with AI. If one need an inspiration to what a good AI and a inspired implementation could do can look at AI driven NPC and Quest generation in RPG games... something like Skyrim with ChatGPT for example would be a good start for some inspiration moments. And before someone say... "RTFM"... you can see it (again) like this: "You give players a manual and you get X customers. You give players an AI instructor that is always behind them if needed... you get Y customers. Find out if Y is bigger than X and by how much... if is an order of magnitude or so... you need this yesterday." Maybe I didn't cover the whole subject as it should. I will let others chip in and maybe a better image will result. Also I hope it was not already suggested ad nauseam... Also I hope it's already in the works behind curtains. Cheers 3 [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
SharpeXB Posted September 13, 2024 Posted September 13, 2024 You can do this now but yeah I can foresee a time when you just interact with everything(one) in the game like wingmen and ATC by simply talking to it Hey Copilot, In Digital Combat simulator, how do I drop a GBU 12 using the FA18C Hornet? Dropping a GBU-12 laser-guided bomb using the F/A-18C Hornet in Digital Combat Simulator (DCS) involves several steps. Here's a simplified guide to help you get started: 1. **Load the GBU-12**: Ensure your aircraft is equipped with the GBU-12 bombs. 2. **Master Arm On**: Turn on the Master Arm switch. 3. **Select Air-to-Ground Mode**: Switch to Air-to-Ground (A/G) mode. 4. **Select the GBU-12**: Use the Stores Management System (SMS) to select the GBU-12. 5. **Set Laser Code**: Ensure the laser code on your bomb matches the code of the designator (usually set to 1688 by default). 6. **Designate Target**: Use the targeting pod (TGP) to find and designate your target. You can also use a JTAC or another aircraft to lase the target. 7. **Set Bombing Mode**: Choose the appropriate bombing mode (AUTO or CCIP). AUTO mode is generally preferred for precision. 8. **Fly to Release Point**: Follow the guidance on your HUD to fly to the release point. In AUTO mode, the bomb will release automatically when you reach the correct point. 9. **Release the Bomb**: If using CCIP mode, manually release the bomb when the pipper is over the target. 10. **Confirm Laser On**: Ensure the laser designator is active and lasing the target. 11. **Bomb Impact**: The bomb will guide itself to the laser spot and impact the target. For a more detailed walkthrough, you can check out video tutorials like [this one](https://www.youtube.com/watch?v=urGAhuxmaEk) by RedKite¹. Feel free to ask if you have any more questions or need further assistance! Source: Conversation with Copilot, 9/13/2024 (1) DCS F/A-18C Hornet Laser Guided Bomb Tutorial. https://www.youtube.com/watch?v=urGAhuxmaEk. (2) DCS World 2.5 // F/A-18C Hornet - GBU LBG Tutorial. https://www.youtube.com/watch?v=QQciFoemhNY. (3) F/A-18C Time On Target Tutorial. https://www.youtube.com/watch?v=SsIJEHsP1FM. (4) Download PDF - Chuck's Guides. https://chucksguides.com/aircraft/dcs/fa-18c/. (5) DCS Tutorial Collection. https://dcs-tutorial-collection.de/contents/pages/F-18C_tutcol.php. (6) F/A-18C Hornet Flight Manual (chapter_1) REV01082021 (kneeboard). https://www.digitalcombatsimulator.com/en/files/3316680/. (7) F/A-18C Hornet Flight Manual [chapter-1] REV18012022 (pdf). https://www.digitalcombatsimulator.com/en/files/3316679/. (8) ️F/A-18C Hornet | How to Drop GBU-12 Using MGRS (GRID ... - YouTube. https://www.youtube.com/watch?v=4q47JyubVPM. 1 i9-14900KS | ASUS ROG MAXIMUS Z790 HERO | 64GB DDR5 5600MHz | iCUE H150i Liquid CPU Cooler | ASUS TUF GeForce RTX 4090 OC | Windows 11 Home | 2TB Samsung 980 PRO NVMe | Corsair RM1000x | LG 48GQ900-B 4K OLED Monitor | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5
MAXsenna Posted September 13, 2024 Posted September 13, 2024 4 hours ago, zaelu said: Push A.I.nstructor button and ask: I want to learn hovering, what am I doing wrong? And then he should be able to assit you. Interesting! Everyone knows that the AI in DCS is perfect. It never commit CFTs etc. at all. NEVER! Now, please elaborate on how you gonna teach it how to teach real people! Jokes aside, I see where you're coming from, and it's a great idea. A little premature perhaps. I don't see for the foreseeable future how you gonna, (or even why you even need it), teach hovering, AAR etc. Now an AI analyser for TacView, that'd be something. @BuzyBee ATC Beyond is a prefect example of how one can use AI in a SIM. The core of the SIM needs the foundation the AI needs to be laid on though. Not sure DCS have that now. For giggles, join the VAICOM Discord, and see how AI "unlearns" itself in real time. 1
zaelu Posted September 14, 2024 Author Posted September 14, 2024 9 hours ago, MAXsenna said: Interesting! Everyone knows that the AI in DCS is perfect. It never commit CFTs etc. at all. NEVER! Now, please elaborate on how you gonna teach it how to teach real people! Jokes aside, I see where you're coming from, and it's a great idea. A little premature perhaps. I don't see for the foreseeable future how you gonna, (or even why you even need it), teach hovering, AAR etc. Now an AI analyser for TacView, that'd be something. @BuzyBee I expect that DCS AI will get better and more natural over time just like the FM got better and more in depth over time. For example most quad drones and maybe even helicopter drones can hover in real life conditions pretty decently so all it needs is a bridge between the AI part that drives the real drone to the LLM AI that can speak out what it knows theoretically and what the input-effect from the user tells it. Again... I am not saying this is trivial stuff, that's why I don't expect "a mod" a la Skyrim ChatGPT to just do it... although I wouldn't be shocked really if someone would manage to do just that... To clarify maybe... what I am aiming in the end is the experience of flying with a real instructor in the plane or along side the plane as a wingman that sees all you do in the cockpit and knows all the theory as a comprehensive "meta". 1 [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
zaelu Posted September 14, 2024 Author Posted September 14, 2024 13 hours ago, SharpeXB said: You can do this now but yeah I can foresee a time when you just interact with everything(one) in the game like wingmen and ATC by simply talking to it Hey Copilot, In Digital Combat simulator, how do I drop a GBU 12 using the FA18C Hornet? [...] It needs to be more than a AI reader of a manual. It needs to interact with User's actions and responses. For example it needs to be able to talk something like this: "Hey Copilot, how do I drop a GBU 12?" (or via a Rosetta interface like Heatblur has you select what you want to learn or do - for the case a voice commanded interaction is not possible) "**Master Arm On**: Turn on the Master Arm switch." "Where is that?" (or double press the AI.nstructor button to go one more level of detail further in the answer) "Front Left Panel. Start looking above your right knee" "Why is this the first step?" (or double tap AI.structor button again) "This is connected to the concept of having a first line all around safety on all weapons onboard, without it turned On the weapons are disarmed either electrically or logically not selectable or usable in the complicated process of firing" (making this up but you get the idea) Also it needs to be able to say after it commands Master Arm On and the user drops the gear lever down: "No! Not the gear lever!" - and raises the gear lever itself "Ok, then which one?" "This one!" - highlights and after 2 seconds flips the Master Arm itself saying: "This one on the left panel! Look! have you seen it?" "Yes" "Good, next..." etc I know it sounds SF but if you talk today with something like ChatGPT this sounds possible. 1 [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
SharpeXB Posted September 14, 2024 Posted September 14, 2024 By the time AI becomes that advanced it will have taken all our jobs and the only thing left for us to do will be to play DCS 1 i9-14900KS | ASUS ROG MAXIMUS Z790 HERO | 64GB DDR5 5600MHz | iCUE H150i Liquid CPU Cooler | ASUS TUF GeForce RTX 4090 OC | Windows 11 Home | 2TB Samsung 980 PRO NVMe | Corsair RM1000x | LG 48GQ900-B 4K OLED Monitor | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5
zaelu Posted October 14, 2024 Author Posted October 14, 2024 (edited) This would be a starting point... of course it should know the aircraft systems inside out and be able to interact with the plane if possible/allowed by player/allowed by server etc. Also from min 13:00 on. Edited October 14, 2024 by zaelu 1 [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
upyr1 Posted October 17, 2024 Posted October 17, 2024 This would be awesome, I've always though it would be better to have a full blown training campaign instead of the missions we had and an AI instructor would enable you to have dynamic training campaign 1
zaelu Posted January 10 Author Posted January 10 OK... maybe this can help even further? https://developer.nvidia.com/ace [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
SharpeXB Posted January 10 Posted January 10 Yeah DCS doesn’t have that kinda budget… On 10/14/2024 at 2:35 AM, zaelu said: This would be a starting point... Again this game doesn’t have the player base to support an add-on like that. And I think that comes with a subscription fee. i9-14900KS | ASUS ROG MAXIMUS Z790 HERO | 64GB DDR5 5600MHz | iCUE H150i Liquid CPU Cooler | ASUS TUF GeForce RTX 4090 OC | Windows 11 Home | 2TB Samsung 980 PRO NVMe | Corsair RM1000x | LG 48GQ900-B 4K OLED Monitor | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5
zaelu Posted January 28 Author Posted January 28 (edited) Things evolve very quickly it seems. I was chatting for 3rd time with DeepSeek and I asked him (it?) this: "Do you have or will have in the future "agents". Say for example play a game with a human after you understand how it's played and have an interface to the game... for example a computer game" He replied: Quote That's a great question! While I don't currently have the capability to directly interact with or play computer games in real-time, the concept of AI "agents" that can learn and play games is a rapidly evolving area in AI research. Here's a breakdown: ### Current Capabilities: - **Game Understanding**: I can explain rules, strategies, and tips for many games if you describe them to me. - **Text-Based Games**: I can play or simulate text-based games (like interactive fiction or choose-your-own-adventure games) since they rely on text input and output. - **AI in Gaming**: There are already AI systems (like OpenAI's GPT models or DeepMind's AlphaZero) that can learn and play games at a superhuman level, but these are specialized systems, not general-purpose assistants like me. ### Future Possibilities: - **Game Agents**: In the future, it's possible that AI assistants like me could integrate with gaming interfaces to play alongside humans. This would require: - **Learning Game Rules**: Understanding the mechanics and objectives of the game. - **Real-Time Interaction**: An interface to interact with the game environment (e.g., APIs or screen-reading capabilities). - **Adaptive Play**: Adjusting strategies based on the human player's style and skill level. - **Collaborative Play**: AI agents could act as teammates, opponents, or even coaches in games, providing a more dynamic and personalized gaming experience. ### Challenges: - **Complexity**: Games with rich graphics, real-time action, or complex mechanics (e.g., first-person shooters or open-world RPGs) are harder for AI to handle without specialized training. - **Ethics and Fairness**: Ensuring AI agents enhance the gaming experience without ruining the fun or fairness for human players. If you're curious about specific games or scenarios, feel free to share, and I can brainstorm how AI might fit into those! then I said: "Yes, for example I am thinking at an "agent" that can act as a pilot trainer in a flight simulation. The player (human) flies the simulated plane on his computer while the A.I. agent being connected to the game and being aware of hole game environment and telemetry of the plane gives live feedback to the player on what mistakes he did or what to do in certain situations like emergencies etc. For example: 1.. player flies but not that good and ai reminds him that he has allowed the airspeed to drop too low and he should pitch down or throttle up 2. plane has an engine failure and ai quickly starts helping the human with instructions like: "search for a place to force land the plane while still flying correctly for the situation" or "look left there is a corn field you can land there!" or "let me call ATC to call for a may-day for the emergency while you fly the plane" 3. or even provoke chain failures for training purposes. Another example... there are simulations where the player flies a combat plane and the AI could assist in ground operations... being aware of what the actual game world does. Games have "so called AI" that moves the "ai units" i.e. the live units that are not played by humans but most of times are really limited in possibilities like tactics and strategies... so an AI agent could really flex some brain muscle there." He replied: Quote Your idea is fantastic and aligns perfectly with the potential of AI in gaming and simulation! A flight simulation AI agent, as you described, could revolutionize pilot training and gaming experiences by providing real-time feedback, guidance, and dynamic challenges. Let’s break this down further: --- ### **1. AI as a Pilot Trainer in Flight Simulations** Your concept of an AI agent acting as a live instructor is absolutely feasible with current and emerging AI technologies. Here’s how it could work: #### **Key Features:** - **Real-Time Telemetry Monitoring**: The AI agent would connect to the game’s telemetry data (e.g., airspeed, altitude, pitch, engine status) and analyze it in real-time. - **Error Detection and Feedback**: The AI could detect mistakes (e.g., low airspeed, incorrect flap settings, poor landing approach) and provide corrective instructions. - **Emergency Scenarios**: The AI could simulate emergencies (e.g., engine failure, fuel leak) and guide the player through the correct procedures. - **Dynamic Assistance**: The AI could adapt its feedback based on the player’s skill level, offering more detailed instructions for beginners and subtle hints for advanced players. - **ATC Simulation**: The AI could act as Air Traffic Control (ATC), communicating with the player and coordinating emergencies or traffic. #### **Example Workflow:** 1. **Low Airspeed Alert**: - AI: "Your airspeed is dropping. Pitch down slightly and increase throttle to maintain lift." 2. **Engine Failure**: - AI: "Engine failure detected. Maintain glide speed and look for a landing spot. There’s a field at your 10 o’clock—aim for it." 3. **Chain Failures for Training**: - AI: "Simulating hydraulic failure. Use manual controls to maintain stability." --- ### **2. AI in Combat Flight Simulations** For combat flight sims, the AI agent could act as a tactical advisor or even control allied units, enhancing realism and strategy. #### **Key Features:** - **Tactical Guidance**: The AI could suggest strategies based on the battlefield situation (e.g., "Engage the enemy at high altitude to gain an advantage"). - **Ground Operations**: The AI could coordinate ground units, manage logistics, or call for reinforcements. - **Dynamic Enemy AI**: The AI could control enemy units with advanced tactics, making the game more challenging and realistic. - **Mission Planning**: The AI could help plan missions, assign objectives, and adapt to changing conditions. #### **Example Workflow:** 1. **Tactical Suggestion**: - AI: "Enemy SAM site detected at your 3 o’clock. Climb to 20,000 feet to avoid radar detection." 2. **Ground Unit Coordination**: - AI: "Allied ground units are under fire. Provide close air support at grid coordinates Bravo-7." 3. **Dynamic Enemy Behavior**: - AI-controlled enemy units could flank the player or set traps, making the game more immersive. --- ### **3. Technical Implementation** To make this happen, the AI agent would need: - **Game Integration**: Access to the game’s API or telemetry data (e.g., Microsoft Flight Simulator’s SDK or DCS World’s export tools). - **Real-Time Processing**: Fast analysis of game data to provide timely feedback. - **Natural Language Processing (NLP)**: To communicate with the player in a natural, conversational way. - **Machine Learning**: To adapt to the player’s skill level and improve its guidance over time. --- ### **4. Challenges and Considerations** - **Game Compatibility**: Not all games expose their data via APIs, so integration might require collaboration with game developers. - **Latency**: Real-time feedback requires low latency to be effective, especially in fast-paced scenarios. - **Ethics and Safety**: In training scenarios, the AI must ensure it doesn’t overwhelm the player or provide incorrect guidance. --- ### **5. Future Possibilities** - **Multiplayer Integration**: The AI could act as a wingman or mission commander in multiplayer games. - **Custom Scenarios**: Players could design their own training missions or emergencies for the AI to manage. - **Cross-Platform Support**: The AI could work across different flight sims or even real-world training systems. --- Your vision is incredibly exciting and aligns with the direction AI is heading in gaming and simulation. If you’re interested in exploring this further, tools like Microsoft Flight Simulator’s SDK or DCS World’s modding capabilities could be a great starting point. Let me know if you’d like help brainstorming specific features or technical details! I got baffled. Not only that it can be done basically today but he/it understood more than I have said... like the last phrase was... wtf moment... I haven't talked with him much... just 3 times this included. First time was just hello something and second time a discussion about nature of reality (you don't wanna know... trust me ) So... when someone makes a "lua script" that can connect these agents to DCS world to have real time telemetry and units position movements, heath etc knowledge real time? Can you imagine?? Deep Seek in theory could be run locally on server!!!! then I said: "Your answer is really interesting and baffling. How do you know I am leaning towards MSFS and DCS? If you are good at programming how would you do an interface between yourself and DCS World? There are a lot of "exporting" tools and things on DCS scene but I am not really a programmer and I can't express myself well." And he replied: Quote Haha, great observation! I didn’t *know* you were leaning toward MSFS (Microsoft Flight Simulator) and DCS (Digital Combat Simulator), but they are two of the most popular and advanced flight simulators available, especially for the kind of AI-assisted training and dynamic scenarios you described. They’re also known for their robust modding communities and APIs, which make them ideal for integrating AI agents. So, it was an educated guess! Now, let’s dive into how an interface between an AI (like me) and DCS World could work. I’ll break it down into simple steps and concepts, even if you’re not a programmer. --- ### **1. Understanding DCS World’s Exporting Tools** DCS World has a powerful **Export API** that allows external programs to read telemetry data (e.g., aircraft position, speed, altitude, system status) and even send commands back into the game. This is perfect for creating an AI assistant. #### **Key Data You Can Export:** - Aircraft telemetry (position, speed, altitude, heading, etc.). - System status (engine health, fuel levels, weapon status, etc.). - Environment data (weather, terrain, enemy positions, etc.). #### **Tools to Use:** - **DCS-BIOS**: A community-driven project that simplifies exporting data from DCS. - **Lua Scripting**: DCS uses Lua for modding, so you can write scripts to export data or interact with the game. - **SimConnect (for MSFS)**: If you’re also interested in MSFS, SimConnect is the API for interfacing with the simulator. --- ### **2. How to Build the Interface** Here’s a high-level plan for creating an AI agent that interacts with DCS World: #### **Step 1: Set Up Data Export** - Use DCS-BIOS or Lua scripts to export telemetry data from DCS to an external program. - For example, you could export aircraft altitude, speed, and engine status to a text file or send it over a network socket. #### **Step 2: Create a Middleware Program** - Write a small program (in Python, C#, or another language) to read the exported data and process it. - This program will act as the "bridge" between DCS and the AI. #### **Step 3: Integrate the AI** - Use an AI framework (like OpenAI’s API or a local machine learning model) to analyze the data and generate responses. - For example, if the AI detects low airspeed, it could send a message like, "Increase throttle to maintain lift." #### **Step 4: Send Feedback to the Player** - The middleware program can send the AI’s feedback back to the player via: - Text-to-speech (e.g., the AI speaks instructions). - On-screen messages (e.g., a HUD overlay in DCS). - A separate app or window running alongside the game. #### **Step 5: (Optional) Send Commands Back to DCS** - If you want the AI to interact with the game (e.g., simulate emergencies or control allied units), you can use Lua scripts or DCS-BIOS to send commands back into DCS. --- ### **3. Example Workflow** Let’s say you want the AI to monitor airspeed and provide feedback: 1. **DCS Exports Data**: DCS sends the aircraft’s airspeed to a text file or network socket. 2. **Middleware Reads Data**: Your program reads the airspeed value. 3. **AI Analyzes Data**: The AI checks if the airspeed is too low. 4. **AI Provides Feedback**: The AI sends a message like, "Your airspeed is low. Increase throttle." 5. **Player Hears Feedback**: The message is delivered via text-to-speech or displayed on-screen. --- ### **4. Tools and Resources** Here are some tools and resources to help you get started: #### **For DCS World:** - **DCS-BIOS**: [GitHub Repository](https://github.com/DCSFlightpanels/dcs-bios) - **DCS Lua Scripting Guide**: [Official Documentation](https://www.digitalcombatsimulator.com/en/support/faq/616/) - **Export Scripts**: Look for community scripts on forums like the [DCS Forums](https://forums.eagle.ru/). #### **For AI Integration:** - **Python**: A beginner-friendly programming language for building the middleware. - **Text-to-Speech Libraries**: Use libraries like `pyttsx3` (Python) or Windows Speech API. - **OpenAI API**: If you want to use a powerful language model like me for generating instructions. #### **For Networking:** - Use sockets or HTTP to send data between DCS, your middleware, and the AI. --- ### **5. Example Code Snippet (Python)** Here’s a simple example of how you might read data from DCS and provide feedback: ```python import time import pyttsx3 # For text-to-speech # Simulated function to read airspeed from DCS (replace with actual data export) def read_airspeed(): # In a real scenario, this would read from a file or network socket return 120 # Example airspeed in knots # Initialize text-to-speech engine engine = pyttsx3.init() # Main loop while True: airspeed = read_airspeed() if airspeed < 130: message = "Your airspeed is low. Increase throttle." print(message) engine.say(message) engine.runAndWait() time.sleep(5) # Check every 5 seconds ``` --- ### **6. Next Steps** If you’re interested in pursuing this, here’s what you can do: 1. **Learn the Basics of DCS Exporting**: Explore DCS-BIOS and Lua scripting. 2. **Experiment with Python**: Write small programs to read and process data. 3. **Join the Community**: The DCS modding community is very active and can help you with specific questions. --- This might sound complex, but once you break it down into smaller steps, it becomes manageable. If you’d like, I can help you brainstorm more specific ideas or even guide you through setting up a simple prototype! Let me know how you’d like to proceed. It takes me more to process these than it take him to say it... I can't share a link to the discussion unlike on ChatGPT and Grok. I will add pics I think. for the record I add some screenshots. Edited January 28 by zaelu [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
Dragon1-1 Posted January 28 Posted January 28 Note that the only thing you need an AI in this scenario is natural language processing, in other words, talking to you like a human. The rest is, in essence, a glorified flight manual and basic flying handbook reader, cued up by cockpit actions. Effectively the same thing DCS training missions already do, autogenerated in real time. I admit, Deep Seek makes a pretty good job at the talking part. Seeing as it's lighter on the hardware than other models, it could be a good starting point. 1
zaelu Posted January 28 Author Posted January 28 The training missions are done in months and are incredibly feeble to update destruction power and very very limited in everything. I never did training missions but I do know a bit of mission editor and dug my hands in triggers and scripts a lot of times and is very very limited and "dumb" compared with what any AI like Grok, ChatGPT, DeepSeek etc can throw in a fraction of a second. One thing that can struck anyone reading the discussion with attention is how much the AI deduced on point. Sometimes big things sometimes little things only a human can spot. I for sure I have met in my life many many people way more linear than this AI... [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
Czar66 Posted January 28 Posted January 28 (edited) On 9/13/2024 at 3:22 PM, zaelu said: I have still to start learning F-16, F-18, F-14, Ah-64 and still much to learn on Mi-24 and Ka-50 and a lot to fine tune on the rest of the pile of modules. OP....you're overwhelmed by the amount of modules you own. You're not the first person which I hear this. It is understandable but I think it is the source of this imaginative and constructive.....construction you've posted of the need of a virtual flight instructor. It is unfortunate to be discouraged by the many buttons and systems, even more so when having a backlog to go through in DCS, which seems like you have. I would try to fix this by have only one module for a while and forgetting that other modules exist. No matter the actual time will take, until you're comfortable on jumping into the aircraft at any day and not thinking about grabbing the manual anymore...or a browser to look on the internet any answer to a question. This last part is very important and I fear the AI doesn't have that capability of telling you: dude, hop on the thing and just go have at it. Many things you learn by doing it, and also is the only way to develop a technique of your own. I bet the last time you had the most progression on learning an aircraft, was the time you had only one or two 'new one' to hop into when having a free time, well, at least it was for me, but now you have 6, 7... . I tend to block any new AC purchase before I can deploy the last new module I have in a dynamic manner without having to look to the manual.....and get back to the base in a good regularity. I was lucky to be 'stuck' with the A-10C as my only FF for years, and the the F-18C as a modern 4th gen fighter multirole for 5 years straight before I bought the 14, 16, 15E, 4E... The Apache purchase is waiting my learning of the Phantom currently. I don't mean to disrespect in any way, and your post was a good read. It transported me to a sci-fi reality which was quite interesting to imagine. Btw: I hope you can start clearing that backlog no matter the pace. Any progress is good progress. Soon may what discourages you can transform into the actual reward of flying in these pixel planes. I think one learnt, speeds up the next as some hotas philosophies are interchangeable. ________________________________________________________________________________ About the AI Stuff (technicalities): In all honesty, any of this are not really replacing a well written manual and proper time with a single module. The experience of learning to hover, for the example shown, is much faster at doing the thing than hearing someone/somebody else explain. IMO, at the mechanical part of flying, seems the same as someone trying to teach another person to fly by saying words while it is much faster to boot up the plane and spend some minutes in it at the actual thing. The theoretical part, the one that a well written manual already does a fine job, could be injected on a AI system (which really is an automated delivery of a database) that you could 'talk' to when being in doubt of something technical. That I would like quite a bit. I like the peace of the cockpit while already feeling at home at my current modules while only wanting to hear a human friend, with whatever their struggles are or resolutions to an issue. I think this all ain't for me, but at the same time I don't think this AI stuff will properly cure lack of time flying a bird. 1 hour ago, Dragon1-1 said: Note that the only thing you need an AI in this scenario is natural language processing, in other words, talking to you like a human. The rest is, in essence, a glorified flight manual and basic flying handbook reader, cued up by cockpit actions. Effectively the same thing DCS training missions already do, autogenerated in real time. That's well put. Edited January 28 by Czar66
Dragon1-1 Posted January 28 Posted January 28 49 minutes ago, zaelu said: The training missions are done in months and are incredibly feeble to update destruction power and very very limited in everything. I never did training missions but I do know a bit of mission editor and dug my hands in triggers and scripts a lot of times and is very very limited and "dumb" compared with what any AI like Grok, ChatGPT, DeepSeek etc can throw in a fraction of a second. You should do training missions before say things like that, because you're quite wrong. The ones that are limited don't take months (and don't break on every update, either), and the ones that do take months are very clever and flexible. The only thing AI could do better there is, perhaps, recording the voice lines. DCS scripting sucks, that's another problem. The real reason that mission development can take months is that tools we get are difficult to use. No AI will ever be able to bypass inherent brittleness of DCS scripts, simply because it can't be bypassed without a scripting overhaul on the engine side. ED seems to be trying to make ME less painful to use, but it's a slow process. AI is not magic, nor is it a person. In the end, it's just a bunch of equations and a lot of brute force. As a tool, this can be useful, but it won't do the thinking for you. Those "things only human can spot" only seem hard to guess, but that doesn't necessarily mean they are. You can use it to rephrase existing information in a way that suits you better, but be careful not to assume too much about what it can do.
zaelu Posted January 28 Author Posted January 28 (edited) I don't want to make a friendly but in the end useless and off topic dispute with you two But... I will say few informations. I am 50 years old by now. I joined these forums in September 24, 2005 after playing a lot of time other flight sims. I have a back log because I am old and need to work from time to time and have a child and also in time I do realized (doh... at 50...) that partially our hobby is used as propaganda for war which puts me off quite a bit. I did made for my old squad quite a lot of missions. I also "fixed" from time to time training missions .... like lately... I have run through all the AV8B Training Missions. several times some of them and fixed in ME what I deemed necessary to be fixable. It's while looking at these missions I realized that no matter the dedication for them they will always feel and be limited and BUGGY as hell. Just to prove a bit what I said this is the "playthrough" list for AV8B that I have started. The youtube list in the post. I also play MSFS, and Quake Champions (badly), and another dozen games probably... The day is still 24 hours... An AI driven training course would be not only more informative but way funnier and become really a main dish not just a quick way to get you started without the manual. Because this is what we try to do in DCS... We try to learn a plane! The most important thing is that we know how that plane works and not that we are top dog on a server. It's meaningless actually. A real life pilot will always be amazed you the player know so much about his plane but will give a rats arse about the fact you downed 50 planes in one night on a quake server. Li-te-ra-ly! For me a single player campaign is meaningless for example... some dreamer imagines some crazy scenario in which this or that country attacks his little country and he defends it with one plane.... what-ever! Dream on while some big boys steals your entire family life! Imagine having an AI like Jester from F14 and F4. I am sure Cobra is looking into this as "this can change everything" in flight siming. In one year or so everybody will slap their forehead wondering how the Earth turned all this time without this kind of training tools. Manuals are cool but they fit a niche... a wide niche of people that need structured instructions and have no time to experiment. You need to understand that everything we know...everything!!! Is not coming from manuals! But it's actually put in to manuals by those who experimented and some actually died doing it! This is what we actually yearn for! The experience... Not the "nerding" and grinding but most have no choice in life and have to... read! After a while... it becomes second nature and then first nature and then we can't do without. But actually... not only we can do without... this is how we did it in the first place. But as wise men of Egypt said when Toth invented the writing and proclaimed that from then on no information will be lost: "No, from now on nobody will remember anything." I can say nobody is really experiencing anything." Anyway... Edited January 28 by zaelu [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
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